/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #include #include #include namespace AZ { namespace Render { HairParentPass::HairParentPass(const RPI::PassDescriptor& descriptor) : Base(descriptor) { } HairParentPass::~HairParentPass() { } RPI::Ptr HairParentPass::Create(const RPI::PassDescriptor& descriptor) { return aznew HairParentPass(descriptor); } // The following two methods are here as the mean to allow usage of different hair passes in // the active pipeline due to different hair options activations. // For example - one might want to use short resolve render method vs' the complete full buffers // that is used currently (but cost much memory), or to enable/disable collisions by removing // the collision passes. // [To Do] - The parent pass class can be removed if this is not done. void HairParentPass::UpdateChildren() { if (!m_updateChildren) { return; } m_updateChildren = false; } void HairParentPass::BuildAttachmentsInternal() { UpdateChildren(); Base::BuildAttachmentsInternal(); } } // namespace Render } // namespace AZ