/**************************************************************************/ /* material_storage.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 MATERIAL_STORAGE_DUMMY_H #define MATERIAL_STORAGE_DUMMY_H #include "servers/rendering/storage/material_storage.h" #include "servers/rendering/storage/utilities.h" namespace RendererDummy { class MaterialStorage : public RendererMaterialStorage { public: /* GLOBAL SHADER UNIFORM API */ virtual void global_shader_parameter_add(const StringName &p_name, RS::GlobalShaderParameterType p_type, const Variant &p_value) override {} virtual void global_shader_parameter_remove(const StringName &p_name) override {} virtual Vector global_shader_parameter_get_list() const override { return Vector(); } virtual void global_shader_parameter_set(const StringName &p_name, const Variant &p_value) override {} virtual void global_shader_parameter_set_override(const StringName &p_name, const Variant &p_value) override {} virtual Variant global_shader_parameter_get(const StringName &p_name) const override { return Variant(); } virtual RS::GlobalShaderParameterType global_shader_parameter_get_type(const StringName &p_name) const override { return RS::GLOBAL_VAR_TYPE_MAX; } virtual void global_shader_parameters_load_settings(bool p_load_textures = true) override {} virtual void global_shader_parameters_clear() override {} virtual int32_t global_shader_parameters_instance_allocate(RID p_instance) override { return 0; } virtual void global_shader_parameters_instance_free(RID p_instance) override {} virtual void global_shader_parameters_instance_update(RID p_instance, int p_index, const Variant &p_value, int p_flags_count = 0) override {} /* SHADER API */ virtual RID shader_allocate() override { return RID(); } virtual void shader_initialize(RID p_rid) override {} virtual void shader_free(RID p_rid) override{}; virtual void shader_set_code(RID p_shader, const String &p_code) override {} virtual void shader_set_path_hint(RID p_shader, const String &p_code) override {} virtual String shader_get_code(RID p_shader) const override { return ""; } virtual void get_shader_parameter_list(RID p_shader, List *p_param_list) const override {} virtual void shader_set_default_texture_parameter(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override {} virtual RID shader_get_default_texture_parameter(RID p_shader, const StringName &p_name, int p_index) const override { return RID(); } virtual Variant shader_get_parameter_default(RID p_material, const StringName &p_param) const override { return Variant(); } virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override { return RS::ShaderNativeSourceCode(); }; /* MATERIAL API */ virtual RID material_allocate() override { return RID(); } virtual void material_initialize(RID p_rid) override {} virtual void material_free(RID p_rid) override{}; virtual void material_set_render_priority(RID p_material, int priority) override {} virtual void material_set_shader(RID p_shader_material, RID p_shader) override {} virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override {} virtual Variant material_get_param(RID p_material, const StringName &p_param) const override { return Variant(); } virtual void material_set_next_pass(RID p_material, RID p_next_material) override {} virtual bool material_is_animated(RID p_material) override { return false; } virtual bool material_casts_shadows(RID p_material) override { return false; } virtual void material_get_instance_shader_parameters(RID p_material, List *r_parameters) override {} virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override {} }; } // namespace RendererDummy #endif // MATERIAL_STORAGE_DUMMY_H