/* ** Command & Conquer Generals(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program 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 3 of the License, or ** (at your option) any later version. ** ** This program 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 this program. If not, see . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: W3DProjectedShadow.h /////////////////////////////////////////////////////////// // // Real time shadow projection through textures. // // Author: Mark Wilczynski, February 2002 // // /////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __W3D_PROJECTED_SHADOW_H_ #define __W3D_PROJECTED_SHADOW_H_ #include "GameClient/Shadow.h" class W3DShadowTexture; //forward reference class W3DShadowTextureManager; //forward reference class W3DProjectedShadow; //forward reference class Drawable; //forward reference class W3DProjectedShadowManager : public ProjectedShadowManager { /* enum ShadowTextureType { STT_STATIC = 0x0001, STT_DYNAMIC = 0x0002, STT_SHARED }; */ public: W3DProjectedShadowManager( void ); ~W3DProjectedShadowManager( void ); Bool init(void); ///