#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 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 NULL; }