godot/servers/rendering/dummy/storage/mesh_storage.h

135 lines
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C++

/*************************************************************************/
/* mesh_storage.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 MESH_STORAGE_DUMMY_H
#define MESH_STORAGE_DUMMY_H
#include "servers/rendering/storage/mesh_storage.h"
#include "servers/rendering/storage/utilities.h"
namespace RendererDummy {
class MeshStorage : public RendererMeshStorage {
public:
/* MESH API */
virtual RID mesh_allocate() override { return RID(); }
virtual void mesh_initialize(RID p_rid) override {}
virtual void mesh_free(RID p_rid) override {}
virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) override {}
virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) override { return false; }
virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) override {}
virtual int mesh_get_blend_shape_count(RID p_mesh) const override { return 0; }
virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) override {}
virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const override { return RS::BLEND_SHAPE_MODE_NORMALIZED; }
virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override {}
virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override {}
virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override {}
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) override {}
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const override { return RID(); }
virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const override { return RS::SurfaceData(); }
virtual int mesh_get_surface_count(RID p_mesh) const override { return 0; }
virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) override {}
virtual AABB mesh_get_custom_aabb(RID p_mesh) const override { return AABB(); }
virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) override { return AABB(); }
virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) override {}
virtual void mesh_clear(RID p_mesh) override {}
/* MESH INSTANCE */
virtual RID mesh_instance_create(RID p_base) override { return RID(); }
virtual void mesh_instance_free(RID p_rid) override {}
virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override {}
virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override {}
virtual void mesh_instance_check_for_update(RID p_mesh_instance) override {}
virtual void update_mesh_instances() override {}
/* MULTIMESH API */
virtual RID multimesh_allocate() override { return RID(); }
virtual void multimesh_initialize(RID p_rid) override {}
virtual void multimesh_free(RID p_rid) override {}
virtual void multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) override {}
virtual int multimesh_get_instance_count(RID p_multimesh) const override { return 0; }
virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) override {}
virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) override {}
virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) override {}
virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) override {}
virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) override {}
virtual RID multimesh_get_mesh(RID p_multimesh) const override { return RID(); }
virtual AABB multimesh_get_aabb(RID p_multimesh) const override { return AABB(); }
virtual Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const override { return Transform3D(); }
virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const override { return Transform2D(); }
virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const override { return Color(); }
virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const override { return Color(); }
virtual void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) override {}
virtual Vector<float> multimesh_get_buffer(RID p_multimesh) const override { return Vector<float>(); }
virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) override {}
virtual int multimesh_get_visible_instances(RID p_multimesh) const override { return 0; }
/* SKELETON API */
virtual RID skeleton_allocate() override { return RID(); }
virtual void skeleton_initialize(RID p_rid) override {}
virtual void skeleton_free(RID p_rid) override {}
virtual void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) override {}
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) override {}
virtual int skeleton_get_bone_count(RID p_skeleton) const override { return 0; }
virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) override {}
virtual Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const override { return Transform3D(); }
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) override {}
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const override { return Transform2D(); }
virtual void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) override {}
/* OCCLUDER */
void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) {}
};
} // namespace RendererDummy
#endif // !MESH_STORAGE_DUMMY_H