/* * 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. // Description : HDR processing render element #ifndef CRYINCLUDE_CRYENGINE_RENDERDLL_COMMON_RENDELEMENTS_CREHDRPROCESS_H #define CRYINCLUDE_CRYENGINE_RENDERDLL_COMMON_RENDELEMENTS_CREHDRPROCESS_H #pragma once // screen processing render element class CREHDRProcess : public CRendElementBase { friend class CD3D9Renderer; friend class CGLRenderer; public: // constructor/destructor CREHDRProcess(); virtual ~CREHDRProcess(); // prepare screen processing virtual void mfPrepare(bool bCheckOverflow); // render screen processing virtual bool mfDraw(CShader* ef, SShaderPass* sfm); // begin screen processing virtual void mfActivate(int iProcess); // reset virtual void mfReset(void); virtual void GetMemoryUsage(ICrySizer* pSizer) const { pSizer->AddObject(this, sizeof(*this)); } }; #endif // CRYINCLUDE_CRYENGINE_RENDERDLL_COMMON_RENDELEMENTS_CREHDRPROCESS_H