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/* Copyright (C) 2022 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 "maths/Vector2D.h"
#include "maths/Vector3D.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/VertexBufferManager.h"
#include <vector>
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(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const std::vector<CDecalRData*>& 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
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