blah/src/internal/graphics_backend_dummy.cpp

236 lines
4.2 KiB
C++

#if !(defined(BLAH_GRAPHICS_OPENGL) || defined(BLAH_GRAPHICS_D3D11))
#include "../internal/graphics_backend.h"
#include "../internal/platform_backend.h"
#include <blah/core/common.h>
namespace Blah
{
class Dummy_Texture : public Texture
{
private:
int m_width;
int m_height;
TextureFormat m_format;
bool m_framebuffer;
public:
Dummy_Texture(int width, int height, TextureFormat format, bool framebuffer)
{
m_width = width;
m_height = height;
m_format = format;
m_framebuffer = framebuffer;
}
virtual int width() const override
{
return m_width;
}
virtual int height() const override
{
return m_height;
}
virtual TextureFormat format() const override
{
return m_format;
}
virtual void set_data(unsigned char* data) override
{
}
virtual void get_data(unsigned char* data) override
{
}
virtual bool is_framebuffer() const override
{
return m_framebuffer;
}
};
class Dummy_FrameBuffer : public FrameBuffer
{
private:
Attachments m_attachments;
public:
Dummy_FrameBuffer(int width, int height, const TextureFormat* attachments, int attachmentCount)
{
for (int i = 0; i < attachmentCount; i++)
{
m_attachments.push_back(
TextureRef(new Dummy_Texture(width, height, attachments[i], true))
);
}
}
virtual Attachments& attachments() override
{
return m_attachments;
}
virtual const Attachments& attachments() const override
{
return m_attachments;
}
virtual TextureRef& attachment(int index) override
{
return m_attachments[index];
}
virtual const TextureRef& attachment(int index) const override
{
return m_attachments[index];
}
virtual int width() const override
{
return m_attachments[0]->width();
}
virtual int height() const override
{
return m_attachments[0]->height();
}
virtual void clear(Color color) override
{
}
};
class Dummy_Shader : public Shader
{
private:
Vector<UniformInfo> m_uniforms;
public:
Dummy_Shader(const ShaderData* data)
{
}
virtual Vector<UniformInfo>& uniforms() override
{
return m_uniforms;
}
virtual const Vector<UniformInfo>& uniforms() const override
{
return m_uniforms;
}
};
class Dummy_Mesh : public Mesh
{
private:
i64 m_index_count = 0;
i64 m_vertex_count = 0;
i64 m_instance_count = 0;
public:
Dummy_Mesh()
{
}
virtual void index_data(IndexFormat format, const void* indices, i64 count) override
{
m_index_count = count;
}
virtual void vertex_data(const VertexFormat& format, const void* vertices, i64 count) override
{
m_vertex_count = count;
}
virtual void instance_data(const VertexFormat& format, const void* instances, i64 count) override
{
m_instance_count = count;
}
virtual i64 index_count() const override
{
return m_index_count;
}
virtual i64 vertex_count() const override
{
return m_vertex_count;
}
virtual i64 instance_count() const override
{
return m_instance_count;
}
};
bool GraphicsBackend::init()
{
Log::info("Dummy Renderer");
return true;
}
Renderer GraphicsBackend::renderer()
{
return Renderer::None;
}
void GraphicsBackend::shutdown()
{
}
const RendererFeatures& GraphicsBackend::features()
{
static const RendererFeatures features{ false, true, 4096 };
return features;
}
void GraphicsBackend::frame() {}
void GraphicsBackend::before_render() {}
void GraphicsBackend::after_render() {}
TextureRef GraphicsBackend::create_texture(int width, int height, TextureFormat format)
{
return TextureRef(new Dummy_Texture(width, height, format, false));
}
FrameBufferRef GraphicsBackend::create_framebuffer(int width, int height, const TextureFormat* attachments, int attachmentCount)
{
return FrameBufferRef(new Dummy_FrameBuffer(width, height, attachments, attachmentCount));
}
ShaderRef GraphicsBackend::create_shader(const ShaderData* data)
{
return ShaderRef(new Dummy_Shader(data));
}
MeshRef GraphicsBackend::create_mesh()
{
return MeshRef(new Dummy_Mesh());
}
void GraphicsBackend::render(const RenderPass& pass)
{
}
void GraphicsBackend::clear_backbuffer(Color color)
{
}
}
#endif // !(defined(BLAH_GRAPHICS_OPENGL) || defined(BLAH_GRAPHICS_D3D11))