godot/servers/rendering/environment/renderer_gi.h
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00

82 lines
4.3 KiB
C++

/*************************************************************************/
/* renderer_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 RENDERER_GI_H
#define RENDERER_GI_H
#include "servers/rendering_server.h"
class RendererGI {
public:
virtual ~RendererGI() {}
/* VOXEL GI API */
virtual RID voxel_gi_allocate() = 0;
virtual void voxel_gi_free(RID p_rid) = 0;
virtual void voxel_gi_initialize(RID p_rid) = 0;
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) = 0;
virtual AABB voxel_gi_get_bounds(RID p_voxel_gi) const = 0;
virtual Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const = 0;
virtual Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const = 0;
virtual Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const = 0;
virtual Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const = 0;
virtual Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const = 0;
virtual Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const = 0;
virtual void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) = 0;
virtual float voxel_gi_get_dynamic_range(RID p_voxel_gi) const = 0;
virtual void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) = 0;
virtual float voxel_gi_get_propagation(RID p_voxel_gi) const = 0;
virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_energy) = 0;
virtual float voxel_gi_get_energy(RID p_voxel_gi) const = 0;
virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_bias) = 0;
virtual float voxel_gi_get_bias(RID p_voxel_gi) const = 0;
virtual void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) = 0;
virtual float voxel_gi_get_normal_bias(RID p_voxel_gi) const = 0;
virtual void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) = 0;
virtual bool voxel_gi_is_interior(RID p_voxel_gi) const = 0;
virtual void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) = 0;
virtual bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const = 0;
virtual uint32_t voxel_gi_get_version(RID p_probe) const = 0;
};
#endif // RENDERER_GI_H