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Graphics/Shaders: Use forward declarations where applicable

Now, with all of the headers normalized, we can safely convert some
headers into forward declarations without needing to worry about
potentially breaking code in other headers or source files.
This commit is contained in:
Lioncash
2019-09-28 20:30:53 -04:00
parent 00cff89141
commit 902f4fb5c5
62 changed files with 285 additions and 172 deletions

View File

@@ -1,22 +1,25 @@
#pragma once
#include <array>
#include <optional>
#include <cstdint>
#include <memory>
#include "DataSpec/DNAMP1/CMDLMaterials.hpp"
#include "Runtime/Graphics/CGraphics.hpp"
#include <hecl/Backend.hpp>
#include <hecl/Runtime.hpp>
#include <zeus/CColor.hpp>
#include <zeus/CVector3f.hpp>
#include <zeus/CVector4f.hpp>
#define URDE_MAX_LIGHTS 8
namespace hecl::Backend {
class ShaderTag;
}
namespace urde {
class CLight;
enum EExtendedShader : uint8_t {
Flat,