int main(int argc, char **argv) { Engine* engine = new Engine(); engine->Init(); engine->GetShader_Manager()->CreateProgram("cubeShader", "Shaders\\Cube_Vertex_Shader.glsl", "Shaders\\Cube_Fragment_Shader.glsl"); CubeTexture* cube = new CubeTexture(); int program = engine->GetShader_Manager()->GetShader("cubeShader"); if (program != 0) { cube->SetProgram(program); cube->Create(); } else { std::cout << "invalid program..."; std::cin.get(); } unsigned int texture = engine->GetTexture_Loader()->LoadTexture("Textures\\Crate.bmp", 256, 256); cube->SetTexture("Create",texture); engine->GetModels_Manager()->SetModel("cube", cube); engine->Run(); delete engine; return 0; }
//======================================================================================= // public method //======================================================================================= //------------------------------------------------------------- //! @brief : example //! @param[in] : example //! @return : example //------------------------------------------------------------- ITexture* CubeTextureFactory::CreateTexture() { CubeTexture* out = NEW CubeTexture(); IDirect3DCubeTexture9* tex = NULL; out->SetTexture(&tex); return out; }
//------------------------------------------------------------- //! @brief : example //! @param[in] : example //! @return : example //------------------------------------------------------------- ITexture* CubeTextureFactory::CreateTextureFromFile(const std::string& filePath) { CubeTexture* out = NEW CubeTexture(); IDirect3DCubeTexture9* tex = NULL; USES_CONVERSION; D3DXCreateCubeTextureFromFile( GraphicsManager::GetInstance()->GetD3DDevice(), A2W(filePath.c_str()), &tex); out->SetTexture(&tex); return out; }