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
33package com.jme3.system;
34
35import com.jme3.light.LightList;
36import com.jme3.material.RenderState;
37import com.jme3.math.ColorRGBA;
38import com.jme3.math.Matrix4f;
39import com.jme3.renderer.Caps;
40import com.jme3.renderer.Renderer;
41import com.jme3.renderer.Statistics;
42import com.jme3.scene.Mesh;
43import com.jme3.scene.VertexBuffer;
44import com.jme3.shader.Shader;
45import com.jme3.shader.Shader.ShaderSource;
46import com.jme3.texture.FrameBuffer;
47import com.jme3.texture.Image;
48import com.jme3.texture.Texture;
49import java.nio.ByteBuffer;
50import java.util.EnumSet;
51
52public 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
57    public EnumSet<Caps> getCaps() {
58        return caps;
59    }
60
61    public Statistics getStatistics() {
62        return stats;
63    }
64
65    public void invalidateState(){
66    }
67
68    public void clearBuffers(boolean color, boolean depth, boolean stencil) {
69    }
70
71    public void setBackgroundColor(ColorRGBA color) {
72    }
73
74    public void applyRenderState(RenderState state) {
75    }
76
77    public void setDepthRange(float start, float end) {
78    }
79
80    public void onFrame() {
81    }
82
83    public void setWorldMatrix(Matrix4f worldMatrix) {
84    }
85
86    public void setViewProjectionMatrices(Matrix4f viewMatrix, Matrix4f projMatrix) {
87    }
88
89    public void setViewPort(int x, int y, int width, int height) {
90    }
91
92    public void setClipRect(int x, int y, int width, int height) {
93    }
94
95    public void clearClipRect() {
96    }
97
98    public void setLighting(LightList lights) {
99    }
100
101    public void setShader(Shader shader) {
102    }
103
104    public void deleteShader(Shader shader) {
105    }
106
107    public void deleteShaderSource(ShaderSource source) {
108    }
109
110    public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst) {
111    }
112
113    public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst, boolean copyDepth) {
114    }
115
116    public void setMainFrameBufferOverride(FrameBuffer fb) {
117    }
118
119    public void setFrameBuffer(FrameBuffer fb) {
120    }
121
122    public void readFrameBuffer(FrameBuffer fb, ByteBuffer byteBuf) {
123    }
124
125    public void deleteFrameBuffer(FrameBuffer fb) {
126    }
127
128    public void setTexture(int unit, Texture tex) {
129    }
130
131    public void updateBufferData(VertexBuffer vb) {
132    }
133
134    public void deleteBuffer(VertexBuffer vb) {
135    }
136
137    public void renderMesh(Mesh mesh, int lod, int count) {
138    }
139
140    public void resetGLObjects() {
141    }
142
143    public void cleanup() {
144    }
145
146    public void deleteImage(Image image) {
147    }
148
149    public void setAlphaToCoverage(boolean value) {
150    }
151
152}
153