godot/servers/rendering/renderer_rd/cluster_builder_rd.cpp

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/*  cluster_builder_rd.cpp                                                */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "cluster_builder_rd.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/rendering_server_globals.h"

ClusterBuilderSharedDataRD::ClusterBuilderSharedDataRD() {}
ClusterBuilderSharedDataRD::~ClusterBuilderSharedDataRD() {}

/////////////////////////////

void ClusterBuilderRD::_clear() {}

void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID p_depth_buffer, RID p_depth_buffer_sampler, RID p_color_buffer) {}

void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const Projection &p_cam_projection, bool p_flip_y) {}

void ClusterBuilderRD::bake_cluster() {}

void ClusterBuilderRD::debug(ElementType p_element) {}

RID ClusterBuilderRD::get_cluster_buffer() const {}

uint32_t ClusterBuilderRD::get_cluster_size() const {}

uint32_t ClusterBuilderRD::get_max_cluster_elements() const {}

void ClusterBuilderRD::set_shared(ClusterBuilderSharedDataRD *p_shared) {}

ClusterBuilderRD::ClusterBuilderRD() {}

ClusterBuilderRD::~ClusterBuilderRD() {}