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o3de/Gems/EMotionFX/Code/Source/Integration/Rendering/RenderBackend.h

47 lines
1.6 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.
*
*/
#pragma once
#include <AzCore/Memory/Memory.h>
#include <AzCore/RTTI/RTTI.h>
#include <Integration/Assets/ActorAsset.h>
#include <Integration/Rendering/RenderActorInstance.h>
namespace EMotionFX
{
namespace Integration
{
class RenderActor;
class RenderBackend
{
public:
AZ_RTTI(EMotionFX::Integration::RenderBackend, "{999AC1A7-0FBA-4F36-81B8-939FC80F1042}")
AZ_CLASS_ALLOCATOR_DECL
RenderBackend() = default;
virtual ~RenderBackend() = default;
virtual RenderActor* CreateActor(ActorAsset* asset) = 0;
virtual RenderActorInstance* CreateActorInstance(AZ::EntityId entityId,
const EMotionFXPtr<EMotionFX::ActorInstance>& actorInstance,
const AZ::Data::Asset<ActorAsset>& asset,
const ActorAsset::MaterialList& materialPerLOD,
SkinningMethod skinningMethod,
const AZ::Transform& worldTransform) = 0;
};
} // namespace Integration
} // namespace EMotionFX