/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. /* Todo: * Erradicate StretchRect usage * Cleanup code * When we have a proper static branching support use it instead of shader switches inside code */ #include "RenderDll_precompiled.h" #include "NULL_Renderer.h" #include "I3DEngine.h" #include "../Common/PostProcess/PostEffects.h" ///////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////// AZStd::unique_ptr CMotionBlur::m_Objects[CMotionBlur::s_maxObjectBuffers]; CThreadSafeRendererContainer CMotionBlur::m_FillData[RT_COMMAND_BUF_COUNT]; bool CPostAA::Preprocess() { return true; } void CPostAA::Render() { } void CMotionBlur::InsertNewElements() { } void CMotionBlur::FreeData() { } void CMotionBlur::GetPrevObjToWorldMat([[maybe_unused]] CRenderObject* pObj, Matrix44A& res) { res = Matrix44(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); } void CMotionBlur::OnBeginFrame() { } bool CMotionBlur::Preprocess() { return true; } void CMotionBlur::Render() { } bool CSunShafts::Preprocess() { return true; } void CSunShafts::Render() { } void CFilterSharpening::Render() { } void CFilterBlurring::Render() { } void CUnderwaterGodRays::Render() { } void CVolumetricScattering::Render() { } void CWaterDroplets::Render() { } void CWaterFlow::Render() { } void CWaterRipples::AddHit([[maybe_unused]] const Vec3& vPos, [[maybe_unused]] const float scale, [[maybe_unused]] const float strength) { } void CWaterRipples::DEBUG_DrawWaterHits() { } bool CWaterRipples::Preprocess() { return true; } void CWaterRipples::Reset([[maybe_unused]] bool bOnSpecChange) { } void CWaterRipples::Render() { } void CScreenFrost::Render() { } bool CRainDrops::Preprocess() { return true; } void CRainDrops::Render() { } bool CFlashBang::Preprocess() { return true; } void CFlashBang::Render() { } void CAlienInterference::Render() { } void CGhostVision::Render() { } void CHudSilhouettes::Render() { } void CColorGrading::Render() { } void CWaterVolume::Render() { } void CSceneRain::CreateBuffers([[maybe_unused]] uint16 nVerts, [[maybe_unused]] void*& pINpVB, [[maybe_unused]] SVF_P3F_C4B_T2F* pVtxList) { } int CSceneRain::CreateResources() { return 1; } void CSceneRain::Release() { } void CSceneRain::Render() { } bool CSceneSnow::Preprocess() { return true; } void CSceneSnow::Render() { } int CSceneSnow::CreateResources() { return 1; } void CSceneSnow::Release() { } void CImageGhosting::Render() { } void CFilterKillCamera::Render() { } void CUberGamePostProcess::Render() { } void CSoftAlphaTest::Render() { } void CScreenBlood::Render() { } void CPost3DRenderer::Render() { } ///////////////////////////////////////////////////////////////////////////////////////////////////// namespace WaterVolumeStaticData { void GetMemoryUsage([[maybe_unused]] ICrySizer* pSizer){} } ///////////////////////////////////////////////////////////////////////////////////////////////////// bool CSceneRain::Preprocess() { return true; } //void CSceneRain::Render() {} void CSceneRain::Reset([[maybe_unused]] bool bOnSpecChange) {} void CSceneRain::OnLostDevice() {} const char* CSceneRain::GetName() const {return 0; } const char* CRainDrops::GetName() const {return 0; } ///////////////////////////////////////////////////////////////////////////////////////////////////// void CSceneSnow::Reset([[maybe_unused]] bool bOnSpecChange) {} const char* CSceneSnow::GetName() const {return 0; } ///////////////////////////////////////////////////////////////////////////////////////////////////// bool CREPostProcess::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SShaderPass* sfm) { return true; } ///////////////////////////////////////////////////////////////////////////////////////////////////// void ScreenFader::Render() { } /////////////////////////////////////////////////////////////////////////////////////////////////////