/* Copyright (C) 2012 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/Camera.h" #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& 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_DiffuseColor; VertexArray::Attribute m_UV; CModelDecal* m_Decal; CSimulation2* m_Simulation; }; #endif // INCLUDED_DECALRDATA