Minor Update - Gestion des Texture Update

Feat :

+ Utilisation de vector pour stocker les texture filename
~ Refonte du chargement des textures
This commit is contained in:
2024-04-12 17:11:06 +02:00
parent 42226741ce
commit aa4f1146b7
6 changed files with 54 additions and 102 deletions

View File

@@ -19,8 +19,7 @@ ModelClass::~ModelClass()
{
}
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename1, char* textureFilename2, char* textureFilename3,
char* textureFilename4, char* textureFilename5, char* textureFilename6)
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, vector<string> filename)
{
logger.Log("Initializing model class", __FILE__, __LINE__);
@@ -45,7 +44,7 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
return false;
}
// Load the textures for this model.
result = LoadTextures(device, deviceContext, textureFilename1, textureFilename2, textureFilename3, textureFilename4, textureFilename5, textureFilename6);
result = LoadTextures(device, deviceContext, filename);
if (!result)
{
logger.Log("Failed to load textures", __FILE__, __LINE__, Logger::LogLevel::Error);
@@ -220,57 +219,23 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
}
bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename1, char* filename2, char* filename3, char* filename4, char* filename5,
char* filename6)
bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, vector<string> textureFile)
{
logger.Log("Loading textures", __FILE__, __LINE__);
bool result;
// Create and initialize the texture object array.
m_Textures = new TextureClass[6];
m_Textures = new TextureClass[textureFile.size()];
result = m_Textures[0].Initialize(device, deviceContext, filename1);
if (!result)
for (int i = 0; i < textureFile.size(); i++)
{
logger.Log("Failed to initialize texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
result = m_Textures[1].Initialize(device, deviceContext, filename2);
if (!result)
{
logger.Log("Failed to initialize texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
result = m_Textures[2].Initialize(device, deviceContext, filename3);
if (!result)
{
logger.Log("Failed to initialize texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
result = m_Textures[3].Initialize(device, deviceContext, filename4);
if (!result)
{
logger.Log("Failed to initialize texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
result = m_Textures[4].Initialize(device, deviceContext, filename5);
if (!result)
{
logger.Log("Failed to initialize texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
result = m_Textures[5].Initialize(device, deviceContext, filename6);
if (!result)
{
logger.Log("Failed to initialize texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
result = m_Textures[i].Initialize(device, deviceContext, textureFile[i]);
if (!result)
{
logger.Log("Failed to initialize texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
}
logger.Log("Textures loaded", __FILE__, __LINE__);