godot/drivers/dummy/rasterizer_dummy.h

540 lines
27 KiB
C++

/*************************************************************************/
/* 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<Image> &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) {}
Ref<Image> 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<VS::TextureInfo> *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<PropertyInfo> *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<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>()) {}
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<uint8_t> &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<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const {
PoolVector<uint8_t> p;
return p;
}
PoolVector<uint8_t> 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<PoolVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const { return Vector<PoolVector<uint8_t> >(); }
Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const { return Vector<AABB>(); }
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<int> &p_data) {}
PoolVector<int> gi_probe_get_dynamic_data(RID p_probe) const {
PoolVector<int> 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<uint8_t> &p_octree) {}
PoolVector<uint8_t> lightmap_capture_get_octree(RID p_capture) const {
PoolVector<uint8_t> 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<LightmapCaptureOctree> *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<Vector2> &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<Image> &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