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romkazvo
2023-08-07 19:29:24 +08:00
commit 34d6c5d489
4832 changed files with 1389451 additions and 0 deletions

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/*=============================================================================
PS2_RERender.cpp : implementation of the Rendering RenderElements pipeline.
Copyright (c) 2001 Crytek Studios. All Rights Reserved.
Revision history:
* Created by Honitch Andrey
=============================================================================*/
#include "RenderPCH.h"
#include "NULL_Renderer.h"
#include "I3dengine.h"
//#include "../cry3dengine/StatObj.h"
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
//=======================================================================
void CREFlareGeom::mfCheckVis(CFColor &col, CCObject *obj)
{
}
//#include "..\common\shadow_renderer.h"
///////////////////////////////////////////////////////////////////
CREOcclusionQuery::~CREOcclusionQuery()
{
}
void CREOcclusionQuery::mfReset()
{
}
bool CREScreenProcess::mfDrawLowSpec(SShader *ef, SShaderPass *sfm)
{
return 1;
}
bool CREOcclusionQuery::mfDraw(SShader *ef, SShaderPass *sfm)
{
return true;
}
bool CREOcLeaf::mfPreDraw(SShaderPass *sl)
{
return true;
}
bool CREGlare::mfDraw(SShader *ef, SShaderPass *sfm)
{
return true;
}
bool CREOcLeaf::mfDraw(SShader *ef, SShaderPass *sl)
{
return (true);
}
///////////////////////////////////////////////////////////////////
void CREOcLeaf::mfEndFlush(void)
{
}
//===============================================================================
void CRE2DQuad::mfPrepare()
{
}
bool CRE2DQuad::mfDraw(SShader *ef, SShaderPass *sfm)
{
return 1;
}
//===============================================================================
bool CRETempMesh::mfDraw(SShader *ef, SShaderPass *sl)
{
return true;
}
bool CRETempMesh::mfPreDraw(SShaderPass *sl)
{
return true;
}
void CRETempMesh::mfReset()
{
}
//=========================================================================================
bool CREFlare::mfCheckVis(CCObject *obj)
{
return false;
}
void CREFlare::mfDrawFlares(SShader *ef, CFColor &col)
{
}
void CREFlare::mfDrawCorona(SShader *ef, CFColor &col)
{
}
bool CREFlare::mfDraw(SShader *ef, SShaderPass *sfm)
{
return true;
}
bool CREFlashBang::mfDraw(SShader *ef, SShaderPass *sfm)
{
return true;
}
void CREFlashBang::mfPrepare()
{
}
// screen process
bool CREScreenProcess:: mfDraw(SShader *ef, SShaderPass *sfm)
{
return 1;
}
//=====================================================================================
bool CREClearStencil::mfDraw(SShader *ef, SShaderPass *sfm)
{
return true;
}
bool CRETriMeshShadow::mfDraw(SShader *ef, SShaderPass *sfm)
{
return true;
}
bool CREHDRProcess::mfDraw(SShader *ef, SShaderPass *sfm)
{
return true;
}