/*************************************************************************/ /* rasterizer.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef RASTERIZER_DUMMY_H #define RASTERIZER_DUMMY_H #include "camera_matrix.h" #include "servers/visual/rasterizer.h" #include "servers/visual_server.h" #include "self_list.h" class RasterizerSceneDummy : public RasterizerScene { public: /* SHADOW ATLAS API */ RID shadow_atlas_create() { return RID(); } void shadow_atlas_set_size(RID p_atlas, int p_size) {} void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {} bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) { return false; } int get_directional_light_shadow_size(RID p_light_intance) { return 0; } void set_directional_shadow_count(int p_count) {} /* ENVIRONMENT API */ RID environment_create() { return RID(); } void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) {} void environment_set_sky(RID p_env, RID p_sky) {} void environment_set_sky_custom_fov(RID p_env, float p_scale) {} void environment_set_bg_color(RID p_env, const Color &p_color) {} void environment_set_bg_energy(RID p_env, float p_energy) {} void environment_set_canvas_max_layer(RID p_env, int p_max_layer) {} void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0) {} void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {} void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {} void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) {} void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {} void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) {} void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {} void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {} void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {} void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {} void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) {} void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {} bool is_environment(RID p_env) { return false; } VS::EnvironmentBG environment_get_background(RID p_env) { return VS::ENV_BG_KEEP; } int environment_get_canvas_max_layer(RID p_env) { return 0; } RID light_instance_create(RID p_light) { return RID(); } void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {} void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0) {} void light_instance_mark_visible(RID p_light_instance) {} RID reflection_atlas_create() { return RID(); } void reflection_atlas_set_size(RID p_ref_atlas, int p_size) {} void reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv) {} RID reflection_probe_instance_create(RID p_probe) { return RID(); } void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) {} void reflection_probe_release_atlas_index(RID p_instance) {} bool reflection_probe_instance_needs_redraw(RID p_instance) { return false; } bool reflection_probe_instance_has_reflection(RID p_instance) { return false; } bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) { return false; } bool reflection_probe_instance_postprocess_step(RID p_instance) { return true; } RID gi_probe_instance_create() { return RID(); } void gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) {} void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) {} void gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds) {} void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {} void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {} void set_scene_pass(uint64_t p_pass) {} void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) {} bool free(RID p_rid) { return true; } RasterizerSceneDummy() {} ~RasterizerSceneDummy() {} }; class RasterizerStorageDummy : public RasterizerStorage { public: /* TEXTURE API */ RID texture_create() { return RID(); } void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT) {} void texture_set_data(RID p_texture, const Ref &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) {} Ref texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) const { return NULL; } void texture_set_flags(RID p_texture, uint32_t p_flags) {} uint32_t texture_get_flags(RID p_texture) const { return 0; } Image::Format texture_get_format(RID p_texture) const { return Image::FORMAT_RGB8; } uint32_t texture_get_texid(RID p_texture) const { return 0; } uint32_t texture_get_width(RID p_texture) const { return 0; } uint32_t texture_get_height(RID p_texture) const { return 0; } void texture_set_size_override(RID p_texture, int p_width, int p_height) {} void texture_set_path(RID p_texture, const String &p_path) {} String texture_get_path(RID p_texture) const { return ""; } void texture_set_shrink_all_x2_on_set_data(bool p_enable) {} void texture_debug_usage(List *r_info) {} RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const { return RID(); } void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {} void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {} void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {} void textures_keep_original(bool p_enable) {} void texture_set_proxy(RID p_proxy, RID p_base) {} /* SKY API */ RID sky_create() { return RID(); } void sky_set_texture(RID p_sky, RID p_cube_map, int p_radiance_size) {} /* SHADER API */ RID shader_create() { return RID(); } void shader_set_code(RID p_shader, const String &p_code) {} String shader_get_code(RID p_shader) const { return ""; } void shader_get_param_list(RID p_shader, List *p_param_list) const {} void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) {} RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const { return RID(); } /* COMMON MATERIAL API */ RID material_create() { return RID(); } void material_set_render_priority(RID p_material, int priority) {} void material_set_shader(RID p_shader_material, RID p_shader) {} RID material_get_shader(RID p_shader_material) const { return RID(); } void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {} Variant material_get_param(RID p_material, const StringName &p_param) const { return Variant(); } void material_set_line_width(RID p_material, float p_width) {} void material_set_next_pass(RID p_material, RID p_next_material) {} bool material_is_animated(RID p_material) { return false; } bool material_casts_shadows(RID p_material) { return false; } void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {} void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {} /* MESH API */ RID mesh_create() { return RID(); } void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector &p_array, int p_vertex_count, const PoolVector &p_index_array, int p_index_count, const AABB &p_aabb, const Vector > &p_blend_shapes = Vector >(), const Vector &p_bone_aabbs = Vector()) {} void mesh_set_blend_shape_count(RID p_mesh, int p_amount) {} int mesh_get_blend_shape_count(RID p_mesh) const { return 0; } void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) {} VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const { return VS::BLEND_SHAPE_MODE_NORMALIZED; } void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector &p_data) {} void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {} RID mesh_surface_get_material(RID p_mesh, int p_surface) const { return RID(); } int mesh_surface_get_array_len(RID p_mesh, int p_surface) const { return 0; } int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const { return 0; } PoolVector mesh_surface_get_array(RID p_mesh, int p_surface) const { PoolVector p; return p; } PoolVector mesh_surface_get_index_array(RID p_mesh, int p_surface) const {} uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const { return 0; } VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const { return VS::PRIMITIVE_POINTS; } AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const { return AABB(); } Vector > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const { return Vector >(); } Vector mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const { return Vector(); } void mesh_remove_surface(RID p_mesh, int p_index) {} int mesh_get_surface_count(RID p_mesh) const { return 0; } void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {} AABB mesh_get_custom_aabb(RID p_mesh) const { return AABB(); } AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const { return AABB(); } void mesh_clear(RID p_mesh) {} /* MULTIMESH API */ virtual RID multimesh_create() { return RID(); } void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format) {} int multimesh_get_instance_count(RID p_multimesh) const { return 0; } void multimesh_set_mesh(RID p_multimesh, RID p_mesh) {} void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) {} void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {} void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {} RID multimesh_get_mesh(RID p_multimesh) const { return RID(); } Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const {} Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const {} Color multimesh_instance_get_color(RID p_multimesh, int p_index) const {} void multimesh_set_visible_instances(RID p_multimesh, int p_visible) {} int multimesh_get_visible_instances(RID p_multimesh) const { return 0; } AABB multimesh_get_aabb(RID p_multimesh) const { return AABB(); } /* IMMEDIATE API */ RID immediate_create() { return RID(); } void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID()) {} void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) {} void immediate_normal(RID p_immediate, const Vector3 &p_normal) {} void immediate_tangent(RID p_immediate, const Plane &p_tangent) {} void immediate_color(RID p_immediate, const Color &p_color) {} void immediate_uv(RID p_immediate, const Vector2 &tex_uv) {} void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) {} void immediate_end(RID p_immediate) {} void immediate_clear(RID p_immediate) {} void immediate_set_material(RID p_immediate, RID p_material) {} RID immediate_get_material(RID p_immediate) const { return RID(); } AABB immediate_get_aabb(RID p_immediate) const { return AABB(); } /* SKELETON API */ RID skeleton_create() { return RID(); } void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) {} int skeleton_get_bone_count(RID p_skeleton) const { return 0; } void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) {} Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const { return Transform(); } void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {} Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const { return Transform2D(); } /* Light API */ RID light_create(VS::LightType p_type) { return RID(); } RID directional_light_create() { return light_create(VS::LIGHT_DIRECTIONAL); } RID omni_light_create() { return light_create(VS::LIGHT_OMNI); } RID spot_light_create() { return light_create(VS::LIGHT_SPOT); } void light_set_color(RID p_light, const Color &p_color) {} void light_set_param(RID p_light, VS::LightParam p_param, float p_value) {} void light_set_shadow(RID p_light, bool p_enabled) {} void light_set_shadow_color(RID p_light, const Color &p_color) {} void light_set_projector(RID p_light, RID p_texture) {} void light_set_negative(RID p_light, bool p_enable) {} void light_set_cull_mask(RID p_light, uint32_t p_mask) {} void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {} void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) {} void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail) {} void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) {} void light_directional_set_blend_splits(RID p_light, bool p_enable) {} bool light_directional_get_blend_splits(RID p_light) const { return false; } void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) {} VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const { return VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE; } VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) { return VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; } VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) { return VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; } bool light_has_shadow(RID p_light) const { return false; } VS::LightType light_get_type(RID p_light) const { return VS::LIGHT_OMNI; } AABB light_get_aabb(RID p_light) const { return AABB(); } float light_get_param(RID p_light, VS::LightParam p_param) { return 0.0; } Color light_get_color(RID p_light) {} uint64_t light_get_version(RID p_light) const { return 0; } /* PROBE API */ RID reflection_probe_create() { return RID(); } void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) {} void reflection_probe_set_intensity(RID p_probe, float p_intensity) {} void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient) {} void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) {} void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) {} void reflection_probe_set_max_distance(RID p_probe, float p_distance) {} void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {} void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {} void reflection_probe_set_as_interior(RID p_probe, bool p_enable) {} void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {} void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {} void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {} AABB reflection_probe_get_aabb(RID p_probe) const { return AABB(); } VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const {} uint32_t reflection_probe_get_cull_mask(RID p_probe) const { return 0; } Vector3 reflection_probe_get_extents(RID p_probe) const { return Vector3(); } Vector3 reflection_probe_get_origin_offset(RID p_probe) const { return Vector3(); } float reflection_probe_get_origin_max_distance(RID p_probe) const { return 0.0; } bool reflection_probe_renders_shadows(RID p_probe) const { return false; } void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) {} void instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) {} void instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) {} void instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) {} /* GI PROBE API */ RID gi_probe_create() { return RID(); } void gi_probe_set_bounds(RID p_probe, const AABB &p_bounds) {} AABB gi_probe_get_bounds(RID p_probe) const { return AABB(); } void gi_probe_set_cell_size(RID p_probe, float p_range) {} float gi_probe_get_cell_size(RID p_probe) const { return 0.0; } void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform) {} Transform gi_probe_get_to_cell_xform(RID p_probe) const { return Transform(); } void gi_probe_set_dynamic_data(RID p_probe, const PoolVector &p_data) {} PoolVector gi_probe_get_dynamic_data(RID p_probe) const { PoolVector p; return p; } void gi_probe_set_dynamic_range(RID p_probe, int p_range) {} int gi_probe_get_dynamic_range(RID p_probe) const { return 0; } void gi_probe_set_energy(RID p_probe, float p_range) {} float gi_probe_get_energy(RID p_probe) const { return 0.0; } void gi_probe_set_bias(RID p_probe, float p_range) {} float gi_probe_get_bias(RID p_probe) const { return 0.0; } void gi_probe_set_normal_bias(RID p_probe, float p_range) {} float gi_probe_get_normal_bias(RID p_probe) const { return 0.0; } void gi_probe_set_propagation(RID p_probe, float p_range) {} float gi_probe_get_propagation(RID p_probe) const { return 0.0; } void gi_probe_set_interior(RID p_probe, bool p_enable) {} bool gi_probe_is_interior(RID p_probe) const { return false; } void gi_probe_set_compress(RID p_probe, bool p_enable) {} bool gi_probe_is_compressed(RID p_probe) const { return false; } uint32_t gi_probe_get_version(RID p_probe) { return 0; } GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const { return GI_PROBE_UNCOMPRESSED; } RID gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression) { return RID(); } void gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data) {} /* LIGHTMAP CAPTURE */ RID lightmap_capture_create() { return RID(); } void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) {} AABB lightmap_capture_get_bounds(RID p_capture) const { return AABB(); } void lightmap_capture_set_octree(RID p_capture, const PoolVector &p_octree) {} PoolVector lightmap_capture_get_octree(RID p_capture) const { PoolVector p; return p; } void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) {} Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const { return Transform(); } void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) {} int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const { return 0; } void lightmap_capture_set_energy(RID p_capture, float p_energy) {} float lightmap_capture_get_energy(RID p_capture) const { return 0.0; } const PoolVector *lightmap_capture_get_octree_ptr(RID p_capture) const {} /* PARTICLES */ RID particles_create() { return RID(); } void particles_set_emitting(RID p_particles, bool p_emitting) {} void particles_set_amount(RID p_particles, int p_amount) {} void particles_set_lifetime(RID p_particles, float p_lifetime) {} void particles_set_one_shot(RID p_particles, bool p_one_shot) {} void particles_set_pre_process_time(RID p_particles, float p_time) {} void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) {} void particles_set_randomness_ratio(RID p_particles, float p_ratio) {} void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {} void particles_set_speed_scale(RID p_particles, float p_scale) {} void particles_set_use_local_coordinates(RID p_particles, bool p_enable) {} void particles_set_process_material(RID p_particles, RID p_material) {} void particles_set_fixed_fps(RID p_particles, int p_fps) {} void particles_set_fractional_delta(RID p_particles, bool p_enable) {} void particles_restart(RID p_particles) {} void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order) {} void particles_set_draw_passes(RID p_particles, int p_count) {} void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {} void particles_request_process(RID p_particles) {} AABB particles_get_current_aabb(RID p_particles) { return AABB(); } AABB particles_get_aabb(RID p_particles) const { return AABB(); } void particles_set_emission_transform(RID p_particles, const Transform &p_transform) {} int particles_get_draw_passes(RID p_particles) const { return 0; } RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const { return RID(); } /* RENDER TARGET */ RID render_target_create() { return RID(); } void render_target_set_size(RID p_render_target, int p_width, int p_height) {} RID render_target_get_texture(RID p_render_target) const { return RID(); } void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) {} bool render_target_was_used(RID p_render_target) { return false; } void render_target_clear_used(RID p_render_target) {} void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa) {} /* CANVAS SHADOW */ RID canvas_light_shadow_buffer_create(int p_width) { return RID(); } /* LIGHT SHADOW MAPPING */ RID canvas_light_occluder_create() { return RID(); } void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector &p_lines) {} VS::InstanceType get_base_type(RID p_rid) const {} bool free(RID p_rid) {} bool has_os_feature(const String &p_feature) const {} void update_dirty_resources() {} void set_debug_generate_wireframes(bool p_generate) {} void render_info_begin_capture() {} void render_info_end_capture() {} int get_captured_render_info(VS::RenderInfo p_info) {} int get_render_info(VS::RenderInfo p_info) {} static RasterizerStorage *base_singleton; RasterizerStorageDummy(){}; ~RasterizerStorageDummy() {} }; class RasterizerCanvasDummy : public RasterizerCanvas { public: RID light_internal_create() { return RID(); } void light_internal_update(RID p_rid, Light *p_light) {} void light_internal_free(RID p_rid) {} void canvas_begin(){}; void canvas_end(){}; void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light){}; void canvas_debug_viewport_shadows(Light *p_lights_with_shadow){}; void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {} void reset_canvas() {} void draw_window_margins(int *p_margins, RID *p_margin_textures) {} RasterizerCanvasDummy() {} ~RasterizerCanvasDummy() {} }; class RasterizerDummy : public Rasterizer { protected: RasterizerCanvasDummy canvas; RasterizerStorageDummy storage; RasterizerSceneDummy scene; public: RasterizerStorage *get_storage() { return &storage; } RasterizerCanvas *get_canvas() { return &canvas; } RasterizerScene *get_scene() { return &scene; } void set_boot_image(const Ref &p_image, const Color &p_color, bool p_scale) {} void initialize() {} void begin_frame() {} void set_current_render_target(RID p_render_target) {} void restore_render_target() {} void clear_render_target(const Color &p_color) {} void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0) {} void end_frame(bool p_swap_buffers) {} void finalize() {} static Rasterizer *_create_current() { return memnew(RasterizerDummy); } static void make_current() { _create_func = _create_current; } RasterizerDummy() {} ~RasterizerDummy() {} }; #endif // RASTERIZER_DUMMY_H