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			126 lines
		
	
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			126 lines
		
	
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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								/**************************************************************************/
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								/*  compositor.h                                                          */
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								/**************************************************************************/
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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								/*                                                                        */
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								/* Permission is hereby granted, free of charge, to any person obtaining  */
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								/* a copy of this software and associated documentation files (the        */
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								/* "Software"), to deal in the Software without restriction, including    */
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								/* without limitation the rights to use, copy, modify, merge, publish,    */
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								/* distribute, sublicense, and/or sell copies of the Software, and to     */
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								/* permit persons to whom the Software is furnished to do so, subject to  */
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								/* the following conditions:                                              */
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								/*                                                                        */
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								/* The above copyright notice and this permission notice shall be         */
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								/* included in all copies or substantial portions of the Software.        */
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								/*                                                                        */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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								/**************************************************************************/
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								#ifndef COMPOSITOR_H
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								#define COMPOSITOR_H
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								#include "core/io/resource.h"
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								#include "core/object/gdvirtual.gen.inc"
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								#include "servers/rendering/storage/render_data.h"
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								/* Compositor Effect */
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								class CompositorEffect : public Resource {
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									GDCLASS(CompositorEffect, Resource);
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								public:
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									enum EffectCallbackType {
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										EFFECT_CALLBACK_TYPE_PRE_OPAQUE,
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										EFFECT_CALLBACK_TYPE_POST_OPAQUE,
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										EFFECT_CALLBACK_TYPE_POST_SKY,
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										EFFECT_CALLBACK_TYPE_PRE_TRANSPARENT,
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										EFFECT_CALLBACK_TYPE_POST_TRANSPARENT,
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										EFFECT_CALLBACK_TYPE_MAX
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									};
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								private:
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									RID rid;
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									bool enabled = true;
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									EffectCallbackType effect_callback_type = EFFECT_CALLBACK_TYPE_POST_TRANSPARENT;
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									bool access_resolved_color = false;
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									bool access_resolved_depth = false;
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									bool needs_motion_vectors = false;
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									bool needs_normal_roughness = false;
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									bool needs_separate_specular = false;
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								protected:
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									static void _bind_methods();
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									void _validate_property(PropertyInfo &p_property) const;
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									GDVIRTUAL2(_render_callback, int, const RenderData *)
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								public:
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									virtual RID get_rid() const override { return rid; }
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									void set_enabled(bool p_enabled);
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									bool get_enabled() const;
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									void set_effect_callback_type(EffectCallbackType p_callback_type);
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									EffectCallbackType get_effect_callback_type() const;
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									void set_access_resolved_color(bool p_enabled);
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									bool get_access_resolved_color() const;
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									void set_access_resolved_depth(bool p_enabled);
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									bool get_access_resolved_depth() const;
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									void set_needs_motion_vectors(bool p_enabled);
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									bool get_needs_motion_vectors() const;
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									void set_needs_normal_roughness(bool p_enabled);
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									bool get_needs_normal_roughness() const;
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									void set_needs_separate_specular(bool p_enabled);
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									bool get_needs_separate_specular() const;
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									CompositorEffect();
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									~CompositorEffect();
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								};
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								VARIANT_ENUM_CAST(CompositorEffect::EffectCallbackType)
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								/* Compositor */
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								class Compositor : public Resource {
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									GDCLASS(Compositor, Resource);
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								private:
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									RID compositor;
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									// Compositor effects
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									LocalVector<Ref<CompositorEffect>> effects;
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								protected:
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									static void _bind_methods();
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								public:
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									virtual RID get_rid() const override { return compositor; }
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									Compositor();
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									~Compositor();
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									// Compositor effects
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									void set_compositor_effects(const TypedArray<CompositorEffect> &p_compositor_effects);
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									TypedArray<CompositorEffect> get_compositor_effects() const;
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								};
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								#endif // COMPOSITOR_H
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