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/*
* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#ifndef __NULL_RENDERER_H_
#define __NULL_RENDERER_H_
#include "Apex.h"
/* This class is intended for use by command line tools that require an
* APEX SDK. Apps which use this renderer should _NOT_ call
* updateRenderResources() or dispatchRenderResources(). You _WILL_
* crash.
*/
namespace nvidia
{
namespace apex
{
class NullRenderResourceManager : public UserRenderResourceManager
{
public:
UserRenderVertexBuffer* createVertexBuffer(const UserRenderVertexBufferDesc&)
{
return NULL;
}
UserRenderIndexBuffer* createIndexBuffer(const UserRenderIndexBufferDesc&)
{
return NULL;
}
UserRenderBoneBuffer* createBoneBuffer(const UserRenderBoneBufferDesc&)
{
return NULL;
}
UserRenderInstanceBuffer* createInstanceBuffer(const UserRenderInstanceBufferDesc&)
{
return NULL;
}
UserRenderSpriteBuffer* createSpriteBuffer(const UserRenderSpriteBufferDesc&)
{
return NULL;
}
UserRenderSurfaceBuffer* createSurfaceBuffer(const UserRenderSurfaceBufferDesc&)
{
return NULL;
}
UserRenderResource* createResource(const UserRenderResourceDesc&)
{
return NULL;
}
void releaseVertexBuffer(UserRenderVertexBuffer&) {}
void releaseIndexBuffer(UserRenderIndexBuffer&) {}
void releaseBoneBuffer(UserRenderBoneBuffer&) {}
void releaseInstanceBuffer(UserRenderInstanceBuffer&) {}
void releaseSpriteBuffer(UserRenderSpriteBuffer&) {}
void releaseSurfaceBuffer(UserRenderSurfaceBuffer&) {}
void releaseResource(UserRenderResource&) {}
uint32_t getMaxBonesForMaterial(void*)
{
return 0;
}
/** \brief Get the sprite layout data */
virtual bool getSpriteLayoutData(uint32_t spriteCount, uint32_t spriteSemanticsBitmap, nvidia::apex::UserRenderSpriteBufferDesc* textureDescArray)
{
PX_UNUSED(spriteCount);
PX_UNUSED(spriteSemanticsBitmap);
PX_UNUSED(textureDescArray);
return false;
}
/** \brief Get the instance layout data */
virtual bool getInstanceLayoutData(uint32_t particleCount, uint32_t particleSemanticsBitmap, nvidia::apex::UserRenderInstanceBufferDesc* instanceDescArray)
{
PX_UNUSED(particleCount);
PX_UNUSED(particleSemanticsBitmap);
PX_UNUSED(instanceDescArray);
return false;
}
};
}
} // end namespace nvidia::apex
#endif
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