/*************************************************************************/ /* 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 &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