1 /* 2 * Copyright (c) 2009-2010 jMonkeyEngine 3 * All rights reserved. 4 * 5 * Redistribution and use in source and binary forms, with or without 6 * modification, are permitted provided that the following conditions are 7 * met: 8 * 9 * * Redistributions of source code must retain the above copyright 10 * notice, this list of conditions and the following disclaimer. 11 * 12 * * Redistributions in binary form must reproduce the above copyright 13 * notice, this list of conditions and the following disclaimer in the 14 * documentation and/or other materials provided with the distribution. 15 * 16 * * Neither the name of 'jMonkeyEngine' nor the names of its contributors 17 * may be used to endorse or promote products derived from this software 18 * without specific prior written permission. 19 * 20 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 21 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED 22 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 23 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR 24 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 25 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 26 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 27 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF 28 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING 29 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 30 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 31 */ 32 33 package com.jme3.system; 34 35 import com.jme3.light.LightList; 36 import com.jme3.material.RenderState; 37 import com.jme3.math.ColorRGBA; 38 import com.jme3.math.Matrix4f; 39 import com.jme3.renderer.Caps; 40 import com.jme3.renderer.Renderer; 41 import com.jme3.renderer.Statistics; 42 import com.jme3.scene.Mesh; 43 import com.jme3.scene.VertexBuffer; 44 import com.jme3.shader.Shader; 45 import com.jme3.shader.Shader.ShaderSource; 46 import com.jme3.texture.FrameBuffer; 47 import com.jme3.texture.Image; 48 import com.jme3.texture.Texture; 49 import java.nio.ByteBuffer; 50 import java.util.EnumSet; 51 52 public class NullRenderer implements Renderer { 53 54 private static final EnumSet<Caps> caps = EnumSet.noneOf(Caps.class); 55 private static final Statistics stats = new Statistics(); 56 getCaps()57 public EnumSet<Caps> getCaps() { 58 return caps; 59 } 60 getStatistics()61 public Statistics getStatistics() { 62 return stats; 63 } 64 invalidateState()65 public void invalidateState(){ 66 } 67 clearBuffers(boolean color, boolean depth, boolean stencil)68 public void clearBuffers(boolean color, boolean depth, boolean stencil) { 69 } 70 setBackgroundColor(ColorRGBA color)71 public void setBackgroundColor(ColorRGBA color) { 72 } 73 applyRenderState(RenderState state)74 public void applyRenderState(RenderState state) { 75 } 76 setDepthRange(float start, float end)77 public void setDepthRange(float start, float end) { 78 } 79 onFrame()80 public void onFrame() { 81 } 82 setWorldMatrix(Matrix4f worldMatrix)83 public void setWorldMatrix(Matrix4f worldMatrix) { 84 } 85 setViewProjectionMatrices(Matrix4f viewMatrix, Matrix4f projMatrix)86 public void setViewProjectionMatrices(Matrix4f viewMatrix, Matrix4f projMatrix) { 87 } 88 setViewPort(int x, int y, int width, int height)89 public void setViewPort(int x, int y, int width, int height) { 90 } 91 setClipRect(int x, int y, int width, int height)92 public void setClipRect(int x, int y, int width, int height) { 93 } 94 clearClipRect()95 public void clearClipRect() { 96 } 97 setLighting(LightList lights)98 public void setLighting(LightList lights) { 99 } 100 setShader(Shader shader)101 public void setShader(Shader shader) { 102 } 103 deleteShader(Shader shader)104 public void deleteShader(Shader shader) { 105 } 106 deleteShaderSource(ShaderSource source)107 public void deleteShaderSource(ShaderSource source) { 108 } 109 copyFrameBuffer(FrameBuffer src, FrameBuffer dst)110 public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst) { 111 } 112 copyFrameBuffer(FrameBuffer src, FrameBuffer dst, boolean copyDepth)113 public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst, boolean copyDepth) { 114 } 115 setMainFrameBufferOverride(FrameBuffer fb)116 public void setMainFrameBufferOverride(FrameBuffer fb) { 117 } 118 setFrameBuffer(FrameBuffer fb)119 public void setFrameBuffer(FrameBuffer fb) { 120 } 121 readFrameBuffer(FrameBuffer fb, ByteBuffer byteBuf)122 public void readFrameBuffer(FrameBuffer fb, ByteBuffer byteBuf) { 123 } 124 deleteFrameBuffer(FrameBuffer fb)125 public void deleteFrameBuffer(FrameBuffer fb) { 126 } 127 setTexture(int unit, Texture tex)128 public void setTexture(int unit, Texture tex) { 129 } 130 updateBufferData(VertexBuffer vb)131 public void updateBufferData(VertexBuffer vb) { 132 } 133 deleteBuffer(VertexBuffer vb)134 public void deleteBuffer(VertexBuffer vb) { 135 } 136 renderMesh(Mesh mesh, int lod, int count)137 public void renderMesh(Mesh mesh, int lod, int count) { 138 } 139 resetGLObjects()140 public void resetGLObjects() { 141 } 142 cleanup()143 public void cleanup() { 144 } 145 deleteImage(Image image)146 public void deleteImage(Image image) { 147 } 148 setAlphaToCoverage(boolean value)149 public void setAlphaToCoverage(boolean value) { 150 } 151 152 } 153