/*************************************************************************/ /* gi.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #ifdef GLES3_ENABLED #include "gi.h" using namespace GLES3; /* VOXEL GI API */ RID GI::voxel_gi_allocate() { return RID(); } void GI::voxel_gi_free(RID p_rid) { } void GI::voxel_gi_initialize(RID p_rid) { } 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 &p_octree_cells, const Vector &p_data_cells, const Vector &p_distance_field, const Vector &p_level_counts) { } AABB GI::voxel_gi_get_bounds(RID p_voxel_gi) const { return AABB(); } Vector3i GI::voxel_gi_get_octree_size(RID p_voxel_gi) const { return Vector3i(); } Vector GI::voxel_gi_get_octree_cells(RID p_voxel_gi) const { return Vector(); } Vector GI::voxel_gi_get_data_cells(RID p_voxel_gi) const { return Vector(); } Vector GI::voxel_gi_get_distance_field(RID p_voxel_gi) const { return Vector(); } Vector GI::voxel_gi_get_level_counts(RID p_voxel_gi) const { return Vector(); } Transform3D GI::voxel_gi_get_to_cell_xform(RID p_voxel_gi) const { return Transform3D(); } void GI::voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) { } float GI::voxel_gi_get_dynamic_range(RID p_voxel_gi) const { return 0; } void GI::voxel_gi_set_propagation(RID p_voxel_gi, float p_range) { } float GI::voxel_gi_get_propagation(RID p_voxel_gi) const { return 0; } void GI::voxel_gi_set_energy(RID p_voxel_gi, float p_range) { } float GI::voxel_gi_get_energy(RID p_voxel_gi) const { return 0.0; } void GI::voxel_gi_set_bias(RID p_voxel_gi, float p_range) { } float GI::voxel_gi_get_bias(RID p_voxel_gi) const { return 0.0; } void GI::voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) { } float GI::voxel_gi_get_normal_bias(RID p_voxel_gi) const { return 0.0; } void GI::voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) { } bool GI::voxel_gi_is_interior(RID p_voxel_gi) const { return false; } void GI::voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) { } bool GI::voxel_gi_is_using_two_bounces(RID p_voxel_gi) const { return false; } uint32_t GI::voxel_gi_get_version(RID p_voxel_gi) const { return 0; } #endif // GLES3_ENABLED