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forked from 0ad/0ad
0ad/source/renderer/DecalRData.h
Ykkrosh 97c934ad1c Apply unit shading colour in shader renderpath.
Don't adjust the shading colour of units in FoW (the shading comes from
the LOS texture instead).

This was SVN commit r9142.
2011-04-02 12:04:19 +00:00

51 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);
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