/*
** 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. //
// //
////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __W3DVOLUMETRICSHADOW_H_
#define __W3DVOLUMETRICSHADOW_H_
#include "matrix4.h"
#include "W3DDevice/GameClient/W3DBufferManager.h"
#include "GameClient/Shadow.h"
///@todo Make the 100 below a 'better' number. Was 32, increased because of overcomplex models.
#define MAX_SHADOW_CASTER_MESHES 160 //number of meshes allowed in animated hierarchy (must be <256 since index is a byte).
class W3DShadowGeometry; //forward reference
class W3DShadowGeometryManager; //forward reference
struct Geometry; //forward reference
struct PolyNeighbor; //forward reference
class W3DVolumetricShadow; //forward reference
class Drawable; //forward reference
struct W3DVolumetricShadowRenderTask : public W3DBufferManager::W3DRenderTask
{
W3DVolumetricShadow *m_parentShadow; ///m_nextTask=oldTask;
}
void invalidateCachedLightPositions(void); ///removeShadow(this);} ///