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/Code/CryEngine/RenderDll/XRenderNULL/NULL_PostProcess.cpp

257 lines
4.6 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.
/*
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::ObjectMap> CMotionBlur::m_Objects[CMotionBlur::s_maxObjectBuffers];
CThreadSafeRendererContainer<CMotionBlur::ObjectMap::value_type> 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()
{
}
/////////////////////////////////////////////////////////////////////////////////////////////////////