You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
o3de/Gems/RenderToTexture/Code/Source/RenderToTextureBase.h

62 lines
2.2 KiB
C++

/*
* 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.
*
*/
#pragma once
#if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
#include <AzCore/Serialization/SerializeContext.h>
#include "RenderToTexture/RenderToTextureBus.h"
#include <RTTBus.h>
namespace RenderToTexture
{
const int INVALID_RENDER_TARGET = -1;
class RenderToTextureBase
{
public:
AZ_CLASS_ALLOCATOR(RenderToTextureBase, AZ::SystemAllocator, 0);
AZ_RTTI(RenderToTextureBase, "{95C6079D-0A1B-4C43-BBAC-68EDF2AA3457}");
RenderToTextureBase() = default;
virtual ~RenderToTextureBase() = default;
static void Reflect(AZ::ReflectContext* reflection);
protected:
/**
* Draw the current render target at the correct aspect ratio
* @param config the RenderToTextureConfig to use
*/
void DisplayDebugImage(const RenderToTextureConfig& config) const;
/**
* Render the world to a texture
* @param renderTargetHandle the texture handle for the render target
* @param config the RenderToTextureConfig that contains the settings including the camera EntityId
* @param entityId the EntityId to use for notifications and as a fallback camera transform
*/
void Render(int renderTargetHandle, const RenderToTextureConfig& config, const AZ::EntityId& entityId);
/**
* Issues warnings to the log if any problematic cvar settings are found.
*/
void ValidateCVars() const;
//! The resource handle for our render target
int m_renderTargetHandle = INVALID_RENDER_TARGET;
//! Next time we will render, used for FPS limiting. If 0 then there is no FPS limiting.
double m_nextRefreshTime = 0.0;
};
}
#endif // if AZ_RENDER_TO_TEXTURE_GEM_ENABLED