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framework.h
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#pragma once
#include <util.h>
#include <string>
#include <unordered_map>
#include <unordered_set>
#include <vector>
#define NOMINMAX
#include <windows.h>
#include <d3d11.h>
namespace Framework
{
using namespace util;
using util::byte; // Needed because Windows also defines the "byte" type
class AssetPack;
}
#define CHECK_D3D(f) \
{ \
HRESULT hr##__LINE__ = f; \
CHECK_ERR_MSG(SUCCEEDED(hr##__LINE__), "D3D call failed with error code: 0x%08x\nFailed call: %s", hr##__LINE__, #f); \
}
#define CHECK_D3D_WARN(f) \
{ \
HRESULT hr##__LINE__ = f; \
CHECK_WARN_MSG(SUCCEEDED(hr##__LINE__), "D3D call failed with error code: 0x%08x\nFailed call: %s", hr##__LINE__, #f); \
}
#include "comptr.h"
#include "camera.h"
#include "cbuffer.h"
#include "d3d11-window.h"
#include "gpuprofiler.h"
#include "material.h"
#include "mesh.h"
#include "rendertarget.h"
#include "shadow.h"
#include "texture.h"
#include "timer.h"
#include "asset.h"