// stdafx.h : include file for standard system include files,
//  or project specific include files that are used frequently, but
//      are changed infrequently
//

#if !defined(AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__INCLUDED_)
#define AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__INCLUDED_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

#define WIN32_LEAN_AND_MEAN		// Exclude rarely-used stuff from Windows headers


// Windows Header Files:
#include <windows.h>

// C RunTime Header Files
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <tchar.h>

#include <d3dx8.h>
#include <d3d8.h>
#include <iostream.h>
#include <fstream.h>
#include <stdlib.h>
#include <stdio.h>

// he3d headers
#include "math3d.h"
#include "texture.h"
#include "scene.h"
#include "keyframer.h"
#include "material.h"

#include "Efx.h"

#include "VertexTypes.h"
#include "SystemException.h"
#include "SimpleMesh.h"
#include "ImageQuad.h"
#include "TextureRenderer.h"
#include "Volumetic.h"
#include "fasttunnelblobs.h"
#include "UtilityFunction.h"
#include "ParticleSystem.h"
#include "blobs.h"

#include "logstream.h"
// Local Header Files

// some globa macros
#define	RAND()			((FLOAT)rand()/(FLOAT)RAND_MAX)

// TODO: reference additional headers your program requires here

//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.

#endif // !defined(AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__INCLUDED_)
