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RasterizerDummy fixes.
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@ -98,7 +98,7 @@ public:
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void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) override {}
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void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density) override {}
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void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) override {}
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void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter) override {}
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void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override {}
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void environment_set_volumetric_fog_filter_active(bool p_enable) override {}
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@ -161,7 +161,7 @@ public:
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void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override {}
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RID render_buffers_create() override { return RID(); }
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void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa) override {}
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void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding) override {}
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void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) override {}
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bool screen_space_roughness_limiter_is_active() const override { return false; }
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@ -251,6 +251,15 @@ public:
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void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
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void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
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/* CANVAS TEXTURE API */
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RID canvas_texture_create() override { return RID(); }
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void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override {}
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void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override {}
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void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override {}
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void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override {}
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#if 0
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RID texture_create() override {
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@ -935,23 +944,22 @@ public:
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class RasterizerCanvasDummy : public RasterizerCanvas {
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public:
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TextureBindingID request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat, RID p_multimesh) override { return 0; }
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void free_texture_binding(TextureBindingID p_binding) override {}
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PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) override { return 0; }
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void free_polygon(PolygonID p_polygon) override {}
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void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform) override {}
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void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel) override {}
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void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) override {}
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RID light_create() override { return RID(); }
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void light_set_texture(RID p_rid, RID p_texture) override {}
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void light_set_use_shadow(RID p_rid, bool p_enable, int p_resolution) override {}
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void light_update_shadow(RID p_rid, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) override {}
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void light_set_use_shadow(RID p_rid, bool p_enable) override {}
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void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) override {}
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void light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) override {}
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RID occluder_polygon_create() override { return RID(); }
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void occluder_polygon_set_shape_as_lines(RID p_occluder, const Vector<Vector2> &p_lines) override {}
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void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override {}
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void set_shadow_texture_size(int p_size) override {}
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void draw_window_margins(int *p_margins, RID *p_margin_textures) override {}
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