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