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o3de/Code/CryEngine/RenderDll/XRenderNULL/NULL_RERender.cpp

166 lines
4.0 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.
#include "RenderDll_precompiled.h"
#include "NULL_Renderer.h"
#include "I3DEngine.h"
//=======================================================================
bool CRESky::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SShaderPass* sfm)
{
return true;
}
bool CREHDRSky::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SShaderPass* sfm)
{
return true;
}
bool CREFogVolume::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SShaderPass* sfm)
{
return true;
}
bool CREWaterVolume::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SShaderPass* sfm)
{
return true;
}
void CREWaterOcean::FrameUpdate()
{
}
void CREWaterOcean::Create([[maybe_unused]] uint32 nVerticesCount, [[maybe_unused]] SVF_P3F_C4B_T2F* pVertices, [[maybe_unused]] uint32 nIndicesCount, [[maybe_unused]] const void* pIndices, [[maybe_unused]] uint32 nIndexSizeof)
{
}
void CREWaterOcean::ReleaseOcean()
{
}
bool CREWaterOcean::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SShaderPass* sfm)
{
return true;
}
CREOcclusionQuery::~CREOcclusionQuery()
{
mfReset();
}
void CREOcclusionQuery::mfReset()
{
m_nOcclusionID = 0;
}
uint32 CREOcclusionQuery::m_nQueriesPerFrameCounter = 0;
uint32 CREOcclusionQuery::m_nReadResultNowCounter = 0;
uint32 CREOcclusionQuery::m_nReadResultTryCounter = 0;
bool CREOcclusionQuery::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SShaderPass* sfm)
{
return true;
}
bool CREOcclusionQuery::mfReadResult_Now(void)
{
return true;
}
bool CREOcclusionQuery::mfReadResult_Try([[maybe_unused]] uint32 nDefaultNumSamples)
{
return true;
}
bool CREOcclusionQuery::RT_ReadResult_Try([[maybe_unused]] uint32 nDefaultNumSamples)
{
return true;
}
bool CREMeshImpl::mfPreDraw([[maybe_unused]] SShaderPass* sl)
{
return true;
}
bool CREMeshImpl::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SShaderPass* sl)
{
return true;
}
bool CREHDRProcess::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SShaderPass* sfm)
{
return true;
}
bool CREDeferredShading::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SShaderPass* sfm)
{
return true;
}
bool CREBeam::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SShaderPass* sl)
{
return true;
}
bool CREImposter::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SShaderPass* pPass)
{
return true;
}
bool CRECloud::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SShaderPass* pPass)
{
return true;
}
bool CRECloud::UpdateImposter([[maybe_unused]] CRenderObject* pObj)
{
return true;
}
bool CRECloud::GenerateCloudImposter([[maybe_unused]] CShader* pShader, [[maybe_unused]] CShaderResources* pRes, [[maybe_unused]] CRenderObject* pObject)
{
return true;
}
bool CREImposter::UpdateImposter()
{
return true;
}
bool CREVolumeObject::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SShaderPass* sfm)
{
return true;
}
#if !defined(EXCLUDE_DOCUMENTATION_PURPOSE)
bool CREPrismObject::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SShaderPass* sfm)
{
return true;
}
#endif // EXCLUDE_DOCUMENTATION_PURPOSE
bool CREGameEffect::mfDraw([[maybe_unused]] CShader* ef, [[maybe_unused]] SShaderPass* sfm)
{
return true;
}
void CRELensOptics::ClearResources()
{
}
#if defined(USE_GEOM_CACHES)
bool CREGeomCache::mfDraw([[maybe_unused]] CShader* pShader, [[maybe_unused]] SShaderPass* pShaderPass)
{
return true;
}
#endif