Changeset View
Changeset View
Standalone View
Standalone View
source/renderer/TerrainRenderer.h
Show All 17 Lines | |||||
/* | /* | ||||
* Terrain rendering (everything related to patches and water) is | * Terrain rendering (everything related to patches and water) is | ||||
* encapsulated in TerrainRenderer | * encapsulated in TerrainRenderer | ||||
*/ | */ | ||||
#ifndef INCLUDED_TERRAINRENDERER | #ifndef INCLUDED_TERRAINRENDERER | ||||
#define INCLUDED_TERRAINRENDERER | #define INCLUDED_TERRAINRENDERER | ||||
#include "graphics/Color.h" | |||||
#include "maths/BoundingBoxAligned.h" | #include "maths/BoundingBoxAligned.h" | ||||
wraitii: I don't think these headers are necessary here, they could just be forward-declared | |||||
vladislavbelovAuthorUnsubmitted Done Inline ActionsCColor can not be constructed without that header, but a little refactoring might help. vladislavbelov: `CColor` can not be constructed without that header, but a little refactoring might help. | |||||
class CMatrix3D; | |||||
class CModelDecal; | |||||
class CPatch; | class CPatch; | ||||
class CShaderDefines; | |||||
class CSimulation2; | class CSimulation2; | ||||
class ShadowMap; | class ShadowMap; | ||||
class WaterManager; | class WaterManager; | ||||
struct TerrainRendererInternals; | struct TerrainRendererInternals; | ||||
/** | /** | ||||
* Class TerrainRenderer: Render everything related to the terrain, | * Class TerrainRenderer: Render everything related to the terrain, | ||||
* especially patches and water. | * especially patches and water. | ||||
▲ Show 20 Lines • Show All 84 Lines • ▼ Show 20 Lines | public: | ||||
* preconditions : PrepareForRendering must have been called this | * preconditions : PrepareForRendering must have been called this | ||||
* frame before calling RenderWater. | * frame before calling RenderWater. | ||||
*/ | */ | ||||
void RenderWater(const CShaderDefines& context, int cullGroup, ShadowMap* shadow); | void RenderWater(const CShaderDefines& context, int cullGroup, ShadowMap* shadow); | ||||
/** | /** | ||||
* Calculate a scissor rectangle for the visible water patches. | * Calculate a scissor rectangle for the visible water patches. | ||||
*/ | */ | ||||
CBoundingBoxAligned ScissorWater(int cullGroup, const CMatrix3D& viewproj); | CBoundingBoxAligned ScissorWater(int cullGroup, const CMatrix3D& viewProjection) const; | ||||
/** | /** | ||||
* Render priority text for all submitted patches, for debugging. | * Render priority text for all submitted patches, for debugging. | ||||
*/ | */ | ||||
void RenderPriorities(int cullGroup); | void RenderPriorities(int cullGroup); | ||||
/** | /** | ||||
* Render texture unit 0 over the terrain mesh, with UV coords calculated | * Render texture unit 0 over the terrain mesh, with UV coords calculated | ||||
Show All 23 Lines |
Wildfire Games · Phabricator
I don't think these headers are necessary here, they could just be forward-declared