/*************************************************************************/ /* rasterizer_scene_forward_rd.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef RASTERIZER_SCENE_FORWARD_RD_H #define RASTERIZER_SCENE_FORWARD_RD_H #include "servers/visual/rasterizer.h" class RasterizerSceneForwardRD : public RasterizerScene { public: /* SHADOW ATLAS API */ RID shadow_atlas_create() { return RID(); } void shadow_atlas_set_size(RID p_atlas, int p_size) {} void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {} bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) { return false; } int get_directional_light_shadow_size(RID p_light_intance) { return 0; } void set_directional_shadow_count(int p_count) {} /* ENVIRONMENT API */ RID environment_create() { return RID(); } void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) {} void environment_set_sky(RID p_env, RID p_sky) {} void environment_set_sky_custom_fov(RID p_env, float p_scale) {} void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {} void environment_set_bg_color(RID p_env, const Color &p_color) {} void environment_set_bg_energy(RID p_env, float p_energy) {} void environment_set_canvas_max_layer(RID p_env, int p_max_layer) {} void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0) {} void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {} void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {} void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {} void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {} void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) {} void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {} void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {} void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {} void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {} void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {} void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {} bool is_environment(RID p_env) { return false; } VS::EnvironmentBG environment_get_background(RID p_env) { return VS::ENV_BG_KEEP; } int environment_get_canvas_max_layer(RID p_env) { return 0; } RID light_instance_create(RID p_light) { return RID(); } void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {} void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0) {} void light_instance_mark_visible(RID p_light_instance) {} RID reflection_atlas_create() { return RID(); } void reflection_atlas_set_size(RID p_ref_atlas, int p_size) {} void reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv) {} RID reflection_probe_instance_create(RID p_probe) { return RID(); } void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) {} void reflection_probe_release_atlas_index(RID p_instance) {} bool reflection_probe_instance_needs_redraw(RID p_instance) { return false; } bool reflection_probe_instance_has_reflection(RID p_instance) { return false; } bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) { return false; } bool reflection_probe_instance_postprocess_step(RID p_instance) { return true; } RID gi_probe_instance_create() { return RID(); } void gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) {} void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) {} void gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds) {} void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {} void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {} void set_scene_pass(uint64_t p_pass) {} void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) {} bool free(RID p_rid) { return true; } RasterizerSceneForwardRD() {} ~RasterizerSceneForwardRD() {} }; #endif // RASTERIZER_SCENE_FORWARD_RD_H