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/*************************************************************************/
/*  gi.h                                                                 */
/*************************************************************************/
/*                       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.                */
/*************************************************************************/

#ifndef GI_DUMMY_H
#define GI_DUMMY_H

#include "servers/rendering/environment/renderer_gi.h"

namespace RendererDummy {

class GI : public RendererGI {
public:
	/* VOXEL GI API */

	virtual RID voxel_gi_allocate() override { return RID(); }
	virtual void voxel_gi_free(RID p_rid) override {}
	virtual void voxel_gi_initialize(RID p_rid) override {}
	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) override {}

	virtual AABB voxel_gi_get_bounds(RID p_voxel_gi) const override { return AABB(); }
	virtual Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const override { return Vector3i(); }
	virtual Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const override { return Vector<uint8_t>(); }
	virtual Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const override { return Vector<uint8_t>(); }
	virtual Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const override { return Vector<uint8_t>(); }

	virtual Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const override { return Vector<int>(); }
	virtual Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const override { return Transform3D(); }

	virtual void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) override {}
	virtual float voxel_gi_get_dynamic_range(RID p_voxel_gi) const override { return 0; }

	virtual void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) override {}
	virtual float voxel_gi_get_propagation(RID p_voxel_gi) const override { return 0; }

	virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_range) override {}
	virtual float voxel_gi_get_energy(RID p_voxel_gi) const override { return 0.0; }

	virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_range) override {}
	virtual float voxel_gi_get_bias(RID p_voxel_gi) const override { return 0.0; }

	virtual void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) override {}
	virtual float voxel_gi_get_normal_bias(RID p_voxel_gi) const override { return 0.0; }

	virtual void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) override {}
	virtual bool voxel_gi_is_interior(RID p_voxel_gi) const override { return false; }

	virtual void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) override {}
	virtual bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const override { return false; }

	virtual void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) override {}
	virtual float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const override { return 0; }

	virtual uint32_t voxel_gi_get_version(RID p_voxel_gi) const override { return 0; }
};

} // namespace RendererDummy

#endif // !GI_DUMMY_H