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