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forked from 0ad/0ad
0ad/source/renderer/DecalRData.h
wraitii 369c2e8801 Further header & precompiled cleanup, fix no-PCH builds.
GUIObjectBase is made a IGUIObject* to avoid including those headers
un-necessarily. Subsequent diffs ought to clean up the various of
pointers for that with a similar type with reference semantics.

Also:
- Add standard C and C++ headers (mostly cstring for memcpy, string and
vector) where needed.
- Swap out some includes for forward declarations
- Clean up un-necessary boost includes in precompiled and other headers.
- Clean up precompiled headers, including fewer things.
- Move ACPI to the windows-specific folder as it's included there only
and mostly specific to that platform.

Thanks Stan for the testing.

Differential Revision: https://code.wildfiregames.com/D3129
This was SVN commit r24352.
2020-12-09 14:39:14 +00:00

59 lines
1.6 KiB
C++

/* Copyright (C) 2020 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/ShaderProgramPtr.h"
#include "renderer/VertexArray.h"
class CModelDecal;
class CShaderDefines;
class CSimulation2;
class ShadowMap;
class CDecalRData : public CRenderData
{
public:
CDecalRData(CModelDecal* decal, CSimulation2* simulation);
~CDecalRData();
void Update(CSimulation2* simulation);
static void RenderDecals(std::vector<CDecalRData*>& decals, const CShaderDefines& context,
ShadowMap* shadow, bool isDummyShader=false, const CShaderProgramPtr& dummy=CShaderProgramPtr());
CModelDecal* GetDecal() { return m_Decal; }
private:
void BuildArrays();
VertexIndexArray m_IndexArray;
VertexArray m_Array;
VertexArray::Attribute m_Position;
VertexArray::Attribute m_Normal;
VertexArray::Attribute m_UV;
CModelDecal* m_Decal;
CSimulation2* m_Simulation;
};
#endif // INCLUDED_DECALRDATA