Minor - Refactor name - V10.5.0
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258
enginecustom/src/inc/system/model_class.h
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258
enginecustom/src/inc/system/model_class.h
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#ifndef _MODELCLASS_H_
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#define _MODELCLASS_H_
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//////////////
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// INCLUDES //
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//////////////
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#include "Logger.h"
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#include <d3d11.h>
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#include <directxmath.h>
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#include <fstream>
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#include <sstream>
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#include <vector>
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#include <string>
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#include <WICTextureLoader.h>
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using namespace DirectX;
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using namespace std;
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///////////////////////
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// MY CLASS INCLUDES //
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///////////////////////
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#include "texture_class.h"
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enum class TextureType
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{
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Diffuse,
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Normal,
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Specular,
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Alpha
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};
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struct TextureContainer
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{
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// Textures
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std::vector<ID3D11ShaderResourceView*> diffuse;
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std::vector<ID3D11ShaderResourceView*> normal;
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std::vector<ID3D11ShaderResourceView*> specular;
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std::vector<ID3D11ShaderResourceView*> alpha;
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// Textures Paths
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std::vector<std::wstring> diffusePaths;
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std::vector<std::wstring> normalPaths;
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std::vector<std::wstring> specularPaths;
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std::vector<std::wstring> alphaPaths;
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// Get the vector of textures_ based on the type
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std::vector<ID3D11ShaderResourceView*>& Get(TextureType type) const {
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switch (type) {
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case TextureType::Diffuse: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(diffuse);
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case TextureType::Normal: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(normal);
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case TextureType::Specular: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(specular);
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case TextureType::Alpha: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(alpha);
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default: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(diffuse);
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}
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}
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// Get the vector of textures_ paths based on the type
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std::vector<std::wstring> GetPaths(TextureType type) const {
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switch (type)
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{
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case TextureType::Diffuse: return std::vector<std::wstring>(diffusePaths);
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case TextureType::Normal: return std::vector<std::wstring>(normalPaths);
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case TextureType::Specular: return std::vector<std::wstring>(specularPaths);
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case TextureType::Alpha: return std::vector<std::wstring>(alphaPaths);
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default: return std::vector<std::wstring>(diffusePaths);
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}
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}
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// Get The texture based on the type and index
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ID3D11ShaderResourceView* GetTexture(TextureType type, int index) const {
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auto& vec = Get(type);
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if (index >= 0 && index < vec.size())
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return vec[index];
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return nullptr;
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}
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// Get The texture path based on the type and index
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std::wstring GetTexturePath(TextureType type, int index) const
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{
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std::vector<std::wstring> path = GetPaths(type);
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if (index >= 0 && index < path.size())
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return path[index];
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return L"";
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}
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// Release all textures_ and textures_ paths
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void ReleaseAll() {
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ReleaseVector(diffuse);
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ReleaseVector(normal);
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ReleaseVector(specular);
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ReleaseVector(alpha);
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ReleaseVector(diffusePaths);
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ReleaseVector(normalPaths);
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ReleaseVector(specularPaths);
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ReleaseVector(alphaPaths);
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}
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// Assign a texture and its path to the appropriate vector based on the index
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void AssignTexture(TextureContainer& textContainer, ID3D11ShaderResourceView* texture , const std::wstring paths, int index)
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{
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switch (index)
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{
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case 0:
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textContainer.diffuse.push_back(texture);
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textContainer.diffusePaths.push_back(paths);
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break;
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case 1:
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textContainer.normal.push_back(texture);
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textContainer.normalPaths.push_back(paths);
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break;
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case 2:
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textContainer.specular.push_back(texture);
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textContainer.specularPaths.push_back(paths);
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break;
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case 3:
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textContainer.alpha.push_back(texture);
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textContainer.alphaPaths.push_back(paths);
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break;
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default:
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textContainer.diffuse.push_back(texture);
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textContainer.diffusePaths.push_back(paths);
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break;
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}
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}
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private:
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void ReleaseVector(std::vector<ID3D11ShaderResourceView*>& vec) {
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for (auto& tex : vec) {
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if (tex) {
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tex->Release();
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tex = nullptr;
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}
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}
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vec.clear();
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}
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void ReleaseVector(std::vector<std::wstring>& vec) {
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vec.clear();
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}
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};
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////////////////////////////////////////////////////////////////////////////////
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// Class name: model_class
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////////////////////////////////////////////////////////////////////////////////
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class model_class
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{
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protected:
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struct VertexType
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{
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XMFLOAT3 position;
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XMFLOAT2 texture;
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XMFLOAT3 normal;
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XMFLOAT3 tangent;
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XMFLOAT3 binormal;
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};
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struct ModelType
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{
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float x, y, z;
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float tu, tv;
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float nx, ny, nz;
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float tx, ty, tz;
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float bx, by, bz;
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};
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struct Vertex {
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float x, y, z;
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};
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struct Texture {
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float u, v;
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};
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struct Normal {
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float nx, ny, nz;
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};
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struct TempVertexType
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{
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float x, y, z;
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float tu, tv;
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float nx, ny, nz;
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};
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struct VectorType
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{
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float x, y, z;
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};
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struct Face {
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int v1, v2, v3;
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int t1, t2, t3;
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int n1, n2, n3;
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};
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public:
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model_class();
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model_class(const model_class&) = delete;
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model_class& operator=(const model_class&) = delete;
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~model_class();
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//bool initialize(ID3D11Device*, ID3D11DeviceContext*, char*, std::vector<ID3D11ShaderResourceView*>);
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// Nouvelle surcharge avec TextureContainer
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bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*, const TextureContainer&);
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// Nouvelle m<>thode - initialisation sans textures_
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bool Initialize(ID3D11Device*, ID3D11DeviceContext*, char*);
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void Shutdown();
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void Render(ID3D11DeviceContext*);
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int GetIndexCount();
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int GetVertexCount() const { return m_vertexCount; }
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// TEXTURE //
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//ID3D11ShaderResourceView* get_texture(int index) const;
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ID3D11ShaderResourceView* GetTexture(TextureType type, int index) const;
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//bool ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index);
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bool ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext,std::wstring filename, TextureType type, int index);
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// M<>thodes pour ajouter une nouvelle texture
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bool AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext,std::wstring filename, TextureType type);
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bool AddTexture(ID3D11ShaderResourceView* texture, TextureType type);
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void SetTextureContainer (TextureContainer& texturesContainer) { m_Textures = texturesContainer; }
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TextureContainer GetTextureContainer() const { return m_Textures; }
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bool PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, TextureContainer& textureContainer);
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protected:
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int m_vertexCount, m_indexCount;
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ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
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private:
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bool InitializeBuffers(ID3D11Device*);
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void ShutdownBuffers();
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void RenderBuffers(ID3D11DeviceContext*);
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void ReleaseTextures();
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bool LoadModel(char*);
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bool LoadObjModel(char*);
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bool LoadTxtModel(char*);
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void ReleaseModel();
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void CalculateModelVectors();
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void CalculateTangentBinormal(TempVertexType, TempVertexType, TempVertexType, VectorType&, VectorType&);
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TextureContainer m_Textures;
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ModelType* m_model;
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};
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#endif
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