/**************************************************************************/ /* renderer_gi.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 RENDERER_GI_H #define RENDERER_GI_H #include "servers/rendering_server.h" class RendererGI { public: virtual ~RendererGI() {} /* VOXEL GI API */ virtual RID voxel_gi_allocate() = 0; virtual void voxel_gi_free(RID p_rid) = 0; virtual void voxel_gi_initialize(RID p_rid) = 0; 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 &p_octree_cells, const Vector &p_data_cells, const Vector &p_distance_field, const Vector &p_level_counts) = 0; virtual AABB voxel_gi_get_bounds(RID p_voxel_gi) const = 0; virtual Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const = 0; virtual Vector voxel_gi_get_octree_cells(RID p_voxel_gi) const = 0; virtual Vector voxel_gi_get_data_cells(RID p_voxel_gi) const = 0; virtual Vector voxel_gi_get_distance_field(RID p_voxel_gi) const = 0; virtual Vector voxel_gi_get_level_counts(RID p_voxel_gi) const = 0; virtual Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const = 0; virtual void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) = 0; virtual float voxel_gi_get_dynamic_range(RID p_voxel_gi) const = 0; virtual void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) = 0; virtual float voxel_gi_get_propagation(RID p_voxel_gi) const = 0; virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_energy) = 0; virtual float voxel_gi_get_energy(RID p_voxel_gi) const = 0; virtual void voxel_gi_set_baked_exposure_normalization(RID p_voxel_gi, float p_baked_exposure) = 0; virtual float voxel_gi_get_baked_exposure_normalization(RID p_voxel_gi) const = 0; virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_bias) = 0; virtual float voxel_gi_get_bias(RID p_voxel_gi) const = 0; virtual void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) = 0; virtual float voxel_gi_get_normal_bias(RID p_voxel_gi) const = 0; virtual void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) = 0; virtual bool voxel_gi_is_interior(RID p_voxel_gi) const = 0; virtual void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) = 0; virtual bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const = 0; virtual uint32_t voxel_gi_get_version(RID p_probe) const = 0; }; #endif // RENDERER_GI_H