Moves some includes out of Renderer.h to slightly optimize compilation
This was SVN commit r15912.
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@ -1,4 +1,4 @@
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/* Copyright (C) 2013 Wildfire Games.
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/* Copyright (C) 2014 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -40,6 +40,7 @@
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#include "renderer/Renderer.h"
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#include "renderer/RenderModifiers.h"
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#include "renderer/SkyManager.h"
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#include "renderer/TimeManager.h"
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#include "renderer/WaterManager.h"
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#include <boost/weak_ptr.hpp>
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@ -63,6 +63,7 @@
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#include "renderer/ModelRenderer.h"
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#include "renderer/OverlayRenderer.h"
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#include "renderer/ParticleRenderer.h"
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#include "renderer/PostprocManager.h"
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#include "renderer/RenderModifiers.h"
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#include "renderer/ShadowMap.h"
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#include "renderer/SilhouetteRenderer.h"
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@ -72,9 +73,15 @@
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#include "renderer/TimeManager.h"
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#include "renderer/VertexBufferManager.h"
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#include "renderer/WaterManager.h"
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#include "scriptinterface/ScriptInterface.h"
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extern bool g_GameRestarted;
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struct SScreenRect
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{
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GLint x1, y1, x2, y2;
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};
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///////////////////////////////////////////////////////////////////////////////////
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// CRendererStatsTable - Profile display of rendering stats
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@ -26,14 +26,12 @@
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#include "graphics/Camera.h"
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#include "graphics/SColor.h"
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#include "graphics/ShaderProgramPtr.h"
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#include "lib/file/vfs/vfs_path.h"
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#include "lib/res/handle.h"
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#include "ps/Singleton.h"
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#include "graphics/ShaderDefines.h"
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#include "renderer/PostprocManager.h"
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#include "renderer/Scene.h"
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#include "renderer/TimeManager.h"
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#include "scriptinterface/ScriptInterface.h"
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// necessary declarations
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class CFontManager;
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@ -43,11 +41,13 @@ class CMaterialManager;
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class CModel;
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class CParticleManager;
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class CPatch;
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class CPostprocManager;
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class CShaderManager;
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class CSimulation2;
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class CTextureManager;
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class CTimeManager;
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class RenderPathVertexShader;
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class ScriptInterface;
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class SkyManager;
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class TerrainRenderer;
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class WaterManager;
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@ -61,11 +61,6 @@ enum ETransparentMode { TRANSPARENT, TRANSPARENT_OPAQUE, TRANSPARENT_BLEND };
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// access to sole renderer object
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#define g_Renderer CRenderer::GetSingleton()
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struct SScreenRect
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{
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GLint x1, y1, x2, y2;
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};
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///////////////////////////////////////////////////////////////////////////////////////////
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// CRenderer: base renderer class - primary interface to the rendering engine
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struct CRendererInternals;
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@ -31,6 +31,8 @@
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#include <cfloat>
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extern int g_xres, g_yres;
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// For debugging
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static const bool g_DisablePreciseIntersections = false;
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@ -233,7 +235,6 @@ void SilhouetteRenderer::ComputeSubmissions(const CCamera& camera)
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#if 0
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// For debugging ray-patch intersections - casts a ton of rays and draws
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// a sphere where they intersect
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extern int g_xres, g_yres;
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for (int y = 0; y < g_yres; y += 8)
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{
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for (int x = 0; x < g_xres; x += 8)
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@ -1,4 +1,4 @@
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/* Copyright (C) 2012 Wildfire Games.
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/* Copyright (C) 2014 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -26,6 +26,7 @@
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#include "maths/MathUtil.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "renderer/PostprocManager.h"
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#include "renderer/Renderer.h"
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#include "renderer/SkyManager.h"
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#include "renderer/WaterManager.h"
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@ -27,6 +27,7 @@
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#include "graphics/ObjectManager.h"
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#include "gui/GUIManager.h"
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#include "lib/external_libraries/libsdl.h"
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#include "lib/ogl.h"
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#include "maths/MathUtil.h"
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#include "ps/CConsole.h"
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#include "ps/Game.h"
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