Sample: update dx11 texture loader.
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@@ -1,44 +1,44 @@
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#ifndef MODEL_LOADER_H
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#define MODEL_LOADER_H
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#include <vector>
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#include <d3d11_1.h>
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#include <DirectXMath.h>
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#include <assimp\Importer.hpp>
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#include <assimp\scene.h>
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#include <assimp\postprocess.h>
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#include "Mesh.h"
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#include "TextureLoader.h"
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using namespace DirectX;
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class ModelLoader
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{
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public:
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ModelLoader();
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~ModelLoader();
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bool Load(HWND hwnd, ID3D11Device* dev, ID3D11DeviceContext* devcon, std::string filename);
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void Draw(ID3D11DeviceContext* devcon);
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void Close();
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private:
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ID3D11Device *dev;
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ID3D11DeviceContext *devcon;
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std::vector<Mesh> meshes;
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string directory;
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vector<Texture> textures_loaded;
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HWND hwnd;
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void processNode(aiNode* node, const aiScene* scene);
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Mesh processMesh(aiMesh* mesh, const aiScene* scene);
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vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, string typeName, const aiScene* scene);
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string determineTextureType(const aiScene* scene, aiMaterial* mat);
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int getTextureIndex(aiString* str);
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ID3D11ShaderResourceView* getTextureFromModel(const aiScene* scene, int textureindex);
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};
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#endif // !MODEL_LOADER_H
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#ifndef MODEL_LOADER_H
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#define MODEL_LOADER_H
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#include <vector>
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#include <d3d11_1.h>
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#include <DirectXMath.h>
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#include <assimp\Importer.hpp>
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#include <assimp\scene.h>
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#include <assimp\postprocess.h>
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#include "Mesh.h"
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#include "TextureLoader.h"
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using namespace DirectX;
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class ModelLoader
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{
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public:
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ModelLoader();
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~ModelLoader();
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bool Load(HWND hwnd, ID3D11Device* dev, ID3D11DeviceContext* devcon, std::string filename);
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void Draw(ID3D11DeviceContext* devcon);
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void Close();
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private:
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ID3D11Device *dev;
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ID3D11DeviceContext *devcon;
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std::vector<Mesh> meshes;
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string directory;
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vector<Texture> textures_loaded;
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HWND hwnd;
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void processNode(aiNode* node, const aiScene* scene);
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Mesh processMesh(aiMesh* mesh, const aiScene* scene);
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vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, string typeName, const aiScene* scene);
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string determineTextureType(const aiScene* scene, aiMaterial* mat);
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int getTextureIndex(aiString* str);
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ID3D11ShaderResourceView* getTextureFromModel(const aiScene* scene, int textureindex);
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};
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#endif // !MODEL_LOADER_H
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