godot/servers/visual/rasterizer/rasterizer_rd.h

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#ifndef RASTERIZER_RD_H
#define RASTERIZER_RD_H
#include "core/os/os.h"
#include "servers/visual/rasterizer/rasterizer.h"
#include "servers/visual/rasterizer/rasterizer_canvas_rd.h"
#include "servers/visual/rasterizer/rasterizer_scene_forward_rd.h"
#include "servers/visual/rasterizer/rasterizer_storage_rd.h"
class RasterizerRD : public Rasterizer {
protected:
RasterizerCanvasRD *canvas;
RasterizerStorageRD *storage;
RasterizerSceneForwardRD *scene;
public:
RasterizerStorage *get_storage() { return storage; }
RasterizerCanvas *get_canvas() { return canvas; }
RasterizerScene *get_scene() { return scene; }
void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {}
void initialize() {}
void begin_frame(double frame_step) {}
void set_current_render_target(RID p_render_target) {}
void restore_render_target(bool p_3d_was_drawn) {}
void clear_render_target(const Color &p_color) {}
void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0) {}
void output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {}
void end_frame(bool p_swap_buffers) { OS::get_singleton()->swap_buffers(); }
void finalize() {}
static Error is_viable() {
return OK;
}
static Rasterizer *_create_current() {
return memnew(RasterizerRD);
}
static void make_current() {
_create_func = _create_current;
}
virtual bool is_low_end() const { return true; }
RasterizerRD();
~RasterizerRD() {}
};
#endif // RASTERIZER_RD_H