godot/drivers/gles3/storage/light_storage.cpp

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/*************************************************************************/
/* light_storage.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 "light_storage.h"
#include "config.h"
using namespace GLES3;
LightStorage *LightStorage::singleton = nullptr;
LightStorage *LightStorage::get_singleton() {
return singleton;
}
LightStorage::LightStorage() {
singleton = this;
}
LightStorage::~LightStorage() {
singleton = nullptr;
}
/* Light API */
RID LightStorage::directional_light_allocate() {
return RID();
}
void LightStorage::directional_light_initialize(RID p_rid) {
}
RID LightStorage::omni_light_allocate() {
return RID();
}
void LightStorage::omni_light_initialize(RID p_rid) {
}
RID LightStorage::spot_light_allocate() {
return RID();
}
void LightStorage::spot_light_initialize(RID p_rid) {
}
void LightStorage::light_free(RID p_rid) {
}
void LightStorage::light_set_color(RID p_light, const Color &p_color) {
}
void LightStorage::light_set_param(RID p_light, RS::LightParam p_param, float p_value) {
}
void LightStorage::light_set_shadow(RID p_light, bool p_enabled) {
}
void LightStorage::light_set_projector(RID p_light, RID p_texture) {
}
void LightStorage::light_set_negative(RID p_light, bool p_enable) {
}
void LightStorage::light_set_cull_mask(RID p_light, uint32_t p_mask) {
}
void LightStorage::light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) {
}
void LightStorage::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
}
void LightStorage::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) {
}
void LightStorage::light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) {
}
void LightStorage::light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) {
}
void LightStorage::light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) {
}
void LightStorage::light_directional_set_blend_splits(RID p_light, bool p_enable) {
}
bool LightStorage::light_directional_get_blend_splits(RID p_light) const {
return false;
}
void LightStorage::light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) {
}
RS::LightDirectionalSkyMode LightStorage::light_directional_get_sky_mode(RID p_light) const {
return RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY;
}
RS::LightDirectionalShadowMode LightStorage::light_directional_get_shadow_mode(RID p_light) {
return RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
}
RS::LightOmniShadowMode LightStorage::light_omni_get_shadow_mode(RID p_light) {
return RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
}
bool LightStorage::light_has_shadow(RID p_light) const {
return false;
}
bool LightStorage::light_has_projector(RID p_light) const {
return false;
}
RS::LightType LightStorage::light_get_type(RID p_light) const {
return RS::LIGHT_OMNI;
}
AABB LightStorage::light_get_aabb(RID p_light) const {
return AABB();
}
float LightStorage::light_get_param(RID p_light, RS::LightParam p_param) {
return 0.0;
}
Color LightStorage::light_get_color(RID p_light) {
return Color();
}
RS::LightBakeMode LightStorage::light_get_bake_mode(RID p_light) {
return RS::LIGHT_BAKE_DISABLED;
}
uint32_t LightStorage::light_get_max_sdfgi_cascade(RID p_light) {
return 0;
}
uint64_t LightStorage::light_get_version(RID p_light) const {
return 0;
}
/* PROBE API */
RID LightStorage::reflection_probe_allocate() {
return RID();
}
void LightStorage::reflection_probe_initialize(RID p_rid) {
}
void LightStorage::reflection_probe_free(RID p_rid) {
}
void LightStorage::reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) {
}
void LightStorage::reflection_probe_set_intensity(RID p_probe, float p_intensity) {
}
void LightStorage::reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) {
}
void LightStorage::reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) {
}
void LightStorage::reflection_probe_set_ambient_energy(RID p_probe, float p_energy) {
}
void LightStorage::reflection_probe_set_max_distance(RID p_probe, float p_distance) {
}
void LightStorage::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {
}
void LightStorage::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {
}
void LightStorage::reflection_probe_set_as_interior(RID p_probe, bool p_enable) {
}
void LightStorage::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
}
void LightStorage::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {
}
void LightStorage::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {
}
void LightStorage::reflection_probe_set_resolution(RID p_probe, int p_resolution) {
}
AABB LightStorage::reflection_probe_get_aabb(RID p_probe) const {
return AABB();
}
RS::ReflectionProbeUpdateMode LightStorage::reflection_probe_get_update_mode(RID p_probe) const {
return RenderingServer::REFLECTION_PROBE_UPDATE_ONCE;
}
uint32_t LightStorage::reflection_probe_get_cull_mask(RID p_probe) const {
return 0;
}
Vector3 LightStorage::reflection_probe_get_extents(RID p_probe) const {
return Vector3();
}
Vector3 LightStorage::reflection_probe_get_origin_offset(RID p_probe) const {
return Vector3();
}
float LightStorage::reflection_probe_get_origin_max_distance(RID p_probe) const {
return 0.0;
}
bool LightStorage::reflection_probe_renders_shadows(RID p_probe) const {
return false;
}
void LightStorage::reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) {
}
float LightStorage::reflection_probe_get_mesh_lod_threshold(RID p_probe) const {
return 0.0;
}
/* LIGHTMAP CAPTURE */
RID LightStorage::lightmap_allocate() {
return RID();
}
void LightStorage::lightmap_initialize(RID p_rid) {
}
void LightStorage::lightmap_free(RID p_rid) {
}
void LightStorage::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) {
}
void LightStorage::lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) {
}
void LightStorage::lightmap_set_probe_interior(RID p_lightmap, bool p_interior) {
}
void LightStorage::lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) {
}
PackedVector3Array LightStorage::lightmap_get_probe_capture_points(RID p_lightmap) const {
return PackedVector3Array();
}
PackedColorArray LightStorage::lightmap_get_probe_capture_sh(RID p_lightmap) const {
return PackedColorArray();
}
PackedInt32Array LightStorage::lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const {
return PackedInt32Array();
}
PackedInt32Array LightStorage::lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const {
return PackedInt32Array();
}
AABB LightStorage::lightmap_get_aabb(RID p_lightmap) const {
return AABB();
}
void LightStorage::lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) {
}
bool LightStorage::lightmap_is_interior(RID p_lightmap) const {
return false;
}
void LightStorage::lightmap_set_probe_capture_update_speed(float p_speed) {
}
float LightStorage::lightmap_get_probe_capture_update_speed() const {
return 0;
}
#endif // !GLES3_ENABLED