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64 lines
2.5 KiB
C++
64 lines
2.5 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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// Original file Copyright Crytek GMBH or its affiliates, used under license.
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#ifndef _CREGameEffect_
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#define _CREGameEffect_
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#pragma once
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//==================================================================================================
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// Name: IREGameEffect
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// Desc: Interface for game effect render elements, designed to be instantiated in game code, and
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// called from the CREGameEffect within the engine. This then allows render elements
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// to be created in game code as well as in the engine.
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// Author: James Chilvers
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//==================================================================================================
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struct IREGameEffect
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{
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virtual ~IREGameEffect(){}
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virtual void mfPrepare(bool bCheckOverflow) = 0;
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virtual bool mfDraw(CShader* ef, SShaderPass* sfm, CRenderObject* renderObj) = 0;
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};//------------------------------------------------------------------------------------------------
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//==================================================================================================
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// Name: CREGameEffect
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// Desc: Render element that uses the IREGameEffect interface for its functionality
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// Author: James Chilvers
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//==================================================================================================
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class CREGameEffect
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: public CRendElementBase
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{
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public:
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CREGameEffect();
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~CREGameEffect();
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// CRendElementBase interface
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void mfPrepare(bool bCheckOverflow);
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bool mfDraw(CShader* ef, SShaderPass* sfm);
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// CREGameEffect interface
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inline void SetPrivateImplementation(IREGameEffect* pImpl) { m_pImpl = pImpl; }
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inline IREGameEffect* GetPrivateImplementation() const { return m_pImpl; }
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virtual void GetMemoryUsage(ICrySizer* pSizer) const
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{
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pSizer->AddObject(this, sizeof(*this));
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}
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private:
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IREGameEffect* m_pImpl; // Implementation of of render element
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};//------------------------------------------------------------------------------------------------
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#endif // #ifndef _CREGameEffect_
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