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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.
34 lines
1.2 KiB
C++
34 lines
1.2 KiB
C++
#pragma once
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#include <array>
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#include <boo/graphicsdev/IGraphicsDataFactory.hpp>
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namespace urde {
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class CLineRenderer;
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class CLineRendererShaders {
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static std::array<boo::ObjToken<boo::IShaderPipeline>, 2> m_texAlpha;
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static std::array<boo::ObjToken<boo::IShaderPipeline>, 2> m_texAdditive;
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static std::array<boo::ObjToken<boo::IShaderPipeline>, 2> m_noTexAlpha;
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static std::array<boo::ObjToken<boo::IShaderPipeline>, 2> m_noTexAdditive;
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static std::array<boo::ObjToken<boo::IShaderPipeline>, 2> m_texAlphaZ;
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static std::array<boo::ObjToken<boo::IShaderPipeline>, 2> m_texAdditiveZ;
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static std::array<boo::ObjToken<boo::IShaderPipeline>, 2> m_noTexAlphaZ;
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static std::array<boo::ObjToken<boo::IShaderPipeline>, 2> m_noTexAdditiveZ;
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static std::array<boo::ObjToken<boo::IShaderPipeline>, 2> m_noTexAlphaZGEqual;
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public:
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static void Initialize();
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static void Shutdown();
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static void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CLineRenderer& renderer,
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const boo::ObjToken<boo::ITexture>& texture, bool additive, bool zTest,
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bool zGEqual);
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};
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} // namespace urde
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