/* Copyright (C) 2015 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_Normal;
VertexArray::Attribute m_DiffuseColor;
VertexArray::Attribute m_UV;
CModelDecal* m_Decal;
CSimulation2* m_Simulation;
};
#endif // INCLUDED_DECALRDATA