TextureHandler ResourceManager::GetTexture(std::string fileName)
{
	unsigned int id = hasher(fileName);
	if(pool->TextureExist(id))
	{
		TextureHandler handler(pool->GetTexture(id),id,pool);
		return handler;
	}
	else 
	{
		TexturePtr texturePtr = factory->CreateTexture();
		Texture * texture = texturePtr.Get();

		texture->LoadFromFile(fileName.c_str());
		pool->AddTexture(id,texturePtr);
		TextureHandler handler(texturePtr,id,pool);
		return handler;
	}
}
示例#2
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void Sample::Run(TexturePtr src,ID3D11RenderTargetView * dst)
{
	Internal(src.Get()->GetShaderResourcePointer(),dst);
}
示例#3
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void Sample::Run(TexturePtr src,TexturePtr dst)
{
	Internal(src.Get()->GetShaderResourcePointer(),dst.Get()->GetRenderTargetPtr());
}
void ParticleSystemEffectBinder::SetRTVColor(TexturePtr texture)
{
	rtvColor = texture.Get()->GetRenderTargetPtr();
}
示例#5
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void ToneMapper::Run(TexturePtr src,ID3D11RenderTargetView * dst)
{
	IntRun(src.Get()->GetShaderResourcePointer(),dst);
}
示例#6
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void ToneMapper::Run(TexturePtr src,TexturePtr dst)
{
	IntRun(src.Get()->GetShaderResourcePointer(),dst.Get()->GetRenderTargetPtr());
}