📄 meshbundle.h
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// --------------------------------------------------------------------------
// Dingus project - a collection of subsystems for game/graphics applications
// --------------------------------------------------------------------------
#ifndef __MESH_BUNDLE_H
#define __MESH_BUNDLE_H
#include "StorageResourceBundle.h"
#include "DeviceResource.h"
#include "../gfx/Mesh.h"
#include "../utils/Singleton.h"
namespace dingus {
class CMeshBundle : public CStorageResourceBundle<CMesh>,
public CSingleton<CMeshBundle>,
public IDeviceResource
{
public:
virtual void createResource();
virtual void activateResource();
virtual void passivateResource();
virtual void deleteResource();
protected:
virtual CMesh* loadResourceById( const CResourceId& id, const CResourceId& fullName );
virtual void deleteResource( CMesh& resource ) { delete &resource; }
private:
IMPLEMENT_SIMPLE_SINGLETON(CMeshBundle);
CMeshBundle();
virtual ~CMeshBundle() { clear(); };
/// @return false on not found
bool loadMesh( const CResourceId& id, const CResourceId& fullName, CMesh& mesh ) const;
};
}; // namespace
/// Shortcut macro
#define RGET_MESH(rid) dingus::CMeshBundle::getInstance().getResourceById(rid)
#endif
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