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