LCOV - code coverage report
Current view: top level - source/renderer - DecalRData.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 0 3 0.0 %
Date: 2023-01-19 00:18:29 Functions: 0 4 0.0 %

          Line data    Source code
       1             : /* Copyright (C) 2023 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : #ifndef INCLUDED_DECALRDATA
      19             : #define INCLUDED_DECALRDATA
      20             : 
      21             : #include "graphics/RenderableObject.h"
      22             : #include "maths/Vector2D.h"
      23             : #include "maths/Vector3D.h"
      24             : #include "renderer/backend/IDeviceCommandContext.h"
      25             : #include "renderer/backend/IShaderProgram.h"
      26             : #include "renderer/VertexBufferManager.h"
      27             : 
      28             : #include <vector>
      29             : 
      30             : class CModelDecal;
      31             : class CShaderDefines;
      32             : class CSimulation2;
      33             : class ShadowMap;
      34             : 
      35           0 : class CDecalRData : public CRenderData
      36             : {
      37             : public:
      38             :     CDecalRData(CModelDecal* decal, CSimulation2* simulation);
      39             :     ~CDecalRData();
      40             : 
      41             :     static Renderer::Backend::IVertexInputLayout* GetVertexInputLayout();
      42             : 
      43             :     void Update(CSimulation2* simulation);
      44             : 
      45             :     static void RenderDecals(
      46             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
      47             :         Renderer::Backend::IVertexInputLayout* vertexInputLayout,
      48             :         const std::vector<CDecalRData*>& decals, const CShaderDefines& context, ShadowMap* shadow);
      49             : 
      50           0 :     CModelDecal* GetDecal() { return m_Decal; }
      51             : 
      52             : private:
      53             :     void BuildVertexData();
      54             : 
      55           0 :     struct SDecalVertex
      56             :     {
      57             :         CVector3D m_Position;
      58             :         CVector3D m_Normal;
      59             :         CVector2D m_UV;
      60             :     };
      61             :     cassert(sizeof(SDecalVertex) == 32);
      62             : 
      63             :     CVertexBufferManager::Handle m_VBDecals;
      64             :     CVertexBufferManager::Handle m_VBDecalsIndices;
      65             : 
      66             :     CModelDecal* m_Decal;
      67             : 
      68             :     CSimulation2* m_Simulation;
      69             : };
      70             : 
      71             : #endif // INCLUDED_DECALRDATA

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