/*************************************************************************/ /* mesh_storage.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef MESH_STORAGE_DUMMY_H #define MESH_STORAGE_DUMMY_H #include "servers/rendering/storage/mesh_storage.h" #include "servers/rendering/storage/utilities.h" namespace RendererDummy { class MeshStorage : public RendererMeshStorage { public: /* MESH API */ virtual RID mesh_allocate() override { return RID(); } virtual void mesh_initialize(RID p_rid) override {} virtual void mesh_free(RID p_rid) override {} virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) override {} virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) override { return false; } virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) override {} virtual int mesh_get_blend_shape_count(RID p_mesh) const override { return 0; } virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) override {} virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const override { return RS::BLEND_SHAPE_MODE_NORMALIZED; } virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector &p_data) override {} virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector &p_data) override {} virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector &p_data) override {} virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) override {} virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const override { return RID(); } virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const override { return RS::SurfaceData(); } virtual int mesh_get_surface_count(RID p_mesh) const override { return 0; } virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) override {} virtual AABB mesh_get_custom_aabb(RID p_mesh) const override { return AABB(); } virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) override { return AABB(); } virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) override {} virtual void mesh_clear(RID p_mesh) override {} /* MESH INSTANCE */ virtual RID mesh_instance_create(RID p_base) override { return RID(); } virtual void mesh_instance_free(RID p_rid) override {} virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override {} virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override {} virtual void mesh_instance_check_for_update(RID p_mesh_instance) override {} virtual void update_mesh_instances() override {} /* MULTIMESH API */ virtual RID multimesh_allocate() override { return RID(); } virtual void multimesh_initialize(RID p_rid) override {} virtual void multimesh_free(RID p_rid) override {} virtual void multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) override {} virtual int multimesh_get_instance_count(RID p_multimesh) const override { return 0; } virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) override {} virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) override {} virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) override {} virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) override {} virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) override {} virtual RID multimesh_get_mesh(RID p_multimesh) const override { return RID(); } virtual AABB multimesh_get_aabb(RID p_multimesh) const override { return AABB(); } virtual Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const override { return Transform3D(); } virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const override { return Transform2D(); } virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const override { return Color(); } virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const override { return Color(); } virtual void multimesh_set_buffer(RID p_multimesh, const Vector &p_buffer) override {} virtual Vector multimesh_get_buffer(RID p_multimesh) const override { return Vector(); } virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) override {} virtual int multimesh_get_visible_instances(RID p_multimesh) const override { return 0; } /* SKELETON API */ virtual RID skeleton_allocate() override { return RID(); } virtual void skeleton_initialize(RID p_rid) override {} virtual void skeleton_free(RID p_rid) override {} virtual void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) override {} virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) override {} virtual int skeleton_get_bone_count(RID p_skeleton) const override { return 0; } virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) override {} virtual Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const override { return Transform3D(); } virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) override {} virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const override { return Transform2D(); } virtual void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) override {} /* OCCLUDER */ void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) {} }; } // namespace RendererDummy #endif // MESH_STORAGE_DUMMY_H