d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
105 lines
3.6 KiB
C++
105 lines
3.6 KiB
C++
/*************************************************************************/
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/* baked_light_instance.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef BAKED_LIGHT_INSTANCE_H
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#define BAKED_LIGHT_INSTANCE_H
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#include "scene/3d/visual_instance.h"
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#include "scene/resources/baked_light.h"
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class BakedLightBaker;
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class BakedLightInstance : public VisualInstance {
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OBJ_TYPE(BakedLightInstance,VisualInstance);
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Ref<BakedLight> baked_light;
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protected:
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static void _bind_methods();
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public:
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RID get_baked_light_instance() const;
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void set_baked_light(const Ref<BakedLight>& baked_light);
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Ref<BakedLight> get_baked_light() const;
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virtual AABB get_aabb() const;
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virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;
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String get_configuration_warning() const;
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BakedLightInstance();
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};
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class BakedLightSampler : public VisualInstance {
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OBJ_TYPE(BakedLightSampler,VisualInstance);
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public:
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enum Param {
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PARAM_RADIUS=VS::BAKED_LIGHT_SAMPLER_RADIUS,
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PARAM_STRENGTH=VS::BAKED_LIGHT_SAMPLER_STRENGTH,
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PARAM_ATTENUATION=VS::BAKED_LIGHT_SAMPLER_ATTENUATION,
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PARAM_DETAIL_RATIO=VS::BAKED_LIGHT_SAMPLER_DETAIL_RATIO,
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PARAM_MAX=VS::BAKED_LIGHT_SAMPLER_MAX
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};
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protected:
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RID base;
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float params[PARAM_MAX];
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int resolution;
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static void _bind_methods();
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public:
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virtual AABB get_aabb() const;
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virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;
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void set_param(Param p_param,float p_value);
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float get_param(Param p_param) const;
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void set_resolution(int p_resolution);
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int get_resolution() const;
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BakedLightSampler();
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~BakedLightSampler();
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};
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VARIANT_ENUM_CAST( BakedLightSampler::Param );
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#endif // BAKED_LIGHT_H
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