mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
Fix some includes in source/renderer
Make include-what-you-use happy with some files in source/renderer and fix what needs to be fixed. Ref: #8086 Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
This commit is contained in:
parent
c2cc762616
commit
e7f44ca6ca
44 changed files with 281 additions and 158 deletions
|
|
@ -24,14 +24,20 @@
|
|||
|
||||
#include "Profiler2GPU.h"
|
||||
|
||||
#include "lib/debug.h"
|
||||
#include "lib/types.h"
|
||||
#include "ps/ConfigDB.h"
|
||||
#include "ps/Profiler2.h"
|
||||
#include "ps/VideoMode.h"
|
||||
#include "renderer/backend/IDevice.h"
|
||||
#include "renderer/Renderer.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
|
||||
#include <cstddef>
|
||||
#include <cstdint>
|
||||
#include <deque>
|
||||
#include <stack>
|
||||
#include <iterator>
|
||||
#include <string>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
/**
|
||||
|
|
|
|||
|
|
@ -20,18 +20,13 @@
|
|||
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
|
||||
#include "lib/code_annotation.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
class CProfiler2;
|
||||
class CProfiler2GPUImpl;
|
||||
|
||||
namespace Renderer
|
||||
{
|
||||
namespace Backend
|
||||
{
|
||||
class IDeviceCommandContext;
|
||||
}
|
||||
}
|
||||
namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||
|
||||
/**
|
||||
* Used by CProfiler2 for GPU profiling support.
|
||||
|
|
|
|||
|
|
@ -20,6 +20,7 @@
|
|||
#include "VideoMode.h"
|
||||
|
||||
#include "graphics/GameView.h"
|
||||
#include "graphics/ShaderDefines.h"
|
||||
#include "gui/GUIManager.h"
|
||||
#include "lib/config2.h"
|
||||
#include "lib/external_libraries/libsdl.h"
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2009 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -22,8 +22,8 @@
|
|||
#include "precompiled.h"
|
||||
|
||||
#include "AlphaMapCalculator.h"
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include "renderer/BlendShapes.h"
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
// CAlphaMapCalculator: functionality for calculating which alpha blend map
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2009 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -22,8 +22,7 @@
|
|||
#ifndef INCLUDED_ALPHAMAPCALCULATOR
|
||||
#define INCLUDED_ALPHAMAPCALCULATOR
|
||||
|
||||
#include <string.h>
|
||||
#include "BlendShapes.h"
|
||||
struct BlendShape8;
|
||||
|
||||
// defines for blendmap flipping/rotating
|
||||
#define BLENDMAP_FLIPV 0x01
|
||||
|
|
|
|||
|
|
@ -17,23 +17,29 @@
|
|||
|
||||
#include "precompiled.h"
|
||||
|
||||
#include "renderer/CPUSkinnedModelRenderer.h"
|
||||
#include "CPUSkinnedModelRenderer.h"
|
||||
|
||||
#include "graphics/Color.h"
|
||||
#include "graphics/LightEnv.h"
|
||||
#include "graphics/MeshManager.h"
|
||||
#include "graphics/Model.h"
|
||||
#include "graphics/ModelDef.h"
|
||||
#include "graphics/ShaderProgram.h"
|
||||
#include "lib/bits.h"
|
||||
#include "lib/sysdep/rtl.h"
|
||||
#include "maths/Vector3D.h"
|
||||
#include "graphics/RenderableObject.h"
|
||||
#include "lib/debug.h"
|
||||
#include "ps/containers/Span.h"
|
||||
#include "ps/containers/StaticVector.h"
|
||||
#include "renderer/ModelRenderer.h"
|
||||
#include "renderer/Renderer.h"
|
||||
#include "renderer/RenderModifiers.h"
|
||||
#include "renderer/VertexArray.h"
|
||||
#include "renderer/backend/Format.h"
|
||||
#include "renderer/backend/IBuffer.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "renderer/backend/IShaderProgram.h"
|
||||
|
||||
#include <cstddef>
|
||||
#include <cstdint>
|
||||
#include <vector>
|
||||
|
||||
class CVector3D;
|
||||
|
||||
namespace
|
||||
{
|
||||
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2024 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -22,6 +22,10 @@
|
|||
|
||||
#include <memory>
|
||||
|
||||
class CModel;
|
||||
class CModelRData;
|
||||
namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||
|
||||
/**
|
||||
* Render animated models using a ShaderRenderModifier.
|
||||
* It calculates vertex data for models on the CPU side.
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2023 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -20,8 +20,8 @@
|
|||
|
||||
#include "graphics/ShaderTechniquePtr.h"
|
||||
#include "ps/CStrIntern.h"
|
||||
#include "renderer/backend/IShaderProgram.h"
|
||||
|
||||
#include <cstddef>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
|
|
@ -30,7 +30,7 @@ class CBrush;
|
|||
class CCamera;
|
||||
class CMatrix3D;
|
||||
class CVector3D;
|
||||
|
||||
namespace Renderer::Backend { class IVertexInputLayout; }
|
||||
struct CColor;
|
||||
|
||||
// Helper for unoptimized rendering of geometrics primitives. Should not be
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2023 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -19,18 +19,18 @@
|
|||
#define INCLUDED_DECALRDATA
|
||||
|
||||
#include "graphics/RenderableObject.h"
|
||||
#include "lib/code_annotation.h"
|
||||
#include "maths/Vector2D.h"
|
||||
#include "maths/Vector3D.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "renderer/backend/IShaderProgram.h"
|
||||
#include "renderer/VertexBufferManager.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
class CModelDecal;
|
||||
class CShaderDefines;
|
||||
class CSimulation2;
|
||||
class ShadowMap;
|
||||
namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||
namespace Renderer::Backend { class IVertexInputLayout; }
|
||||
|
||||
class CDecalRData : public CRenderData
|
||||
{
|
||||
|
|
|
|||
|
|
@ -30,6 +30,7 @@
|
|||
#include "ps/CLogger.h"
|
||||
#include "ps/containers/StaticVector.h"
|
||||
#include "ps/CStrInternStatic.h"
|
||||
#include "renderer/ModelRenderer.h"
|
||||
#include "renderer/RenderModifiers.h"
|
||||
#include "renderer/Renderer.h"
|
||||
#include "renderer/VertexArray.h"
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2024 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -22,6 +22,11 @@
|
|||
|
||||
#include <memory>
|
||||
|
||||
class CModel;
|
||||
class CModelRData;
|
||||
namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||
namespace Renderer::Backend { class IShaderProgram; }
|
||||
|
||||
/**
|
||||
* Render animated models using a ShaderRenderModifier.
|
||||
* It calculates vertex data for models on the GPU side.
|
||||
|
|
|
|||
|
|
@ -16,22 +16,32 @@
|
|||
*/
|
||||
|
||||
#include "precompiled.h"
|
||||
#include "renderer/InstancingModelRenderer.h"
|
||||
|
||||
#include "graphics/Color.h"
|
||||
#include "graphics/LightEnv.h"
|
||||
#include "InstancingModelRenderer.h"
|
||||
|
||||
#include "graphics/MeshManager.h"
|
||||
#include "graphics/Model.h"
|
||||
#include "graphics/ModelDef.h"
|
||||
#include "lib/debug.h"
|
||||
#include "lib/types.h"
|
||||
#include "maths/Vector3D.h"
|
||||
#include "maths/Vector4D.h"
|
||||
#include "ps/CLogger.h"
|
||||
#include "ps/containers/Span.h"
|
||||
#include "ps/containers/StaticVector.h"
|
||||
#include "ps/CStrInternStatic.h"
|
||||
#include "renderer/ModelRenderer.h"
|
||||
#include "renderer/Renderer.h"
|
||||
#include "renderer/RenderModifiers.h"
|
||||
#include "renderer/VertexArray.h"
|
||||
#include "renderer/backend/Format.h"
|
||||
#include "renderer/backend/IBuffer.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "renderer/backend/IShaderProgram.h"
|
||||
#include "third_party/mikktspace/weldmesh.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstddef>
|
||||
#include <cstdint>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
struct IModelDef : public CModelDefRPrivate
|
||||
{
|
||||
|
|
|
|||
|
|
@ -17,7 +17,15 @@
|
|||
|
||||
#include "precompiled.h"
|
||||
|
||||
#include "renderer/MikktspaceWrap.h"
|
||||
#include "MikktspaceWrap.h"
|
||||
|
||||
#include "graphics/ModelDef.h"
|
||||
#include "lib/types.h"
|
||||
#include "maths/Vector2D.h"
|
||||
#include "maths/Vector3D.h"
|
||||
|
||||
#include <cstddef>
|
||||
#include <memory>
|
||||
|
||||
MikkTSpace::MikkTSpace(const CModelDefPtr& m, std::vector<float>& v, bool gpuSkinning) : m_Model(m),
|
||||
m_NewVertices(v), m_GpuSkinning(gpuSkinning)
|
||||
|
|
|
|||
|
|
@ -19,11 +19,12 @@
|
|||
#define INCLUDED_MIKKWRAP
|
||||
|
||||
#include "graphics/MeshManager.h"
|
||||
#include "graphics/ModelDef.h"
|
||||
#include "third_party/mikktspace/mikktspace.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
struct SModelVertex;
|
||||
|
||||
class MikkTSpace
|
||||
{
|
||||
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2022 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -24,13 +24,19 @@
|
|||
#ifndef INCLUDED_MODELRENDERER
|
||||
#define INCLUDED_MODELRENDERER
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include "graphics/MeshManager.h"
|
||||
#include "graphics/RenderableObject.h"
|
||||
#include "graphics/SColor.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "renderer/VertexArray.h"
|
||||
#include "lib/types.h"
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
class CModel;
|
||||
class CShaderDefines;
|
||||
class CVector3D;
|
||||
namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||
struct SColor4ub;
|
||||
template <typename T> class VertexArrayIterator;
|
||||
|
||||
class RenderModifier;
|
||||
typedef std::shared_ptr<RenderModifier> RenderModifierPtr;
|
||||
|
|
@ -44,9 +50,6 @@ typedef std::shared_ptr<ModelVertexRenderer> ModelVertexRendererPtr;
|
|||
class ModelRenderer;
|
||||
typedef std::shared_ptr<ModelRenderer> ModelRendererPtr;
|
||||
|
||||
class CModel;
|
||||
class CShaderDefines;
|
||||
|
||||
/**
|
||||
* Class CModelRData: Render data that is maintained per CModel.
|
||||
* ModelRenderer implementations may derive from this class to store
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2024 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -24,13 +24,13 @@
|
|||
#define INCLUDED_MODELVERTEXRENDERER
|
||||
|
||||
#include "graphics/MeshManager.h"
|
||||
#include "graphics/ShaderProgramPtr.h"
|
||||
#include "ps/containers/Span.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "renderer/backend/IShaderProgram.h"
|
||||
|
||||
class CModel;
|
||||
class CModelDef;
|
||||
class CModelRData;
|
||||
namespace PS { template <typename T> class span; }
|
||||
namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||
namespace Renderer::Backend { class IShaderProgram; }
|
||||
|
||||
/**
|
||||
* Class ModelVertexRenderer: Normal ModelRenderer implementations delegate
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2022 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -19,16 +19,17 @@
|
|||
#define INCLUDED_OVERLAYRENDERER
|
||||
|
||||
#include "graphics/ShaderProgram.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "lib/code_annotation.h"
|
||||
|
||||
class CCamera;
|
||||
namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||
namespace Renderer::Backend { class IShaderProgram; }
|
||||
struct OverlayRendererInternals;
|
||||
struct SOverlayLine;
|
||||
struct SOverlayTexturedLine;
|
||||
struct SOverlaySprite;
|
||||
struct SOverlayQuad;
|
||||
struct SOverlaySphere;
|
||||
class CCamera;
|
||||
|
||||
struct OverlayRendererInternals;
|
||||
struct SOverlaySprite;
|
||||
struct SOverlayTexturedLine;
|
||||
|
||||
/**
|
||||
* Class OverlayRenderer: Render various bits of data that overlay the
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2022 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -19,15 +19,32 @@
|
|||
|
||||
#include "ParticleRenderer.h"
|
||||
|
||||
#include "graphics/Camera.h"
|
||||
#include "graphics/Color.h"
|
||||
#include "graphics/ParticleEmitter.h"
|
||||
#include "graphics/ParticleEmitterType.h"
|
||||
#include "graphics/ShaderDefines.h"
|
||||
#include "graphics/ShaderManager.h"
|
||||
#include "graphics/TextureManager.h"
|
||||
#include "graphics/ShaderTechnique.h"
|
||||
#include "graphics/ShaderTechniquePtr.h"
|
||||
#include "lib/debug.h"
|
||||
#include "maths/BoundingBoxAligned.h"
|
||||
#include "maths/Matrix3D.h"
|
||||
#include "maths/Vector3D.h"
|
||||
#include "ps/CStrIntern.h"
|
||||
#include "ps/CStrInternStatic.h"
|
||||
#include "ps/Profile.h"
|
||||
#include "renderer/DebugRenderer.h"
|
||||
#include "renderer/Renderer.h"
|
||||
#include "renderer/SceneRenderer.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "renderer/backend/IShaderProgram.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <iterator>
|
||||
#include <memory>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
struct ParticleRendererInternals
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2022 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -18,10 +18,11 @@
|
|||
#ifndef INCLUDED_PARTICLERENDERER
|
||||
#define INCLUDED_PARTICLERENDERER
|
||||
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "lib/code_annotation.h"
|
||||
|
||||
class CParticleEmitter;
|
||||
class CShaderDefines;
|
||||
namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||
struct ParticleRendererInternals;
|
||||
|
||||
/**
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2024 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -20,8 +20,8 @@
|
|||
#include "renderer/PatchRData.h"
|
||||
|
||||
#include "graphics/GameView.h"
|
||||
#include "graphics/LightEnv.h"
|
||||
#include "graphics/LOSTexture.h"
|
||||
#include "graphics/LightEnv.h"
|
||||
#include "graphics/Patch.h"
|
||||
#include "graphics/ShaderManager.h"
|
||||
#include "graphics/Terrain.h"
|
||||
|
|
@ -40,13 +40,14 @@
|
|||
#include "ps/VideoMode.h"
|
||||
#include "ps/World.h"
|
||||
#include "renderer/AlphaMapCalculator.h"
|
||||
#include "renderer/BlendShapes.h"
|
||||
#include "renderer/DebugRenderer.h"
|
||||
#include "renderer/Renderer.h"
|
||||
#include "renderer/SceneRenderer.h"
|
||||
#include "renderer/TerrainRenderer.h"
|
||||
#include "renderer/WaterManager.h"
|
||||
#include "simulation2/components/ICmpWaterManager.h"
|
||||
#include "simulation2/Simulation2.h"
|
||||
#include "simulation2/components/ICmpWaterManager.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <numeric>
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2023 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -20,20 +20,24 @@
|
|||
|
||||
#include "graphics/Patch.h"
|
||||
#include "graphics/RenderableObject.h"
|
||||
#include "lib/code_annotation.h"
|
||||
#include "lib/types.h"
|
||||
#include "maths/BoundingBoxAligned.h"
|
||||
#include "maths/Vector2D.h"
|
||||
#include "maths/Vector3D.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "renderer/backend/IShaderProgram.h"
|
||||
#include "renderer/VertexBufferManager.h"
|
||||
|
||||
#include <cstddef>
|
||||
#include <sys/types.h>
|
||||
#include <vector>
|
||||
|
||||
class CPatch;
|
||||
class CShaderDefines;
|
||||
class CSimulation2;
|
||||
class CTerrainTextureEntry;
|
||||
class CTextRenderer;
|
||||
class ShadowMap;
|
||||
namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||
namespace Renderer::Backend { class IVertexInputLayout; }
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// CPatchRData: class encapsulating logic for rendering terrain patches; holds per
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2024 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -21,13 +21,18 @@
|
|||
#include "graphics/ShaderTechniquePtr.h"
|
||||
#include "ps/CStr.h"
|
||||
#include "renderer/backend/IFramebuffer.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "renderer/backend/IShaderProgram.h"
|
||||
#include "renderer/backend/ITexture.h"
|
||||
|
||||
#include <array>
|
||||
#include <cstdint>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
class CShaderTechnique;
|
||||
namespace Renderer::Backend { class IDevice; }
|
||||
namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||
namespace Renderer::Backend { class IVertexInputLayout; }
|
||||
|
||||
class CPostprocManager
|
||||
{
|
||||
public:
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2023 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -17,21 +17,23 @@
|
|||
|
||||
#include "precompiled.h"
|
||||
|
||||
#include "renderer/RenderModifiers.h"
|
||||
#include "RenderModifiers.h"
|
||||
|
||||
#include "graphics/GameView.h"
|
||||
#include "graphics/LightEnv.h"
|
||||
#include "graphics/Camera.h"
|
||||
#include "graphics/LOSTexture.h"
|
||||
#include "graphics/LightEnv.h"
|
||||
#include "graphics/Model.h"
|
||||
#include "graphics/TextureManager.h"
|
||||
#include "maths/Vector3D.h"
|
||||
#include "maths/Vector4D.h"
|
||||
#include "maths/Matrix3D.h"
|
||||
#include "maths/Vector3D.h"
|
||||
#include "ps/CStrIntern.h"
|
||||
#include "ps/CStrInternStatic.h"
|
||||
#include "ps/Game.h"
|
||||
#include "renderer/Renderer.h"
|
||||
#include "renderer/Scene.h"
|
||||
#include "renderer/SceneRenderer.h"
|
||||
#include "renderer/ShadowMap.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "renderer/backend/IShaderProgram.h"
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// LitRenderModifier implementation
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2022 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -28,15 +28,15 @@
|
|||
#ifndef INCLUDED_RENDERMODIFIERS
|
||||
#define INCLUDED_RENDERMODIFIERS
|
||||
|
||||
#include "ModelRenderer.h"
|
||||
#include "graphics/Color.h"
|
||||
#include "graphics/ShaderProgram.h"
|
||||
#include "graphics/ShaderTechnique.h"
|
||||
#include "graphics/Texture.h"
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
class CLightEnv;
|
||||
class CModel;
|
||||
class ShadowMap;
|
||||
namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||
namespace Renderer::Backend { class IShaderProgram; }
|
||||
|
||||
/**
|
||||
* Class RenderModifier: Some ModelRenderer implementations provide vertex
|
||||
|
|
|
|||
|
|
@ -53,6 +53,7 @@
|
|||
#include "ps/VideoMode.h"
|
||||
#include "renderer/backend/IDevice.h"
|
||||
#include "renderer/DebugRenderer.h"
|
||||
#include "renderer/ModelRenderer.h"
|
||||
#include "renderer/PostprocManager.h"
|
||||
#include "renderer/RenderingOptions.h"
|
||||
#include "renderer/RenderModifiers.h"
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2024 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -19,15 +19,10 @@
|
|||
#define INCLUDED_RENDERER
|
||||
|
||||
#include "graphics/Camera.h"
|
||||
#include "graphics/ShaderDefines.h"
|
||||
#include "graphics/ShaderProgramPtr.h"
|
||||
#include "ps/containers/Span.h"
|
||||
#include "ps/Singleton.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "renderer/backend/IShaderProgram.h"
|
||||
#include "renderer/RenderingOptions.h"
|
||||
#include "renderer/Scene.h"
|
||||
|
||||
#include <cstring>
|
||||
#include <memory>
|
||||
|
||||
class CDebugRenderer;
|
||||
|
|
@ -38,6 +33,11 @@ class CShaderManager;
|
|||
class CTextureManager;
|
||||
class CTimeManager;
|
||||
class CVertexBufferManager;
|
||||
namespace PS { template <typename T> class span; }
|
||||
namespace Renderer::Backend { class IDevice; }
|
||||
namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||
namespace Renderer::Backend { class IVertexInputLayout; }
|
||||
namespace Renderer::Backend { struct SVertexAttributeFormat; }
|
||||
|
||||
#define g_Renderer CRenderer::GetSingleton()
|
||||
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2022 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -28,11 +28,10 @@
|
|||
#define INCLUDED_RENDERINGOPTIONS
|
||||
|
||||
#include "ps/CStr.h"
|
||||
#include "ps/CStrIntern.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
class CRenderer;
|
||||
class CStrIntern;
|
||||
|
||||
enum RenderPath
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2023 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -17,10 +17,16 @@
|
|||
|
||||
#include "precompiled.h"
|
||||
|
||||
#include "renderer/Scene.h"
|
||||
#include "Scene.h"
|
||||
|
||||
#include "graphics/Model.h"
|
||||
#include "graphics/ModelAbstract.h"
|
||||
#include "graphics/ParticleEmitter.h"
|
||||
#include "lib/debug.h"
|
||||
|
||||
#include <cstddef>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
///////////////////////////////////////////////////////////
|
||||
// Default implementation traverses the model recursively and uses
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2023 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -19,28 +19,24 @@
|
|||
#define INCLUDED_RENDERER_SCENERENDERER
|
||||
|
||||
#include "graphics/Camera.h"
|
||||
#include "graphics/ShaderDefines.h"
|
||||
#include "graphics/ShaderProgramPtr.h"
|
||||
#include "maths/BoundingBoxAligned.h"
|
||||
#include "ps/Singleton.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "renderer/RenderingOptions.h"
|
||||
#include "renderer/Scene.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
class CCanvas2D;
|
||||
class CLightEnv;
|
||||
class CMaterial;
|
||||
class CMaterialManager;
|
||||
class CModel;
|
||||
class CParticleManager;
|
||||
class CPatch;
|
||||
class CShaderDefines;
|
||||
class CSimulation2;
|
||||
class CVector4D;
|
||||
class ShadowMap;
|
||||
class SkyManager;
|
||||
class TerrainRenderer;
|
||||
class WaterManager;
|
||||
namespace Renderer::Backend { class IDevice; }
|
||||
namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||
|
||||
// rendering modes
|
||||
enum ERenderMode { WIREFRAME, SOLID, EDGED_FACES };
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2022 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -19,12 +19,13 @@
|
|||
#define INCLUDED_SHADOWMAP
|
||||
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "renderer/backend/IShaderProgram.h"
|
||||
|
||||
class CBoundingBoxAligned;
|
||||
class CCamera;
|
||||
class CFrustum;
|
||||
class CVector3D;
|
||||
namespace Renderer::Backend { class IDevice; }
|
||||
namespace Renderer::Backend { class IShaderProgram; }
|
||||
|
||||
struct ShadowMapInternals;
|
||||
|
||||
|
|
|
|||
|
|
@ -19,9 +19,12 @@
|
|||
|
||||
#include "SilhouetteRenderer.h"
|
||||
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "renderer/backend/IShaderProgram.h"
|
||||
#include "graphics/Camera.h"
|
||||
#include "graphics/HFTracer.h"
|
||||
#include "graphics/Model.h"
|
||||
#include "graphics/Overlay.h"
|
||||
#include "graphics/Patch.h"
|
||||
#include "graphics/ShaderManager.h"
|
||||
#include "maths/MathUtil.h"
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2023 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -18,16 +18,19 @@
|
|||
#ifndef INCLUDED_SILHOUETTERENDERER
|
||||
#define INCLUDED_SILHOUETTERENDERER
|
||||
|
||||
#include "graphics/Color.h"
|
||||
#include "graphics/Overlay.h"
|
||||
#include "graphics/ShaderTechniquePtr.h"
|
||||
#include "maths/BoundingBoxAligned.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "renderer/backend/IShaderProgram.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
class CCamera;
|
||||
class CModel;
|
||||
class CPatch;
|
||||
class SceneCollector;
|
||||
namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||
namespace Renderer::Backend { class IVertexInputLayout; }
|
||||
|
||||
class SilhouetteRenderer
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2023 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -25,13 +25,13 @@
|
|||
#include "graphics/Texture.h"
|
||||
#include "ps/CStr.h"
|
||||
#include "renderer/VertexArray.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "renderer/backend/IShaderProgram.h"
|
||||
#include "renderer/backend/ITexture.h"
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||
namespace Renderer::Backend { class ITexture; }
|
||||
namespace Renderer::Backend { class IVertexInputLayout; }
|
||||
|
||||
/**
|
||||
* Class SkyManager: Maintain sky settings and textures, and render the sky.
|
||||
*/
|
||||
|
|
|
|||
|
|
@ -24,15 +24,20 @@
|
|||
#define INCLUDED_TERRAINOVERLAY
|
||||
|
||||
#include "graphics/ShaderTechniquePtr.h"
|
||||
#include "renderer/backend/ITexture.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "renderer/backend/IShaderProgram.h"
|
||||
#include "renderer/backend/PipelineState.h"
|
||||
#include "lib/code_annotation.h"
|
||||
#include "lib/types.h"
|
||||
|
||||
#include <cstddef>
|
||||
#include <memory>
|
||||
#include <sys/types.h>
|
||||
|
||||
class CSimContext;
|
||||
class CTerrain;
|
||||
namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||
namespace Renderer::Backend { class ITexture; }
|
||||
namespace Renderer::Backend { class IVertexInputLayout; }
|
||||
struct CColor;
|
||||
struct SColor4ub;
|
||||
class CTerrain;
|
||||
class CSimContext;
|
||||
|
||||
/**
|
||||
* Common interface for terrain-tile-based and texture-based debug overlays.
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2023 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -24,11 +24,8 @@
|
|||
#define INCLUDED_TERRAINRENDERER
|
||||
|
||||
#include "graphics/Color.h"
|
||||
#include "maths/BoundingBoxAligned.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "renderer/backend/ITexture.h"
|
||||
#include "renderer/backend/IShaderProgram.h"
|
||||
|
||||
class CBoundingBoxAligned;
|
||||
class CCamera;
|
||||
class CCanvas2D;
|
||||
class CModelDecal;
|
||||
|
|
@ -36,9 +33,10 @@ class CPatch;
|
|||
class CShaderDefines;
|
||||
class CSimulation2;
|
||||
class CVector2D;
|
||||
|
||||
class ShadowMap;
|
||||
|
||||
namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||
namespace Renderer::Backend { class IShaderProgram; }
|
||||
namespace Renderer::Backend { class ITexture; }
|
||||
struct TerrainRendererInternals;
|
||||
|
||||
/**
|
||||
|
|
|
|||
|
|
@ -19,17 +19,33 @@
|
|||
|
||||
#include "TexturedLineRData.h"
|
||||
|
||||
#include "graphics/ShaderProgram.h"
|
||||
#include "graphics/Color.h"
|
||||
#include "graphics/Terrain.h"
|
||||
#include "graphics/TextureManager.h"
|
||||
#include "lib/debug.h"
|
||||
#include "maths/Frustum.h"
|
||||
#include "maths/MathUtil.h"
|
||||
#include "maths/Quaternion.h"
|
||||
#include "ps/CStrIntern.h"
|
||||
#include "ps/CStrInternStatic.h"
|
||||
#include "ps/containers/Span.h"
|
||||
#include "renderer/OverlayRenderer.h"
|
||||
#include "renderer/Renderer.h"
|
||||
#include "simulation2/Simulation2.h"
|
||||
#include "simulation2/system/SimContext.h"
|
||||
#include "renderer/VertexBuffer.h"
|
||||
#include "renderer/backend/Format.h"
|
||||
#include "renderer/backend/IBuffer.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "renderer/backend/IShaderProgram.h"
|
||||
#include "simulation2/components/ICmpWaterManager.h"
|
||||
#include "simulation2/system/CmpPtr.h"
|
||||
#include "simulation2/system/Entity.h"
|
||||
#include "simulation2/system/SimContext.h"
|
||||
|
||||
#include <array>
|
||||
#include <cmath>
|
||||
#include <cstddef>
|
||||
#include <cstdint>
|
||||
#include <memory>
|
||||
|
||||
/* Note: this implementation uses CVertexBufferManager directly rather than access it through the nicer VertexArray interface,
|
||||
* because it allows you to work with variable amounts of vertices and indices more easily. New code should prefer
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2023 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -20,14 +20,19 @@
|
|||
|
||||
#include "graphics/Overlay.h"
|
||||
#include "graphics/RenderableObject.h"
|
||||
#include "graphics/ShaderProgram.h"
|
||||
#include "graphics/TextureManager.h"
|
||||
#include "lib/code_annotation.h"
|
||||
#include "lib/types.h"
|
||||
#include "maths/BoundingBoxAligned.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "renderer/backend/IShaderProgram.h"
|
||||
#include "maths/Vector2D.h"
|
||||
#include "maths/Vector3D.h"
|
||||
#include "renderer/VertexBufferManager.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
class CFrustum;
|
||||
namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||
namespace Renderer::Backend { class IShaderProgram; }
|
||||
namespace Renderer::Backend { class IVertexInputLayout; }
|
||||
|
||||
/**
|
||||
* Rendering data for an STexturedOverlayLine.
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2024 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -18,13 +18,20 @@
|
|||
#ifndef INCLUDED_VERTEXARRAY
|
||||
#define INCLUDED_VERTEXARRAY
|
||||
|
||||
#include "lib/debug.h"
|
||||
#include "lib/types.h"
|
||||
#include "renderer/VertexBuffer.h"
|
||||
#include "renderer/VertexBufferManager.h"
|
||||
#include "renderer/backend/Format.h"
|
||||
#include "renderer/backend/IBuffer.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
#include "renderer/VertexBufferManager.h"
|
||||
|
||||
#include <cstddef>
|
||||
#include <cstdint>
|
||||
#include <sys/types.h>
|
||||
#include <vector>
|
||||
|
||||
namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||
|
||||
// Iterator
|
||||
template<typename T>
|
||||
class VertexArrayIterator
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2024 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -21,8 +21,9 @@
|
|||
|
||||
#include "lib/sysdep/cpu.h"
|
||||
#include "ps/CLogger.h"
|
||||
#include "renderer/backend/IDevice.h"
|
||||
#include "renderer/Renderer.h"
|
||||
#include "renderer/backend/IDevice.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstring>
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2024 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -22,13 +22,17 @@
|
|||
#ifndef INCLUDED_VERTEXBUFFER
|
||||
#define INCLUDED_VERTEXBUFFER
|
||||
|
||||
#include "lib/code_annotation.h"
|
||||
#include "renderer/backend/IBuffer.h"
|
||||
#include "renderer/backend/IDevice.h"
|
||||
#include "renderer/backend/IDeviceCommandContext.h"
|
||||
|
||||
#include <cstddef>
|
||||
#include <cstdint>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
namespace Renderer::Backend { class IDevice; }
|
||||
namespace Renderer::Backend { class IDeviceCommandContext; }
|
||||
|
||||
/**
|
||||
* CVertexBuffer: encapsulation of backend buffers, also supplying
|
||||
* some additional functionality for sharing buffers between multiple objects.
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2024 Wildfire Games.
|
||||
/* Copyright (C) 2025 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -24,11 +24,16 @@
|
|||
|
||||
#include "lib/types.h"
|
||||
#include "renderer/VertexBuffer.h"
|
||||
#include "renderer/backend/IBuffer.h"
|
||||
|
||||
#include <cstddef>
|
||||
#include <cstdint>
|
||||
#include <memory>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
namespace Renderer::Backend { class IDevice; }
|
||||
|
||||
// CVertexBufferManager: owner object for CVertexBuffer objects; acts as
|
||||
// 'front end' for their allocation and destruction
|
||||
class CVertexBufferManager
|
||||
|
|
|
|||
|
|
@ -17,18 +17,18 @@
|
|||
|
||||
#include "precompiled.h"
|
||||
|
||||
#include "simulation2/system/Component.h"
|
||||
#include "ICmpOverlayRenderer.h"
|
||||
#include "ICmpPosition.h"
|
||||
#include "ICmpRangeManager.h"
|
||||
|
||||
#include "simulation2/MessageTypes.h"
|
||||
|
||||
#include "graphics/Overlay.h"
|
||||
#include "graphics/TextureManager.h"
|
||||
#include "renderer/Renderer.h"
|
||||
#include "ps/CLogger.h"
|
||||
#include "ps/Profile.h"
|
||||
#include "renderer/Renderer.h"
|
||||
#include "renderer/Scene.h"
|
||||
#include "simulation2/MessageTypes.h"
|
||||
#include "simulation2/components/ICmpPosition.h"
|
||||
#include "simulation2/components/ICmpRangeManager.h"
|
||||
#include "simulation2/system/Component.h"
|
||||
|
||||
class CCmpOverlayRenderer final : public ICmpOverlayRenderer
|
||||
{
|
||||
|
|
|
|||
|
|
@ -16,12 +16,14 @@
|
|||
*/
|
||||
|
||||
#include "precompiled.h"
|
||||
#include "CCmpRallyPointRenderer.h"
|
||||
#include "ICmpIdentity.h"
|
||||
|
||||
#include "ps/algorithm.h"
|
||||
#include "CCmpRallyPointRenderer.h"
|
||||
|
||||
#include "ps/Profile.h"
|
||||
#include "ps/algorithm.h"
|
||||
#include "renderer/Scene.h"
|
||||
#include "renderer/backend/Sampler.h"
|
||||
#include "simulation2/components/ICmpIdentity.h"
|
||||
#include "simulation2/components/ICmpRangeManager.h"
|
||||
#include "simulation2/helpers/Los.h"
|
||||
|
||||
|
|
|
|||
|
|
@ -22,6 +22,7 @@
|
|||
#include "graphics/Overlay.h"
|
||||
#include "graphics/TextureManager.h"
|
||||
#include "renderer/Renderer.h"
|
||||
#include "renderer/Scene.h"
|
||||
#include "simulation2/MessageTypes.h"
|
||||
#include "simulation2/components/ICmpOwnership.h"
|
||||
#include "simulation2/components/ICmpPlayer.h"
|
||||
|
|
|
|||
Loading…
Reference in a new issue