0ad/source/renderer/DecalRData.h
Vladislav Belov 18a16aa135
Moves all rendering to material passes
Now we should use material passes instead of context and defines to
select a needed shader. It allows us to reduce the number of
shader combinations we use and reduce memory consumption.
2026-05-10 23:57:20 +02:00

73 lines
2 KiB
C++

/* Copyright (C) 2026 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/Material.h"
#include "graphics/RenderableObject.h"
#include "lib/code_annotation.h"
#include "maths/Vector2D.h"
#include "maths/Vector3D.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
{
public:
CDecalRData(CModelDecal* decal, CSimulation2* simulation);
~CDecalRData();
static Renderer::Backend::IVertexInputLayout* GetVertexInputLayout();
void Update(CSimulation2* simulation);
static void RenderDecals(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IVertexInputLayout* vertexInputLayout,
const std::vector<CDecalRData*>& decals, const CShaderDefines& context,
ShadowMap* shadow, const CMaterial::Pass materialPass);
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