0ad/source/renderer/DecalRData.h
Ykkrosh b08e142193 Graphics optimisations and features from eihrul.
Add shadow filtering (PCF) option.
Fix ugly shadow saturation in old lighting mode.
Fix fancy water shader.
Fix camera matrix computation.
Support scissoring of camera frustum.
Optimise vertex skinning.
Inline various matrix functions.
Support filtering of the list of submitted models before a rendering
pass, for more precise culling.
Optimise water renderer (fixes #721, based on patch by ortalo).
Use scissoring when generating reflection/refraction textures.
Skip reflection/refraction texture generation when no water is visible.
Render alpha-blended objects differently (fixes #434).
Reduce shadow swimming effects.

This was SVN commit r9814.
2011-07-12 23:48:05 +00:00

53 lines
1.3 KiB
C++

/* Copyright (C) 2011 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_DECALRDATA
#define INCLUDED_DECALRDATA
#include "graphics/RenderableObject.h"
#include "graphics/ShaderProgram.h"
#include "renderer/VertexArray.h"
class CModelDecal;
class CDecalRData : public CRenderData
{
public:
CDecalRData(CModelDecal* decal);
~CDecalRData();
void Update();
void Render(const CShaderProgramPtr& shader);
CModelDecal* GetDecal() { return m_Decal; }
private:
void BuildArrays();
VertexIndexArray m_IndexArray;
VertexArray m_Array;
VertexArray::Attribute m_Position;
VertexArray::Attribute m_DiffuseColor;
VertexArray::Attribute m_UV;
CModelDecal* m_Decal;
};
#endif // INCLUDED_DECALRDATA