d17ac748ac
* Various terrain improvements: - Height now stored in a R16_unorm to decrease the amount of memory / memory bandwidth needed for the height field - Many simplifications to the feature processor - Added a shader to render to the depth pre pass - Pulled common functionality needed by depth and forward to a common include shader - Forward shader now outputs to all the expected render targets - Adjusted the way normals and lighting are being calculated Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Adding missing shader files. Updated terrain shader to alter the color slightly with height. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Removed pixel shader code from terrain depth pass Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Renamed the depth pass shaders to no longer indicate they include a pixel shader. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Removing unneeded code from TerrainCommon.azsli Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
47 lines
1.9 KiB
C
47 lines
1.9 KiB
C
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#ifndef CRYINCLUDE_EDITOR_INCLUDE_OBJECTEVENT_H
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#define CRYINCLUDE_EDITOR_INCLUDE_OBJECTEVENT_H
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#pragma once
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//! Standart objects types.
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enum ObjectType
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{
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OBJTYPE_DUMMY = 1 << 20,
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OBJTYPE_AZENTITY = 1 << 21,
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};
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//////////////////////////////////////////////////////////////////////////
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//! Events that objects may want to handle.
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//! Passed to OnEvent method of CBaseObject.
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enum ObjectEvent
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{
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EVENT_INGAME = 1, //!< Signals that editor is switching into the game mode.
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EVENT_OUTOFGAME, //!< Signals that editor is switching out of the game mode.
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EVENT_REFRESH, //!< Signals that editor is refreshing level.
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EVENT_DBLCLICK, //!< Signals that object have been double clicked.
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EVENT_RELOAD_ENTITY,//!< Signals that entities scripts must be reloaded.
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EVENT_RELOAD_GEOM, //!< Signals that all possible geometries should be reloaded.
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EVENT_UNLOAD_GEOM, //!< Signals that all possible geometries should be unloaded.
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EVENT_MISSION_CHANGE, //!< Signals that mission have been changed.
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EVENT_ALIGN_TOGRID, //!< Object should align itself to the grid.
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EVENT_PHYSICS_GETSTATE,//!< Signals that entities should accept their physical state from game.
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EVENT_PHYSICS_RESETSTATE,//!< Signals that physics state must be reseted on objects.
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EVENT_PHYSICS_APPLYSTATE,//!< Signals that the stored physics state must be applied to objects.
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EVENT_FREE_GAME_DATA,//!< Object should free game data that its holding.
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EVENT_CONFIG_SPEC_CHANGE, //!< Called when config spec changed.
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EVENT_HIDE_HELPER, //!< Signals that happens when Helper mode switches to be hidden.
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};
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#endif // CRYINCLUDE_EDITOR_INCLUDE_OBJECTEVENT_H
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