godot/servers/rendering/storage/render_scene_data.h
2024-02-18 21:54:21 +11:00

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3.7 KiB
C++

/**************************************************************************/
/* render_scene_data.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 RENDER_SCENE_DATA_H
#define RENDER_SCENE_DATA_H
#include "core/object/class_db.h"
#include "core/object/gdvirtual.gen.inc"
#include "core/object/object.h"
#include "core/object/script_language.h"
class RenderSceneData : public Object {
GDCLASS(RenderSceneData, Object);
protected:
static void _bind_methods();
public:
virtual Transform3D get_cam_transform() const = 0;
virtual Projection get_cam_projection() const = 0;
virtual uint32_t get_view_count() const = 0;
virtual Vector3 get_view_eye_offset(uint32_t p_view) const = 0;
virtual Projection get_view_projection(uint32_t p_view) const = 0;
virtual RID get_uniform_buffer() const = 0;
};
class RenderSceneDataExtension : public RenderSceneData {
GDCLASS(RenderSceneDataExtension, RenderSceneData);
protected:
static void _bind_methods();
public:
virtual Transform3D get_cam_transform() const override;
virtual Projection get_cam_projection() const override;
virtual uint32_t get_view_count() const override;
virtual Vector3 get_view_eye_offset(uint32_t p_view) const override;
virtual Projection get_view_projection(uint32_t p_view) const override;
virtual RID get_uniform_buffer() const override;
GDVIRTUAL0RC(Transform3D, _get_cam_transform)
GDVIRTUAL0RC(Projection, _get_cam_projection)
GDVIRTUAL0RC(uint32_t, _get_view_count)
GDVIRTUAL1RC(Vector3, _get_view_eye_offset, uint32_t)
GDVIRTUAL1RC(Projection, _get_view_projection, uint32_t)
GDVIRTUAL0RC(RID, _get_uniform_buffer)
};
#endif // RENDER_SCENE_DATA_H