/* * 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. #include "StdAfx.h" #include "NULL_Renderer.h" #include "I3DEngine.h" #include "CREParticle.h" #include "CREParticleGPU.h" //======================================================================= bool CRESky::mfDraw(CShader* ef, SShaderPass* sfm) { return true; } bool CREHDRSky::mfDraw(CShader* ef, SShaderPass* sfm) { return true; } bool CREFogVolume::mfDraw(CShader* ef, SShaderPass* sfm) { return true; } bool CREWaterVolume::mfDraw(CShader* ef, SShaderPass* sfm) { return true; } void CREWaterOcean::FrameUpdate() { } void CREWaterOcean::Create(uint32 nVerticesCount, SVF_P3F_C4B_T2F* pVertices, uint32 nIndicesCount, const void* pIndices, uint32 nIndexSizeof) { } void CREWaterOcean::ReleaseOcean() { } bool CREWaterOcean::mfDraw(CShader* ef, SShaderPass* sfm) { return true; } CREOcclusionQuery::~CREOcclusionQuery() { mfReset(); } void CREOcclusionQuery::mfReset() { m_nOcclusionID = 0; } uint32 CREOcclusionQuery::m_nQueriesPerFrameCounter = 0; uint32 CREOcclusionQuery::m_nReadResultNowCounter = 0; uint32 CREOcclusionQuery::m_nReadResultTryCounter = 0; bool CREOcclusionQuery::mfDraw(CShader* ef, SShaderPass* sfm) { return true; } bool CREOcclusionQuery::mfReadResult_Now(void) { return true; } bool CREOcclusionQuery::mfReadResult_Try(uint32 nDefaultNumSamples) { return true; } bool CREOcclusionQuery::RT_ReadResult_Try(uint32 nDefaultNumSamples) { return true; } bool CREMeshImpl::mfPreDraw(SShaderPass* sl) { return true; } bool CREMeshImpl::mfDraw(CShader* ef, SShaderPass* sl) { return true; } bool CREHDRProcess::mfDraw(CShader* ef, SShaderPass* sfm) { return true; } bool CREDeferredShading::mfDraw(CShader* ef, SShaderPass* sfm) { return true; } bool CREBeam::mfDraw(CShader* ef, SShaderPass* sl) { return true; } bool CREImposter::mfDraw(CShader* ef, SShaderPass* pPass) { return true; } bool CRECloud::mfDraw(CShader* ef, SShaderPass* pPass) { return true; } bool CRECloud::UpdateImposter(CRenderObject* pObj) { return true; } bool CRECloud::GenerateCloudImposter(CShader* pShader, CShaderResources* pRes, CRenderObject* pObject) { return true; } bool CREImposter::UpdateImposter() { return true; } bool CREParticle::mfPreDraw(SShaderPass* sl) { return true; } bool CREParticle::mfDraw(CShader* ef, SShaderPass* sfm) { return true; } // Confetti BEGIN: bool CREParticleGPU::mfPreDraw(SShaderPass* sl) { return true; } bool CREParticleGPU::mfDraw(CShader* ef, SShaderPass* sfm) { return true; } // Confetti END: bool CREVolumeObject::mfDraw(CShader* ef, SShaderPass* sfm) { return true; } #if !defined(EXCLUDE_DOCUMENTATION_PURPOSE) bool CREPrismObject::mfDraw(CShader* ef, SShaderPass* sfm) { return true; } #endif // EXCLUDE_DOCUMENTATION_PURPOSE bool CREGameEffect::mfDraw(CShader* ef, SShaderPass* sfm) { return true; } #if ENABLE_CRY_PHYSICS void CREBreakableGlass::mfPrepare(bool bCheckOverflow) { } bool CREBreakableGlass::mfDraw(CShader* pShader, SShaderPass* pShaderPass) { return true; } #endif // ENABLE_CRY_PHYSICS void CRELensOptics::ClearResources() { } #if defined(USE_GEOM_CACHES) bool CREGeomCache::mfDraw(CShader* pShader, SShaderPass* pShaderPass) { return true; } #endif