46 lines
1.3 KiB
C++
46 lines
1.3 KiB
C++
/**
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* @author Edouard DUPIN
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*
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* @copyright 2011, Edouard DUPIN, all right reserved
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*
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* @license BSD v3 (see license file)
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*/
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#ifndef __EGE_RESOURCE_PARTICULE_MESH_H__
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#define __EGE_RESOURCE_PARTICULE_MESH_H__
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#include <ege/resource/Mesh.h>
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namespace ege {
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namespace resource {
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class ParticuleMesh : public ege::resource::Mesh {
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protected:
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int32_t m_GLMainColor;
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protected:
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ParticuleMesh(const std::string& _fileName, const std::string& _shaderName);
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virtual ~ParticuleMesh();
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public:
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virtual void draw(mat4& _positionMatrix,
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const etk::Color<float>& _mainColor,
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bool _enableDepthTest = true,
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bool _enableDepthUpdate = true);
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public:
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/**
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* @brief keep the resource pointer.
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* @note Never free this pointer by your own...
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* @param[in] _filename Name of the ewol mesh file.
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* @return pointer on the resource or NULL if an error occured.
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*/
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static ege::resource::ParticuleMesh* keep(const std::string& _meshName, const std::string& _shaderName="DATA:ParticuleMesh.prog");
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/**
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* @brief release the keeped resources
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* @param[in,out] reference on the object pointer
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*/
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static void release(ege::resource::ParticuleMesh*& _object);
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};
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};
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};
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#endif
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