c9037a8d2c
These methods weren't exposed to the scripting API. Anisotropy was used in earlier iterations of VoxelGI, but it was removed as it was too expensive.
133 lines
4.3 KiB
C++
133 lines
4.3 KiB
C++
/*************************************************************************/
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/* gi.cpp */
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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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#ifdef GLES3_ENABLED
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#include "gi.h"
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using namespace GLES3;
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/* VOXEL GI API */
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RID GI::voxel_gi_allocate() {
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return RID();
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}
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void GI::voxel_gi_free(RID p_rid) {
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}
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void GI::voxel_gi_initialize(RID p_rid) {
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}
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void GI::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) {
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}
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AABB GI::voxel_gi_get_bounds(RID p_voxel_gi) const {
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return AABB();
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}
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Vector3i GI::voxel_gi_get_octree_size(RID p_voxel_gi) const {
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return Vector3i();
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}
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Vector<uint8_t> GI::voxel_gi_get_octree_cells(RID p_voxel_gi) const {
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return Vector<uint8_t>();
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}
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Vector<uint8_t> GI::voxel_gi_get_data_cells(RID p_voxel_gi) const {
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return Vector<uint8_t>();
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}
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Vector<uint8_t> GI::voxel_gi_get_distance_field(RID p_voxel_gi) const {
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return Vector<uint8_t>();
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}
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Vector<int> GI::voxel_gi_get_level_counts(RID p_voxel_gi) const {
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return Vector<int>();
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}
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Transform3D GI::voxel_gi_get_to_cell_xform(RID p_voxel_gi) const {
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return Transform3D();
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}
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void GI::voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) {
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}
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float GI::voxel_gi_get_dynamic_range(RID p_voxel_gi) const {
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return 0;
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}
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void GI::voxel_gi_set_propagation(RID p_voxel_gi, float p_range) {
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}
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float GI::voxel_gi_get_propagation(RID p_voxel_gi) const {
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return 0;
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}
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void GI::voxel_gi_set_energy(RID p_voxel_gi, float p_range) {
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}
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float GI::voxel_gi_get_energy(RID p_voxel_gi) const {
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return 0.0;
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}
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void GI::voxel_gi_set_bias(RID p_voxel_gi, float p_range) {
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}
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float GI::voxel_gi_get_bias(RID p_voxel_gi) const {
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return 0.0;
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}
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void GI::voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) {
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}
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float GI::voxel_gi_get_normal_bias(RID p_voxel_gi) const {
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return 0.0;
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}
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void GI::voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) {
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}
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bool GI::voxel_gi_is_interior(RID p_voxel_gi) const {
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return false;
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}
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void GI::voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) {
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}
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bool GI::voxel_gi_is_using_two_bounces(RID p_voxel_gi) const {
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return false;
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}
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uint32_t GI::voxel_gi_get_version(RID p_voxel_gi) const {
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return 0;
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}
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#endif // GLES3_ENABLED
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