godot/servers/rendering/dummy/environment/gi.h
clayjohn 385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00

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5.0 KiB
C++

/*************************************************************************/
/* 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_baked_exposure_normalization(RID p_voxel_gi, float p_baked_exposure) override {}
virtual float voxel_gi_get_baked_exposure_normalization(RID p_voxel_gi) const override { return 1.0; }
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 uint32_t voxel_gi_get_version(RID p_voxel_gi) const override { return 0; }
};
} // namespace RendererDummy
#endif // GI_DUMMY_H