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forked from 0ad/0ad

Moves some includes out of Renderer.h to slightly optimize compilation

This was SVN commit r15912.
This commit is contained in:
historic_bruno 2014-10-28 03:57:22 +00:00
parent 2b841f56ae
commit 7f1fd01174
6 changed files with 17 additions and 11 deletions

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@ -1,4 +1,4 @@
/* Copyright (C) 2013 Wildfire Games.
/* Copyright (C) 2014 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -40,6 +40,7 @@
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
#include "renderer/SkyManager.h"
#include "renderer/TimeManager.h"
#include "renderer/WaterManager.h"
#include <boost/weak_ptr.hpp>

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@ -63,6 +63,7 @@
#include "renderer/ModelRenderer.h"
#include "renderer/OverlayRenderer.h"
#include "renderer/ParticleRenderer.h"
#include "renderer/PostprocManager.h"
#include "renderer/RenderModifiers.h"
#include "renderer/ShadowMap.h"
#include "renderer/SilhouetteRenderer.h"
@ -72,9 +73,15 @@
#include "renderer/TimeManager.h"
#include "renderer/VertexBufferManager.h"
#include "renderer/WaterManager.h"
#include "scriptinterface/ScriptInterface.h"
extern bool g_GameRestarted;
struct SScreenRect
{
GLint x1, y1, x2, y2;
};
///////////////////////////////////////////////////////////////////////////////////
// CRendererStatsTable - Profile display of rendering stats

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@ -26,14 +26,12 @@
#include "graphics/Camera.h"
#include "graphics/SColor.h"
#include "graphics/ShaderProgramPtr.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/res/handle.h"
#include "ps/Singleton.h"
#include "graphics/ShaderDefines.h"
#include "renderer/PostprocManager.h"
#include "renderer/Scene.h"
#include "renderer/TimeManager.h"
#include "scriptinterface/ScriptInterface.h"
// necessary declarations
class CFontManager;
@ -43,11 +41,13 @@ class CMaterialManager;
class CModel;
class CParticleManager;
class CPatch;
class CPostprocManager;
class CShaderManager;
class CSimulation2;
class CTextureManager;
class CTimeManager;
class RenderPathVertexShader;
class ScriptInterface;
class SkyManager;
class TerrainRenderer;
class WaterManager;
@ -61,11 +61,6 @@ enum ETransparentMode { TRANSPARENT, TRANSPARENT_OPAQUE, TRANSPARENT_BLEND };
// access to sole renderer object
#define g_Renderer CRenderer::GetSingleton()
struct SScreenRect
{
GLint x1, y1, x2, y2;
};
///////////////////////////////////////////////////////////////////////////////////////////
// CRenderer: base renderer class - primary interface to the rendering engine
struct CRendererInternals;

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@ -31,6 +31,8 @@
#include <cfloat>
extern int g_xres, g_yres;
// For debugging
static const bool g_DisablePreciseIntersections = false;
@ -233,7 +235,6 @@ void SilhouetteRenderer::ComputeSubmissions(const CCamera& camera)
#if 0
// For debugging ray-patch intersections - casts a ton of rays and draws
// a sphere where they intersect
extern int g_xres, g_yres;
for (int y = 0; y < g_yres; y += 8)
{
for (int x = 0; x < g_xres; x += 8)

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@ -1,4 +1,4 @@
/* Copyright (C) 2012 Wildfire Games.
/* Copyright (C) 2014 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -26,6 +26,7 @@
#include "maths/MathUtil.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "renderer/PostprocManager.h"
#include "renderer/Renderer.h"
#include "renderer/SkyManager.h"
#include "renderer/WaterManager.h"

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@ -27,6 +27,7 @@
#include "graphics/ObjectManager.h"
#include "gui/GUIManager.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/ogl.h"
#include "maths/MathUtil.h"
#include "ps/CConsole.h"
#include "ps/Game.h"