My Project
ContentLoaderCCSFace.h
1 #pragma once
2 #include "IDataLoader.h"
3 #include "CustomCharFace.h"
4 
5 namespace ParaEngine
6 {
7  struct AssetFileEntry;
8  struct TextureEntity;
9  class CharModelInstance;
10 
16  class CCCSFaceLoader : public IDataLoader
17  {
18  private:
20  CharModelInstance* m_pCharModelInstance;
21 
24  std::vector <FaceTextureComponent> m_layers;
25 
27  std::string m_sFileName;
28 
30  int m_nRetryCount;
31 
33  AssetFileEntry* m_pAssetFileEntry;
34  public:
38  CCCSFaceLoader( CharModelInstance* pCharModelInstance, CartoonFace& faceTexture, const char* sFileName);
39  ~CCCSFaceLoader();
40 
42  HRESULT CleanUp();
43  // overrides
44  public:
46  const char* GetFileName();
48  HRESULT Decompress( void** ppData, int* pcBytes );
50  HRESULT Destroy();
52  HRESULT Load();
53 
54  protected:
58  HRESULT ComposeWithGDIPlus();
59  };
60 
65  {
66  private:
68  CharModelInstance* m_pCharModelInstance;
70  std::string m_sFileName;
71 
73  RenderDevicePtr m_pDevice;
74  public:
75  CCCSFaceProcessor( CharModelInstance* pCharModelInstance , const char* sFileName);
77 
79  RenderDevicePtr GetRenderDevice();
80 
82  HRESULT CleanUp();
83  // overrides
84  public:
85  HRESULT LockDeviceObject();
86  HRESULT UnLockDeviceObject();
87  HRESULT Destroy();
88  HRESULT Process( void* pData, int cBytes );
89  HRESULT CopyToResource();
90  void SetResourceError();
91  protected:
94  TextureEntity* ComposeRenderTarget();
95  };
96 }
HRESULT CleanUp()
clean up everything
Definition: ContentLoaderCCSFace.cpp:52
HRESULT Destroy()
Destroy is called by the graphics thread when it has consumed the data.
Definition: ContentLoaderCCSFace.cpp:76
Which DXT Compression to Use? Obviously, there are some trade-offs between the different formats whic...
Definition: TextureEntity.h:29
light-weighted file record header in memory.
Definition: AssetManifest.h:10
CCCSFaceLoader(CharModelInstance *pCharModelInstance, CartoonFace &faceTexture, const char *sFileName)
Definition: ContentLoaderCCSFace.cpp:29
different physics engine has different winding order.
Definition: EventBinding.h:32
character animation instance: it includes both the animation and model display information.
Definition: CustomCharModelInstance.h:17
a very thin wrapper to DirectX device with a portable version of openGL implementation.
Definition: RenderDeviceDirectX.h:10
data structure for a cartoon face
Definition: CustomCharFace.h:75
HRESULT Decompress(void **ppData, int *pcBytes)
Decompress is called by one of the processing threads to decompress the data.
Definition: ContentLoaderCCSFace.cpp:47
IDataProcessor is an interface that the AsyncLoader class uses to process and copy data into locked r...
Definition: IDataLoader.h:76
HRESULT Load()
Load is called from the IO thread to load data.
Definition: ContentLoaderCCSFace.cpp:88
CCCSFaceProcessor implementation of IDataProcessor.
Definition: ContentLoaderCCSFace.h:64
IDataLoader is an interface that the AsyncLoader class uses to load data from disk.
Definition: IDataLoader.h:14
const char * GetFileName()
get file name
Definition: ContentLoaderCCSFace.cpp:42
HRESULT ComposeWithGDIPlus()
compose with Windows&#39; GDIPlus engine.
Definition: ContentLoaderCCSFace.cpp:119
CCCSFaceLoader implementation of IDataLoader it will first search locally.
Definition: ContentLoaderCCSFace.h:16