godot/servers/visual/rasterizer/rasterizer_scene_forward_rd.h

86 lines
5.6 KiB
C++

#ifndef RASTERIZER_SCENE_FORWARD_RD_H
#define RASTERIZER_SCENE_FORWARD_RD_H
#include "servers/visual/rasterizer/rasterizer.h"
class RasterizerSceneForwardRD : public RasterizerScene {
public:
/* SHADOW ATLAS API */
RID shadow_atlas_create() { return RID(); }
void shadow_atlas_set_size(RID p_atlas, int p_size) {}
void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {}
bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) { return false; }
int get_directional_light_shadow_size(RID p_light_intance) { return 0; }
void set_directional_shadow_count(int p_count) {}
/* ENVIRONMENT API */
RID environment_create() { return RID(); }
void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) {}
void environment_set_sky(RID p_env, RID p_sky) {}
void environment_set_sky_custom_fov(RID p_env, float p_scale) {}
void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {}
void environment_set_bg_color(RID p_env, const Color &p_color) {}
void environment_set_bg_energy(RID p_env, float p_energy) {}
void environment_set_canvas_max_layer(RID p_env, int p_max_layer) {}
void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0) {}
void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {}
void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {}
void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {}
void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {}
void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) {}
void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {}
void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {}
void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}
void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {}
void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {}
void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {}
bool is_environment(RID p_env) { return false; }
VS::EnvironmentBG environment_get_background(RID p_env) { return VS::ENV_BG_KEEP; }
int environment_get_canvas_max_layer(RID p_env) { return 0; }
RID light_instance_create(RID p_light) { return RID(); }
void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {}
void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0) {}
void light_instance_mark_visible(RID p_light_instance) {}
RID reflection_atlas_create() { return RID(); }
void reflection_atlas_set_size(RID p_ref_atlas, int p_size) {}
void reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv) {}
RID reflection_probe_instance_create(RID p_probe) { return RID(); }
void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) {}
void reflection_probe_release_atlas_index(RID p_instance) {}
bool reflection_probe_instance_needs_redraw(RID p_instance) { return false; }
bool reflection_probe_instance_has_reflection(RID p_instance) { return false; }
bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) { return false; }
bool reflection_probe_instance_postprocess_step(RID p_instance) { return true; }
RID gi_probe_instance_create() { return RID(); }
void gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) {}
void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) {}
void gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds) {}
void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {}
void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {}
void set_scene_pass(uint64_t p_pass) {}
void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) {}
bool free(RID p_rid) { return true; }
RasterizerSceneForwardRD() {}
~RasterizerSceneForwardRD() {}
};
#endif // RASTERIZER_SCENE_FORWARD_RD_H