godot/drivers/gles3/storage/particles_storage.cpp
2022-04-17 13:13:22 +10:00

255 lines
8.4 KiB
C++

/*************************************************************************/
/* particles_storage.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifdef GLES3_ENABLED
#include "particles_storage.h"
using namespace GLES3;
ParticlesStorage *ParticlesStorage::singleton = nullptr;
ParticlesStorage *ParticlesStorage::get_singleton() {
return singleton;
}
ParticlesStorage::ParticlesStorage() {
singleton = this;
}
ParticlesStorage::~ParticlesStorage() {
singleton = nullptr;
}
/* PARTICLES */
RID ParticlesStorage::particles_allocate() {
return RID();
}
void ParticlesStorage::particles_initialize(RID p_rid) {
}
void ParticlesStorage::particles_free(RID p_rid) {
}
void ParticlesStorage::particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) {
}
void ParticlesStorage::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) {
}
void ParticlesStorage::particles_set_emitting(RID p_particles, bool p_emitting) {
}
void ParticlesStorage::particles_set_amount(RID p_particles, int p_amount) {
}
void ParticlesStorage::particles_set_lifetime(RID p_particles, double p_lifetime) {
}
void ParticlesStorage::particles_set_one_shot(RID p_particles, bool p_one_shot) {
}
void ParticlesStorage::particles_set_pre_process_time(RID p_particles, double p_time) {
}
void ParticlesStorage::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) {
}
void ParticlesStorage::particles_set_randomness_ratio(RID p_particles, real_t p_ratio) {
}
void ParticlesStorage::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {
}
void ParticlesStorage::particles_set_speed_scale(RID p_particles, double p_scale) {
}
void ParticlesStorage::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
}
void ParticlesStorage::particles_set_process_material(RID p_particles, RID p_material) {
}
RID ParticlesStorage::particles_get_process_material(RID p_particles) const {
return RID();
}
void ParticlesStorage::particles_set_fixed_fps(RID p_particles, int p_fps) {
}
void ParticlesStorage::particles_set_interpolate(RID p_particles, bool p_enable) {
}
void ParticlesStorage::particles_set_fractional_delta(RID p_particles, bool p_enable) {
}
void ParticlesStorage::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {
}
void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
}
void ParticlesStorage::particles_set_collision_base_size(RID p_particles, real_t p_size) {
}
void ParticlesStorage::particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) {
}
void ParticlesStorage::particles_set_trails(RID p_particles, bool p_enable, double p_length) {
}
void ParticlesStorage::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) {
}
void ParticlesStorage::particles_restart(RID p_particles) {
}
void ParticlesStorage::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {
}
void ParticlesStorage::particles_set_draw_passes(RID p_particles, int p_count) {
}
void ParticlesStorage::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {
}
void ParticlesStorage::particles_request_process(RID p_particles) {
}
AABB ParticlesStorage::particles_get_current_aabb(RID p_particles) {
return AABB();
}
AABB ParticlesStorage::particles_get_aabb(RID p_particles) const {
return AABB();
}
void ParticlesStorage::particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) {
}
bool ParticlesStorage::particles_get_emitting(RID p_particles) {
return false;
}
int ParticlesStorage::particles_get_draw_passes(RID p_particles) const {
return 0;
}
RID ParticlesStorage::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
return RID();
}
void ParticlesStorage::particles_add_collision(RID p_particles, RID p_instance) {
}
void ParticlesStorage::particles_remove_collision(RID p_particles, RID p_instance) {
}
void ParticlesStorage::particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) {
}
void ParticlesStorage::update_particles() {
}
bool ParticlesStorage::particles_is_inactive(RID p_particles) const {
return false;
}
/* PARTICLES COLLISION */
RID ParticlesStorage::particles_collision_allocate() {
return RID();
}
void ParticlesStorage::particles_collision_initialize(RID p_rid) {
}
void ParticlesStorage::particles_collision_free(RID p_rid) {
}
void ParticlesStorage::particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) {
}
void ParticlesStorage::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) {
}
void ParticlesStorage::particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) {
}
void ParticlesStorage::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) {
}
void ParticlesStorage::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) {
}
void ParticlesStorage::particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) {
}
void ParticlesStorage::particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) {
}
void ParticlesStorage::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) {
}
void ParticlesStorage::particles_collision_height_field_update(RID p_particles_collision) {
}
void ParticlesStorage::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) {
}
AABB ParticlesStorage::particles_collision_get_aabb(RID p_particles_collision) const {
return AABB();
}
bool ParticlesStorage::particles_collision_is_heightfield(RID p_particles_collision) const {
return false;
}
RID ParticlesStorage::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const {
return RID();
}
RID ParticlesStorage::particles_collision_instance_create(RID p_collision) {
return RID();
}
void ParticlesStorage::particles_collision_instance_free(RID p_rid) {
}
void ParticlesStorage::particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) {
}
void ParticlesStorage::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) {
}
#endif // GLES3_ENABLED