Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #pragma once
- #include <d3d11.h>
- #include <iostream>
- #include <vector>
- #include "ShadersTable.h"
- #include "MaterialLibrary.h"
- #include "TexturesTable.h"
- #include "Structures.h"
- using namespace std;
- class ModelClass
- {
- private:
- public:
- ModelClass();
- ModelClass(const ModelClass&);
- ~ModelClass();
- void SetMeshSubsets(vector<Mesh>&);
- bool Initialize(ID3D11Device*);
- void Shutdown();
- void Render(ID3D11DeviceContext*, ShadersTable*, MaterialLibrary*, TexturesTable*, D3DXMATRIX&, D3DXMATRIX&, D3DXMATRIX&);
- private:
- bool InitializeVertexBuffers(ID3D11Device*);
- void ShutdownBuffers();
- private:
- vector<ID3D11Buffer*> m_vertexBuffers;
- vector<Mesh> m_meshes;
- };
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement