/*
** Command & Conquer Generals Zero Hour(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 Drawable; //forward reference
class W3DProjectedShadow; //forward reference.
class TexProjectClass;
class W3DProjectedShadowManager : public ProjectedShadowManager
{
/* enum ShadowTextureType {
STT_STATIC = 0x0001,
STT_DYNAMIC = 0x0002,
STT_SHARED
};
*/
public:
W3DProjectedShadowManager( void );
~W3DProjectedShadowManager( void );
Bool init(void); ///removeShadow(this);} ///