#pragma once #include "..\..\Misc\Resource\OysterResource.h" namespace Oyster { namespace Graphics { namespace Loading { void UnloadTexture(void* loadedData); void LoadTexture(const wchar_t filename[], Oyster::Resource::CustomData& out); void UnloadShaderP(void* loadedData); void LoadShaderP(const wchar_t filename[], Oyster::Resource::CustomData& out); void UnloadShaderG(void* loadedData); void LoadShaderG(const wchar_t filename[], Oyster::Resource::CustomData& out); void UnloadShaderC(void* loadedData); void LoadShaderC(const wchar_t filename[], Oyster::Resource::CustomData& out); void UnloadShaderV(void* loadedData); void LoadShaderV(const wchar_t filename[], Oyster::Resource::CustomData& out); void UnloadShaderH(void* loadedData); void LoadShaderH(const wchar_t filename[], Oyster::Resource::CustomData& out); void UnloadShaderD(void* loadedData); void LoadShaderD(const wchar_t filename[], Oyster::Resource::CustomData& out); void UnloadOBJ(void* loadedData); void LoadOBJ(const wchar_t filename[], Oyster::Resource::CustomData& out); } } }