godot/drivers/gles3/rasterizer_canvas_gles3.cpp

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/*  rasterizer_canvas_gles3.cpp                                           */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "rasterizer_canvas_gles3.h"

#ifdef GLES3_ENABLED

#include "core/os/os.h"
#include "rasterizer_gles3.h"
#include "rasterizer_scene_gles3.h"

#include "core/config/project_settings.h"
#include "core/math/geometry_2d.h"
#include "core/math/transform_interpolator.h"
#include "servers/rendering/rendering_server_default.h"
#include "storage/config.h"
#include "storage/material_storage.h"
#include "storage/mesh_storage.h"
#include "storage/particles_storage.h"
#include "storage/texture_storage.h"

void RasterizerCanvasGLES3::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {}

void RasterizerCanvasGLES3::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {}

void RasterizerCanvasGLES3::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {}

void RasterizerCanvasGLES3::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) {}

void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used, RenderingMethod::RenderInfo *r_render_info) {}

void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer, RenderingMethod::RenderInfo *r_render_info, bool p_backbuffer_has_mipmaps) {}

void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used, const Point2 &p_repeat_offset) {}

_FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primitive, uint32_t p_indices) {}

void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index, RenderingMethod::RenderInfo *r_render_info) {}

void RasterizerCanvasGLES3::_add_to_batch(uint32_t &r_index, bool &r_batch_broken) {}

void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken) {}

void RasterizerCanvasGLES3::_enable_attributes(uint32_t p_start, bool p_primitive, uint32_t p_rate) {}
RID RasterizerCanvasGLES3::light_create() {}

void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) {}

void RasterizerCanvasGLES3::light_set_use_shadow(RID p_rid, bool p_enable) {}

void RasterizerCanvasGLES3::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) {}

void RasterizerCanvasGLES3::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) {}

void RasterizerCanvasGLES3::_update_shadow_atlas() {}

void RasterizerCanvasGLES3::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {}

RID RasterizerCanvasGLES3::occluder_polygon_create() {}

void RasterizerCanvasGLES3::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {}

void RasterizerCanvasGLES3::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {}

void RasterizerCanvasGLES3::set_shadow_texture_size(int p_size) {}

bool RasterizerCanvasGLES3::free(RID p_rid) {}

void RasterizerCanvasGLES3::update() {}

void RasterizerCanvasGLES3::canvas_begin(RID p_to_render_target, bool p_to_backbuffer, bool p_backbuffer_has_mipmaps) {}

void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat) {}

void RasterizerCanvasGLES3::_prepare_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, Size2 &r_texpixel_size) {}

void RasterizerCanvasGLES3::reset_canvas() {}

void RasterizerCanvasGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {}

RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights) {}

void RasterizerCanvasGLES3::free_polygon(PolygonID p_polygon) {}

// Creates a new uniform buffer and uses it right away
// This expands the instance buffer continually
// In theory allocations can reach as high as number of windows * 3 frames
// because OpenGL can start rendering subsequent frames before finishing the current one
void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {}
void RasterizerCanvasGLES3::_allocate_instance_buffer() {}

void RasterizerCanvasGLES3::set_time(double p_time) {}

RasterizerCanvasGLES3 *RasterizerCanvasGLES3::singleton =;

RasterizerCanvasGLES3 *RasterizerCanvasGLES3::get_singleton() {}

RasterizerCanvasGLES3::RasterizerCanvasGLES3() {}

RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {}

#endif // GLES3_ENABLED