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41 lines
1.5 KiB
C++
41 lines
1.5 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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/*
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This stereo texture does two things:
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1) Extends the base CTexture class in order to provide information about
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the actual underlying textures.
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2) Stores two underlying CTextures and returns their IDs based on whether
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the system is presenting to the left eye or the right eye.
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*/
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#include "Texture.h"
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#include "IStereoRenderer.h"
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#include "../Common/CommonRender.h"
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#include <AzCore/std/containers/vector.h>
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class CStereoTexture
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: public CTexture
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{
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public:
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CStereoTexture(const char* szName, ETEX_Format format, int nFlags);
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virtual ~CStereoTexture() = default;
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//Based on which eye the renderer currently wants to use this apply
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//either the left texture or the right texture
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void Apply(int nTUnit, int nState = -1, int nTexMatSlot = EFTT_UNKNOWN, int nSUnit = -1, SResourceView::KeyType nResViewKey = SResourceView::DefaultView, EHWShaderClass eHWSC = eHWSC_Pixel) override;
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AZStd::vector<CTexture*> m_textures;
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};
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