godot/servers/rendering/dummy/storage/particles_storage.h
clayjohn 9ce57050a5 Add GPUParticles to the OpenGL3 renderer.
This includes collision (2D SDF, Box, Sphere, Heightmap),
attraction (Box, Sphere), and all sorting modes.

This does not include 3D SDF collisions, trails, or
manual emission.
2022-11-14 23:28:25 -08:00

124 lines
8.0 KiB
C++

/*************************************************************************/
/* particles_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 PARTICLES_STORAGE_DUMMY_H
#define PARTICLES_STORAGE_DUMMY_H
#include "servers/rendering/storage/particles_storage.h"
namespace RendererDummy {
class ParticlesStorage : public RendererParticlesStorage {
public:
/* PARTICLES */
virtual RID particles_allocate() override { return RID(); }
virtual void particles_initialize(RID p_rid) override {}
virtual void particles_free(RID p_rid) override {}
virtual void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override {}
virtual void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) override {}
virtual void particles_set_emitting(RID p_particles, bool p_emitting) override {}
virtual void particles_set_amount(RID p_particles, int p_amount) override {}
virtual void particles_set_lifetime(RID p_particles, double p_lifetime) override {}
virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) override {}
virtual void particles_set_pre_process_time(RID p_particles, double p_time) override {}
virtual void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) override {}
virtual void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) override {}
virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override {}
virtual void particles_set_speed_scale(RID p_particles, double p_scale) override {}
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override {}
virtual void particles_set_process_material(RID p_particles, RID p_material) override {}
virtual RID particles_get_process_material(RID p_particles) const override { return RID(); }
virtual void particles_set_fixed_fps(RID p_particles, int p_fps) override {}
virtual void particles_set_interpolate(RID p_particles, bool p_enable) override {}
virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) override {}
virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override {}
virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override {}
virtual void particles_set_collision_base_size(RID p_particles, real_t p_size) override {}
virtual void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) override {}
virtual void particles_set_trails(RID p_particles, bool p_enable, double p_length) override {}
virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) override {}
virtual void particles_restart(RID p_particles) override {}
virtual void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) override {}
virtual void particles_set_draw_passes(RID p_particles, int p_count) override {}
virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) override {}
virtual void particles_request_process(RID p_particles) override {}
virtual AABB particles_get_current_aabb(RID p_particles) override { return AABB(); }
virtual AABB particles_get_aabb(RID p_particles) const override { return AABB(); }
virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) override {}
virtual bool particles_get_emitting(RID p_particles) override { return false; }
virtual int particles_get_draw_passes(RID p_particles) const override { return 0; }
virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override { return RID(); }
virtual void particles_add_collision(RID p_particles, RID p_instance) override {}
virtual void particles_remove_collision(RID p_particles, RID p_instance) override {}
virtual void update_particles() override {}
/* PARTICLES COLLISION */
virtual RID particles_collision_allocate() override { return RID(); }
virtual void particles_collision_initialize(RID p_rid) override {}
virtual void particles_collision_free(RID p_rid) override {}
virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override {}
virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override {}
virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) override {}
virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override {}
virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) override {}
virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override {}
virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) override {}
virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override {}
virtual void particles_collision_height_field_update(RID p_particles_collision) override {}
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override {}
virtual AABB particles_collision_get_aabb(RID p_particles_collision) const override { return AABB(); }
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override { return false; }
virtual RID particles_collision_instance_create(RID p_collision) override { return RID(); }
virtual void particles_collision_instance_free(RID p_rid) override {}
virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override {}
virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override {}
virtual bool particles_is_inactive(RID p_particles) const override { return false; }
};
} // namespace RendererDummy
#endif // PARTICLES_STORAGE_DUMMY_H