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257 lines
4.6 KiB
C++
257 lines
4.6 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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/*
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Todo:
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* Erradicate StretchRect usage
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* Cleanup code
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* When we have a proper static branching support use it instead of shader switches inside code
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*/
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#include "RenderDll_precompiled.h"
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#include "NULL_Renderer.h"
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#include "I3DEngine.h"
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#include "../Common/PostProcess/PostEffects.h"
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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AZStd::unique_ptr<CMotionBlur::ObjectMap> CMotionBlur::m_Objects[CMotionBlur::s_maxObjectBuffers];
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CThreadSafeRendererContainer<CMotionBlur::ObjectMap::value_type> CMotionBlur::m_FillData[RT_COMMAND_BUF_COUNT];
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bool CPostAA::Preprocess()
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{
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return true;
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}
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void CPostAA::Render()
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{
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}
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void CMotionBlur::InsertNewElements()
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{
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}
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void CMotionBlur::FreeData()
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{
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}
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void CMotionBlur::GetPrevObjToWorldMat([[maybe_unused]] CRenderObject* pObj, Matrix44A& res)
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{
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res = Matrix44(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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}
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void CMotionBlur::OnBeginFrame()
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{
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}
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bool CMotionBlur::Preprocess()
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{
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return true;
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}
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void CMotionBlur::Render()
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{
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}
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bool CSunShafts::Preprocess()
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{
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return true;
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}
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void CSunShafts::Render()
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{
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}
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void CFilterSharpening::Render()
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{
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}
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void CFilterBlurring::Render()
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{
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}
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void CUnderwaterGodRays::Render()
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{
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}
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void CVolumetricScattering::Render()
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{
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}
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void CWaterDroplets::Render()
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{
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}
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void CWaterFlow::Render()
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{
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}
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void CWaterRipples::AddHit([[maybe_unused]] const Vec3& vPos, [[maybe_unused]] const float scale, [[maybe_unused]] const float strength)
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{
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}
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void CWaterRipples::DEBUG_DrawWaterHits()
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{
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}
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bool CWaterRipples::Preprocess()
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{
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return true;
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}
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void CWaterRipples::Reset([[maybe_unused]] bool bOnSpecChange)
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{
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}
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void CWaterRipples::Render()
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{
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}
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void CScreenFrost::Render()
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{
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}
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bool CRainDrops::Preprocess()
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{
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return true;
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}
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void CRainDrops::Render()
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{
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}
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bool CFlashBang::Preprocess()
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{
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return true;
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}
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void CFlashBang::Render()
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{
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}
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void CAlienInterference::Render()
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{
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}
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void CGhostVision::Render()
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{
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}
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void CHudSilhouettes::Render()
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{
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}
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void CColorGrading::Render()
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{
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}
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void CWaterVolume::Render()
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{
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}
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void CSceneRain::CreateBuffers([[maybe_unused]] uint16 nVerts, [[maybe_unused]] void*& pINpVB, [[maybe_unused]] SVF_P3F_C4B_T2F* pVtxList)
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{
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}
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int CSceneRain::CreateResources()
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{
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return 1;
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}
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void CSceneRain::Release()
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{
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}
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void CSceneRain::Render()
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{
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}
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bool CSceneSnow::Preprocess()
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{
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return true;
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}
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void CSceneSnow::Render()
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{
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}
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int CSceneSnow::CreateResources()
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{
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return 1;
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}
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void CSceneSnow::Release()
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{
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}
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void CImageGhosting::Render()
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{
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}
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void CFilterKillCamera::Render()
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{
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}
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void CUberGamePostProcess::Render()
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{
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}
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void CSoftAlphaTest::Render()
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{
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}
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void CScreenBlood::Render() { }
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void CPost3DRenderer::Render()
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{
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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namespace WaterVolumeStaticData
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{
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void GetMemoryUsage([[maybe_unused]] ICrySizer* pSizer){}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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bool CSceneRain::Preprocess() { return true; }
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//void CSceneRain::Render() {}
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void CSceneRain::Reset([[maybe_unused]] bool bOnSpecChange) {}
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void CSceneRain::OnLostDevice() {}
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const char* CSceneRain::GetName() const {return 0; }
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const char* CRainDrops::GetName() const {return 0; }
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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void CSceneSnow::Reset([[maybe_unused]] bool bOnSpecChange) {}
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const char* CSceneSnow::GetName() const {return 0; }
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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bool CREPostProcess::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SShaderPass* sfm)
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{
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return true;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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void ScreenFader::Render()
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{
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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