90019676b0
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
81 lines
4.3 KiB
C++
81 lines
4.3 KiB
C++
/*************************************************************************/
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/* renderer_gi.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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 RENDERER_GI_H
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#define RENDERER_GI_H
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#include "servers/rendering_server.h"
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class RendererGI {
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public:
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virtual ~RendererGI() {}
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/* VOXEL GI API */
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virtual RID voxel_gi_allocate() = 0;
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virtual void voxel_gi_free(RID p_rid) = 0;
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virtual void voxel_gi_initialize(RID p_rid) = 0;
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virtual void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) = 0;
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virtual AABB voxel_gi_get_bounds(RID p_voxel_gi) const = 0;
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virtual Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const = 0;
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virtual Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const = 0;
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virtual Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const = 0;
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virtual Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const = 0;
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virtual Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const = 0;
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virtual Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const = 0;
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virtual void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) = 0;
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virtual float voxel_gi_get_dynamic_range(RID p_voxel_gi) const = 0;
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virtual void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) = 0;
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virtual float voxel_gi_get_propagation(RID p_voxel_gi) const = 0;
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virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_energy) = 0;
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virtual float voxel_gi_get_energy(RID p_voxel_gi) const = 0;
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virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_bias) = 0;
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virtual float voxel_gi_get_bias(RID p_voxel_gi) const = 0;
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virtual void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) = 0;
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virtual float voxel_gi_get_normal_bias(RID p_voxel_gi) const = 0;
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virtual void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) = 0;
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virtual bool voxel_gi_is_interior(RID p_voxel_gi) const = 0;
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virtual void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) = 0;
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virtual bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const = 0;
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virtual uint32_t voxel_gi_get_version(RID p_probe) const = 0;
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};
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#endif // RENDERER_GI_H
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