/* * Copyright (c) 2009-2010 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'jMonkeyEngine' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package com.jme3.system; import com.jme3.light.LightList; import com.jme3.material.RenderState; import com.jme3.math.ColorRGBA; import com.jme3.math.Matrix4f; import com.jme3.renderer.Caps; import com.jme3.renderer.Renderer; import com.jme3.renderer.Statistics; import com.jme3.scene.Mesh; import com.jme3.scene.VertexBuffer; import com.jme3.shader.Shader; import com.jme3.shader.Shader.ShaderSource; import com.jme3.texture.FrameBuffer; import com.jme3.texture.Image; import com.jme3.texture.Texture; import java.nio.ByteBuffer; import java.util.EnumSet; public class NullRenderer implements Renderer { private static final EnumSet caps = EnumSet.noneOf(Caps.class); private static final Statistics stats = new Statistics(); public EnumSet getCaps() { return caps; } public Statistics getStatistics() { return stats; } public void invalidateState(){ } public void clearBuffers(boolean color, boolean depth, boolean stencil) { } public void setBackgroundColor(ColorRGBA color) { } public void applyRenderState(RenderState state) { } public void setDepthRange(float start, float end) { } public void onFrame() { } public void setWorldMatrix(Matrix4f worldMatrix) { } public void setViewProjectionMatrices(Matrix4f viewMatrix, Matrix4f projMatrix) { } public void setViewPort(int x, int y, int width, int height) { } public void setClipRect(int x, int y, int width, int height) { } public void clearClipRect() { } public void setLighting(LightList lights) { } public void setShader(Shader shader) { } public void deleteShader(Shader shader) { } public void deleteShaderSource(ShaderSource source) { } public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst) { } public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst, boolean copyDepth) { } public void setMainFrameBufferOverride(FrameBuffer fb) { } public void setFrameBuffer(FrameBuffer fb) { } public void readFrameBuffer(FrameBuffer fb, ByteBuffer byteBuf) { } public void deleteFrameBuffer(FrameBuffer fb) { } public void setTexture(int unit, Texture tex) { } public void updateBufferData(VertexBuffer vb) { } public void deleteBuffer(VertexBuffer vb) { } public void renderMesh(Mesh mesh, int lod, int count) { } public void resetGLObjects() { } public void cleanup() { } public void deleteImage(Image image) { } public void setAlphaToCoverage(boolean value) { } }