Resources are loaded by the users in the LoadResource.cpp file. Here is an example of how resources are to be load NOTE: Must include header files for all asset managers.
#include "Wraith.h"
#include "ModelManager.h"
#include "ShaderManager.h"
#include "TextureManager.h"
#include "SceneManager.h"
#include "ImageManager.h"
#include "SpriteFontManager.h"
#include "TerrainObjectManager.h
void Wraith::loadResources()
{
ModelManager::LoadModelAndAssignKey(Model::PreMadeModels::UnitSphere, "UnitSphere");
ModelManager::LoadModelAndAssignKey(Model::PreMadeModels::UnitBox_WF, "UnitCube");
ModelManager::LoadModelAndAssignKey("tank.azul", "Tank");
ModelManager::LoadModelAndAssignKey("Plane.azul", "Plane");
ModelManager::LoadModelAndAssignKey("Axis.azul", "Axis");
//---------------------------------------------------------------------------------------------------------
// Load Shaders
//---------------------------------------------------------------------------------------------------------
ShaderManager::LoadShaderAndAssignKey("colorNoTextureRender", "colorNoTexture");
//---------------------------------------------------------------------------------------------------------
// Load Textures
//---------------------------------------------------------------------------------------------------------
// load tga files
TextureManager::LoadTextureAndAssignKey("tank.tga", "TankTexture");
TextureManager::LoadTextureAndAssignKey("grid.tga", "GridTexture");
TextureManager::LoadTextureAndAssignKey("mountain.tga", "MountainTexture");
TextureManager::LoadTextureAndAssignKey("grass.tga", "GrassTexture");
// load color textures from color values
TextureManager::LoadTextureAndAssignKey(128, 128, 128, "Grey");
TextureManager::LoadTextureAndAssignKey(254, 0, 0, "Red");
TextureManager::LoadTextureAndAssignKey(0, 254, 0, "Green");
TextureManager::LoadTextureAndAssignKey(0, 0, 254, "Blue");
//---------------------------------------------------------------------------------------------------------
// Load Images
//---------------------------------------------------------------------------------------------------------
ImageManager::LoadImageAndAssignKey("RedBar.tga", "RedBarImage");
ImageManager::LoadImageAndAssignKey("EnemySpriteSheet.tga", new Rect(0.0f, 0.0, 19.4f, 20.05f), "Enemy1");
ImageManager::LoadImageAndAssignKey(254, 0, 0, "RedImage");
//---------------------------------------------------------------------------------------------------------
// Load Images
//---------------------------------------------------------------------------------------------------------
SpriteFontManager::LoadSpriteFontAndAssignKey("TimesNewRoman, "HUDFont");
//---------------------------------------------------------------------------------------------------------
// Load Terrain
//---------------------------------------------------------------------------------------------------------
TerrainObjectManager::LoadAndAssignKey("HMtest1.tga", 500.0f, 30.0f, -10.0f, "GridTexture", 1, 1, "TestTerrain");
TerrainObjectManager::LoadAndAssignKey("FlatHeightMap.tga", 500.0f, 30.0f, -10.0f, "GrassTexture", 1, 1, "GrassTerrain");
TerrainObjectManager::LoadAndAssignKey("MountainHeightMap.tga", 500.0f, 30.0f, -10.0f, "MountainTexture", 1, 1, "MountainTerrain");
//---------------------------------------------------------------------------------------------------------
// Set Starting Scene
//---------------------------------------------------------------------------------------------------------
SceneManager::SetStartScene(new LevelOneScene());
}
static void LoadSpriteFontAndAssignKey(const std::string &fileName, const MapKey &key)
Loads a sprite font and assigns it to a user defined key.
Definition: SpriteFontManager.h:78