/* Copyright (C) 2023 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 . */ #ifndef INCLUDED_DECALRDATA #define INCLUDED_DECALRDATA #include "graphics/RenderableObject.h" #include "maths/Vector2D.h" #include "maths/Vector3D.h" #include "renderer/backend/IDeviceCommandContext.h" #include "renderer/backend/IShaderProgram.h" #include "renderer/VertexBufferManager.h" #include class CModelDecal; class CShaderDefines; class CSimulation2; class ShadowMap; class CDecalRData : public CRenderData { public: CDecalRData(CModelDecal* decal, CSimulation2* simulation); ~CDecalRData(); static Renderer::Backend::IVertexInputLayout* GetVertexInputLayout(); void Update(CSimulation2* simulation); static void RenderDecals( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, Renderer::Backend::IVertexInputLayout* vertexInputLayout, const std::vector& decals, const CShaderDefines& context, ShadowMap* shadow); CModelDecal* GetDecal() { return m_Decal; } private: void BuildVertexData(); struct SDecalVertex { CVector3D m_Position; CVector3D m_Normal; CVector2D m_UV; }; cassert(sizeof(SDecalVertex) == 32); CVertexBufferManager::Handle m_VBDecals; CVertexBufferManager::Handle m_VBDecalsIndices; CModelDecal* m_Decal; CSimulation2* m_Simulation; }; #endif // INCLUDED_DECALRDATA