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										 |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*  compositor.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.                 */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | 
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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 { | 
					
						
							|  |  |  | 	GDCLASS(CompositorEffect, Resource); | 
					
						
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							|  |  |  | public: | 
					
						
							|  |  |  | 	enum EffectCallbackType { | 
					
						
							|  |  |  | 		EFFECT_CALLBACK_TYPE_PRE_OPAQUE, | 
					
						
							|  |  |  | 		EFFECT_CALLBACK_TYPE_POST_OPAQUE, | 
					
						
							|  |  |  | 		EFFECT_CALLBACK_TYPE_POST_SKY, | 
					
						
							|  |  |  | 		EFFECT_CALLBACK_TYPE_PRE_TRANSPARENT, | 
					
						
							|  |  |  | 		EFFECT_CALLBACK_TYPE_POST_TRANSPARENT, | 
					
						
							|  |  |  | 		EFFECT_CALLBACK_TYPE_MAX | 
					
						
							|  |  |  | 	}; | 
					
						
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							|  |  |  | private: | 
					
						
							|  |  |  | 	RID rid; | 
					
						
							|  |  |  | 	bool enabled = true; | 
					
						
							|  |  |  | 	EffectCallbackType effect_callback_type = EFFECT_CALLBACK_TYPE_POST_TRANSPARENT; | 
					
						
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							|  |  |  | 	bool access_resolved_color = false; | 
					
						
							|  |  |  | 	bool access_resolved_depth = false; | 
					
						
							|  |  |  | 	bool needs_motion_vectors = false; | 
					
						
							|  |  |  | 	bool needs_normal_roughness = false; | 
					
						
							|  |  |  | 	bool needs_separate_specular = false; | 
					
						
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							|  |  |  | protected: | 
					
						
							|  |  |  | 	static void _bind_methods(); | 
					
						
							|  |  |  | 	void _validate_property(PropertyInfo &p_property) const; | 
					
						
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										 |  |  | 	void _call_render_callback(int p_effect_callback_type, const RenderData *p_render_data); | 
					
						
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										 |  |  | 	GDVIRTUAL2(_render_callback, int, const RenderData *) | 
					
						
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							|  |  |  | public: | 
					
						
							|  |  |  | 	virtual RID get_rid() const override { return rid; } | 
					
						
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							|  |  |  | 	void set_enabled(bool p_enabled); | 
					
						
							|  |  |  | 	bool get_enabled() const; | 
					
						
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							|  |  |  | 	void set_effect_callback_type(EffectCallbackType p_callback_type); | 
					
						
							|  |  |  | 	EffectCallbackType get_effect_callback_type() const; | 
					
						
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							|  |  |  | 	void set_access_resolved_color(bool p_enabled); | 
					
						
							|  |  |  | 	bool get_access_resolved_color() const; | 
					
						
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							|  |  |  | 	void set_access_resolved_depth(bool p_enabled); | 
					
						
							|  |  |  | 	bool get_access_resolved_depth() const; | 
					
						
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							|  |  |  | 	void set_needs_motion_vectors(bool p_enabled); | 
					
						
							|  |  |  | 	bool get_needs_motion_vectors() const; | 
					
						
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							|  |  |  | 	void set_needs_normal_roughness(bool p_enabled); | 
					
						
							|  |  |  | 	bool get_needs_normal_roughness() const; | 
					
						
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							|  |  |  | 	void set_needs_separate_specular(bool p_enabled); | 
					
						
							|  |  |  | 	bool get_needs_separate_specular() const; | 
					
						
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							|  |  |  | 	CompositorEffect(); | 
					
						
							|  |  |  | 	~CompositorEffect(); | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | VARIANT_ENUM_CAST(CompositorEffect::EffectCallbackType) | 
					
						
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							|  |  |  | /* Compositor */ | 
					
						
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							|  |  |  | class Compositor : public Resource { | 
					
						
							|  |  |  | 	GDCLASS(Compositor, Resource); | 
					
						
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							|  |  |  | private: | 
					
						
							|  |  |  | 	RID compositor; | 
					
						
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							|  |  |  | 	// Compositor effects
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							|  |  |  | 	LocalVector<Ref<CompositorEffect>> effects; | 
					
						
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							|  |  |  | protected: | 
					
						
							|  |  |  | 	static void _bind_methods(); | 
					
						
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							|  |  |  | public: | 
					
						
							|  |  |  | 	virtual RID get_rid() const override { return compositor; } | 
					
						
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							|  |  |  | 	Compositor(); | 
					
						
							|  |  |  | 	~Compositor(); | 
					
						
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							|  |  |  | 	// Compositor effects
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							|  |  |  | 	void set_compositor_effects(const TypedArray<CompositorEffect> &p_compositor_effects); | 
					
						
							|  |  |  | 	TypedArray<CompositorEffect> get_compositor_effects() const; | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | #endif // COMPOSITOR_H
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