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o3de/Code/CryEngine/RenderDll/Common/RendElements/CREBeam.h

77 lines
2.6 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.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
#ifndef __CREBEAM_H__
#define __CREBEAM_H__
#define BEAM_RE_CONE_SIDES 32
//=============================================================
class CREBeam
: public CRendElementBase
{
private:
CCryNameR m_eyePosInWSName;
CCryNameR m_projMatrixName;
CCryNameR m_invProjMatrixName;
CCryNameR m_shadowCoordsName;
CCryNameR m_lightParamsName;
CCryNameR m_sphereParamsName;
CCryNameR m_coneParamsName;
CCryNameR m_lightPosName;
CCryNameR m_miscOffsetsName;
CCryNameR m_sampleOffsetsName;
CCryNameR m_lightDiffuseName;
CCryNameR m_screenScaleName;
public:
CREBeam()
{
mfSetType(eDATA_Beam);
m_eyePosInWSName = CCryNameR("eyePosInWS");
m_projMatrixName = CCryNameR("projMatrix");
m_invProjMatrixName = CCryNameR("invProjMatrix");
m_shadowCoordsName = CCryNameR("shadowCoords");
m_lightParamsName = CCryNameR("lightParams");
m_sphereParamsName = CCryNameR("sphereParams");
m_coneParamsName = CCryNameR("coneParams");
m_lightPosName = CCryNameR("lightPos");
m_miscOffsetsName = CCryNameR("MiscParams");
m_sampleOffsetsName = CCryNameR("SampleOffsets");
m_lightDiffuseName = CCryNameR("lightDiffuse");
m_screenScaleName = CCryNameR("g_ScreenScale");
}
virtual ~CREBeam()
{
}
virtual void mfPrepare(bool bCheckOverflow);
virtual bool mfCompile(CParserBin& Parser, SParserFrame& Frame);
virtual bool mfDraw(CShader* ef, SShaderPass* sl);
virtual void mfExport([[maybe_unused]] struct SShaderSerializeContext& SC) {};
virtual void mfImport([[maybe_unused]] struct SShaderSerializeContext& SC, [[maybe_unused]] uint32& offset) {};
void SetupGeometry(SVF_P3F_C4B_T2F* pVertices, uint16* pIndices, float fAngleCoeff, float fNear, float fFar);
virtual void GetMemoryUsage(ICrySizer* pSizer) const
{
pSizer->AddObject(this, sizeof(*this));
}
};
#endif // __CREBEAM_H__