#pragma once #include "assetFactory/asset.h" class SceneShader; class ShadowMapper; class Location; class Foliage : public Asset, public StdTypeDefs { Mesh::Ptr bodyMesh; std::shared_ptr texture; public: void render(const SceneShader &, const Location &) const; void shadows(const ShadowMapper &, const Location &) const; protected: friend Persistence::SelectionPtrBase>; bool persist(Persistence::PersistenceStore & store) override; void postLoad() override; };