/*************************************************************************/ /* mesh_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 "mesh_storage.h" using namespace GLES3; MeshStorage *MeshStorage::singleton = nullptr; MeshStorage *MeshStorage::get_singleton() { return singleton; } MeshStorage::MeshStorage() { singleton = this; } MeshStorage::~MeshStorage() { singleton = nullptr; } /* MESH API */ RID MeshStorage::mesh_allocate() { return RID(); } void MeshStorage::mesh_initialize(RID p_rid) { } void MeshStorage::mesh_free(RID p_rid) { } void MeshStorage::mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) { } bool MeshStorage::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) { return false; } void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) { } int MeshStorage::mesh_get_blend_shape_count(RID p_mesh) const { return 0; } void MeshStorage::mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) { } RS::BlendShapeMode MeshStorage::mesh_get_blend_shape_mode(RID p_mesh) const { return RS::BLEND_SHAPE_MODE_NORMALIZED; } void MeshStorage::mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector &p_data) { } void MeshStorage::mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector &p_data) { } void MeshStorage::mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector &p_data) { } void MeshStorage::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) { } RID MeshStorage::mesh_surface_get_material(RID p_mesh, int p_surface) const { return RID(); } RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const { return RS::SurfaceData(); } int MeshStorage::mesh_get_surface_count(RID p_mesh) const { return 1; } void MeshStorage::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) { } AABB MeshStorage::mesh_get_custom_aabb(RID p_mesh) const { return AABB(); } AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) { return AABB(); } void MeshStorage::mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) { } void MeshStorage::mesh_clear(RID p_mesh) { } /* MESH INSTANCE API */ RID MeshStorage::mesh_instance_create(RID p_base) { return RID(); } void MeshStorage::mesh_instance_free(RID p_rid) { } void MeshStorage::mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) { } void MeshStorage::mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) { } void MeshStorage::mesh_instance_check_for_update(RID p_mesh_instance) { } void MeshStorage::update_mesh_instances() { } /* MULTIMESH API */ RID MeshStorage::multimesh_allocate() { return RID(); } void MeshStorage::multimesh_initialize(RID p_rid) { } void MeshStorage::multimesh_free(RID p_rid) { } void MeshStorage::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors, bool p_use_custom_data) { } int MeshStorage::multimesh_get_instance_count(RID p_multimesh) const { return 0; } void MeshStorage::multimesh_set_mesh(RID p_multimesh, RID p_mesh) { } void MeshStorage::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) { } void MeshStorage::multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) { } void MeshStorage::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) { } void MeshStorage::multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) { } RID MeshStorage::multimesh_get_mesh(RID p_multimesh) const { return RID(); } AABB MeshStorage::multimesh_get_aabb(RID p_multimesh) const { return AABB(); } Transform3D MeshStorage::multimesh_instance_get_transform(RID p_multimesh, int p_index) const { return Transform3D(); } Transform2D MeshStorage::multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const { return Transform2D(); } Color MeshStorage::multimesh_instance_get_color(RID p_multimesh, int p_index) const { return Color(); } Color MeshStorage::multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const { return Color(); } void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector &p_buffer) { } Vector MeshStorage::multimesh_get_buffer(RID p_multimesh) const { return Vector(); } void MeshStorage::multimesh_set_visible_instances(RID p_multimesh, int p_visible) { } int MeshStorage::multimesh_get_visible_instances(RID p_multimesh) const { return 0; } /* SKELETON API */ RID MeshStorage::skeleton_allocate() { return RID(); } void MeshStorage::skeleton_initialize(RID p_rid) { } void MeshStorage::skeleton_free(RID p_rid) { } void MeshStorage::skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton) { } void MeshStorage::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) { } int MeshStorage::skeleton_get_bone_count(RID p_skeleton) const { return 0; } void MeshStorage::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) { } Transform3D MeshStorage::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const { return Transform3D(); } void MeshStorage::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) { } Transform2D MeshStorage::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const { return Transform2D(); } void MeshStorage::skeleton_update_dependency(RID p_base, RendererStorage::DependencyTracker *p_instance) { } #endif // GLES3_ENABLED