#include "4J_Render.h" #include C4JRender RenderManager; static float s_identityMatrix[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; void C4JRender::Tick() {} void C4JRender::UpdateGamma(unsigned short usGamma) {} void C4JRender::MatrixMode(int type) {} void C4JRender::MatrixSetIdentity() {} void C4JRender::MatrixTranslate(float x, float y, float z) {} void C4JRender::MatrixRotate(float angle, float x, float y, float z) {} void C4JRender::MatrixScale(float x, float y, float z) {} void C4JRender::MatrixPerspective(float fovy, float aspect, float zNear, float zFar) {} void C4JRender::MatrixOrthogonal(float left, float right, float bottom, float top, float zNear, float zFar) {} void C4JRender::MatrixPop() {} void C4JRender::MatrixPush() {} void C4JRender::MatrixMult(float *mat) {} const float* C4JRender::MatrixGet(int type) { return s_identityMatrix; } void C4JRender::Set_matrixDirty() {} void C4JRender::Initialise() {} void C4JRender::InitialiseContext() {} void C4JRender::StartFrame() {} void C4JRender::DoScreenGrabOnNextPresent() {} void C4JRender::Present() {} void C4JRender::Clear(int flags) {} void C4JRender::SetClearColour(const float colourRGBA[4]) {} bool C4JRender::IsWidescreen() { return true; } bool C4JRender::IsHiDef() { return true; } void C4JRender::CaptureThumbnail(ImageFileBuffer *pngOut) {} void C4JRender::CaptureScreen(ImageFileBuffer *jpgOut, XSOCIAL_PREVIEWIMAGE *previewOut) {} void C4JRender::BeginConditionalSurvey(int identifier) {} void C4JRender::EndConditionalSurvey() {} void C4JRender::BeginConditionalRendering(int identifier) {} void C4JRender::EndConditionalRendering() {} void C4JRender::DrawVertices(ePrimitiveType PrimitiveType, int count, void *dataIn, eVertexType vType, C4JRender::ePixelShaderType psType) {} void C4JRender::CBuffLockStaticCreations() {} int C4JRender::CBuffCreate(int count) { return 0; } void C4JRender::CBuffDelete(int first, int count) {} void C4JRender::CBuffStart(int index, bool full) {} void C4JRender::CBuffClear(int index) {} int C4JRender::CBuffSize(int index) { return 0; } void C4JRender::CBuffEnd() {} bool C4JRender::CBuffCall(int index, bool full) { return false; } void C4JRender::CBuffTick() {} void C4JRender::CBuffDeferredModeStart() {} void C4JRender::CBuffDeferredModeEnd() {} int C4JRender::TextureCreate() { return 0; } void C4JRender::TextureFree(int idx) {} void C4JRender::TextureBind(int idx) {} void C4JRender::TextureBindVertex(int idx) {} void C4JRender::TextureSetTextureLevels(int levels) {} int C4JRender::TextureGetTextureLevels() { return 1; } void C4JRender::TextureData(int width, int height, void *data, int level, eTextureFormat format) {} void C4JRender::TextureDataUpdate(int xoffset, int yoffset, int width, int height, void *data, int level) {} void C4JRender::TextureSetParam(int param, int value) {} void C4JRender::TextureDynamicUpdateStart() {} void C4JRender::TextureDynamicUpdateEnd() {} HRESULT C4JRender::LoadTextureData(const char *szFilename, D3DXIMAGE_INFO *pSrcInfo, int **ppDataOut) { return S_OK; } HRESULT C4JRender::LoadTextureData(BYTE *pbData, DWORD dwBytes, D3DXIMAGE_INFO *pSrcInfo, int **ppDataOut) { return S_OK; } HRESULT C4JRender::SaveTextureData(const char *szFilename, D3DXIMAGE_INFO *pSrcInfo, int *ppDataOut) { return S_OK; } HRESULT C4JRender::SaveTextureDataToMemory(void *pOutput, int outputCapacity, int *outputLength, int width, int height, int *ppDataIn) { return S_OK; } void C4JRender::TextureGetStats() {} void* C4JRender::TextureGetTexture(int idx) { return nullptr; } void C4JRender::StateSetColour(float r, float g, float b, float a) {} void C4JRender::StateSetDepthMask(bool enable) {} void C4JRender::StateSetBlendEnable(bool enable) {} void C4JRender::StateSetBlendFunc(int src, int dst) {} void C4JRender::StateSetBlendFactor(unsigned int colour) {} void C4JRender::StateSetAlphaFunc(int func, float param) {} void C4JRender::StateSetDepthFunc(int func) {} void C4JRender::StateSetFaceCull(bool enable) {} void C4JRender::StateSetFaceCullCW(bool enable) {} void C4JRender::StateSetLineWidth(float width) {} void C4JRender::StateSetWriteEnable(bool red, bool green, bool blue, bool alpha) {} void C4JRender::StateSetDepthTestEnable(bool enable) {} void C4JRender::StateSetAlphaTestEnable(bool enable) {} void C4JRender::StateSetDepthSlopeAndBias(float slope, float bias) {} void C4JRender::StateSetFogEnable(bool enable) {} void C4JRender::StateSetFogMode(int mode) {} void C4JRender::StateSetFogNearDistance(float dist) {} void C4JRender::StateSetFogFarDistance(float dist) {} void C4JRender::StateSetFogDensity(float density) {} void C4JRender::StateSetFogColour(float red, float green, float blue) {} void C4JRender::StateSetLightingEnable(bool enable) {} void C4JRender::StateSetVertexTextureUV(float u, float v) {} void C4JRender::StateSetLightColour(int light, float red, float green, float blue) {} void C4JRender::StateSetLightAmbientColour(float red, float green, float blue) {} void C4JRender::StateSetLightDirection(int light, float x, float y, float z) {} void C4JRender::StateSetLightEnable(int light, bool enable) {} void C4JRender::StateSetViewport(eViewportType viewportType) {} void C4JRender::StateSetEnableViewportClipPlanes(bool enable) {} void C4JRender::StateSetTexGenCol(int col, float x, float y, float z, float w, bool eyeSpace) {} void C4JRender::StateSetStencil(int Function, uint8_t stencil_ref, uint8_t stencil_func_mask, uint8_t stencil_write_mask) {} void C4JRender::StateSetForceLOD(int LOD) {} void C4JRender::BeginEvent(LPCWSTR eventName) {} void C4JRender::EndEvent() {} void C4JRender::Suspend() {} bool C4JRender::Suspended() { return false; } void C4JRender::Resume() {}