/* * 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 class FurPasses { public: static void InstallInstance(); static void ReleaseInstance(); static FurPasses& GetInstance(); enum class RenderMode { None, AlphaBlended, AlphaTested, }; // Returns how fur is set up to render RenderMode GetFurRenderingMode(); // Returns whether the current frame contains render items using fur bool IsRenderingFur(); // Returns the render list that fur render objects should be placed in int GetFurRenderList(); void ExecuteZPostPass(); void ExecuteObliteratePass(); void ExecuteFinPass(); void ExecuteShellPrepass(); void ApplyFurDebugFlags(); void SetFurShellPassPercent(float percent); float GetFurShellPassPercent(); protected: FurPasses(); ~FurPasses(); private: static FurPasses* s_pInstance; // This (and related singleton functions) should be removed when there is a system in place for managing passes. static void ZPostRenderFunc(); static void ObliterateRenderFunc(); static void FinRenderFunc(); float m_furShellPassPercent; };