📄 renderablemesh.h
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// --------------------------------------------------------------------------
// Dingus project - a collection of subsystems for game/graphics applications
// --------------------------------------------------------------------------
#ifndef __RENDER_MESH_H
#define __RENDER_MESH_H
#include "Renderable.h"
#include "../gfx/Mesh.h"
#include "../utils/MemoryPool.h"
namespace dingus {
class CRenderableMesh : public CRenderable {
public:
enum { ALL_GROUPS = -1 };
public:
CRenderableMesh( CMesh& mesh, int group, const SVector3* origin = 0, int priority = 0 );
const CMesh& getMesh() const { return *mMesh; }
void setGroup( int g ) { mGroup = g; }
int getGroup() const { return mGroup; }
virtual void render( const CRenderContext& ctx );
virtual const CD3DVertexBuffer* getUsedVB() const { return &mMesh->getVB(); }
virtual const CD3DIndexBuffer* getUsedIB() const { return &mMesh->getIB(); }
private:
DECLARE_POOLED_ALLOC(dingus::CRenderableMesh);
private:
CMesh* mMesh;
int mGroup;
};
}; // namespace
#endif
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