Danbias/OysterGraphics/Resourses/Manager.cpp

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#include "Manager.h"
std::unordered_map< std::string, Oyster::Render::ModelInfo*> Oyster::Resources::Manager::loadedModels = std::unordered_map< std::string, Oyster::Render::ModelInfo*>();
Oyster::Render::Model* Oyster::Resources::Manager::LoadModel(std::string Filename, Matrix Scale)
{
//TODO: Add redundncy sheck, to ensure not recreating model
//Loop to find filename
//If found Return Model
//else Create Model
Oyster::FileLoaders::ObjReader *reader = Oyster::FileLoaders::ObjReader::LoadFile(Filename, Scale);
Oyster::FileLoaders::ObjReader::Vertex** vertex = new Oyster::FileLoaders::ObjReader::Vertex*[1];
int vcount;
std::map<std::string,ID3D11ShaderResourceView *> textures;
reader->GetVertexData( vertex, vcount, textures );
Oyster::Buffer::BUFFER_INIT_DESC desc;
desc.ElementSize=sizeof(Oyster::FileLoaders::ObjReader::Vertex);
desc.NumElements = vcount;
desc.InitData = *vertex;
desc.Type = Oyster::Buffer::VERTEX_BUFFER;
desc.Usage = Oyster::Buffer::BUFFER_DEFAULT;
ID3D11ShaderResourceView *srv = textures["Diffuse"];
Oyster::Render::ModelInfo* m = new Oyster::Render::ModelInfo();
m->Vertices = *(Oyster::Engine::Init::Buffers::CreateBuffer(desc));
m->VertexCount = vcount;
m->Material.push_back(srv);
srv = textures["Specular"];
m->Material.push_back(srv);
srv = textures["Glow"];
m->Material.push_back(srv);
m->Indexed=false;
Oyster::Render::Model* model = new Oyster::Render::Model();
model->info=m;
model->Visible = true;
model->World = &Oyster::Math::Float4x4(Oyster::Math::Float4x4::identity);
return model;
}