/**************************************************************************/ /* compositor.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "compositor.h" #include "servers/rendering_server.h" /* Compositor Effect */ void CompositorEffect::_bind_methods() { ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &CompositorEffect::set_enabled); ClassDB::bind_method(D_METHOD("get_enabled"), &CompositorEffect::get_enabled); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "get_enabled"); ClassDB::bind_method(D_METHOD("set_effect_callback_type", "effect_callback_type"), &CompositorEffect::set_effect_callback_type); ClassDB::bind_method(D_METHOD("get_effect_callback_type"), &CompositorEffect::get_effect_callback_type); ADD_PROPERTY(PropertyInfo(Variant::INT, "effect_callback_type", PROPERTY_HINT_ENUM, "Pre Opaque,Post Opaque,Post Sky,Pre Transparent,Post Transparent"), "set_effect_callback_type", "get_effect_callback_type"); ClassDB::bind_method(D_METHOD("set_access_resolved_color", "enable"), &CompositorEffect::set_access_resolved_color); ClassDB::bind_method(D_METHOD("get_access_resolved_color"), &CompositorEffect::get_access_resolved_color); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "access_resolved_color"), "set_access_resolved_color", "get_access_resolved_color"); ClassDB::bind_method(D_METHOD("set_access_resolved_depth", "enable"), &CompositorEffect::set_access_resolved_depth); ClassDB::bind_method(D_METHOD("get_access_resolved_depth"), &CompositorEffect::get_access_resolved_depth); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "access_resolved_depth"), "set_access_resolved_depth", "get_access_resolved_depth"); ClassDB::bind_method(D_METHOD("set_needs_motion_vectors", "enable"), &CompositorEffect::set_needs_motion_vectors); ClassDB::bind_method(D_METHOD("get_needs_motion_vectors"), &CompositorEffect::get_needs_motion_vectors); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "needs_motion_vectors"), "set_needs_motion_vectors", "get_needs_motion_vectors"); ClassDB::bind_method(D_METHOD("set_needs_normal_roughness", "enable"), &CompositorEffect::set_needs_normal_roughness); ClassDB::bind_method(D_METHOD("get_needs_normal_roughness"), &CompositorEffect::get_needs_normal_roughness); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "needs_normal_roughness"), "set_needs_normal_roughness", "get_needs_normal_roughness"); ClassDB::bind_method(D_METHOD("set_needs_separate_specular", "enable"), &CompositorEffect::set_needs_separate_specular); ClassDB::bind_method(D_METHOD("get_needs_separate_specular"), &CompositorEffect::get_needs_separate_specular); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "needs_separate_specular"), "set_needs_separate_specular", "get_needs_separate_specular"); BIND_ENUM_CONSTANT(EFFECT_CALLBACK_TYPE_PRE_OPAQUE) BIND_ENUM_CONSTANT(EFFECT_CALLBACK_TYPE_POST_OPAQUE) BIND_ENUM_CONSTANT(EFFECT_CALLBACK_TYPE_POST_SKY) BIND_ENUM_CONSTANT(EFFECT_CALLBACK_TYPE_PRE_TRANSPARENT) BIND_ENUM_CONSTANT(EFFECT_CALLBACK_TYPE_POST_TRANSPARENT) BIND_ENUM_CONSTANT(EFFECT_CALLBACK_TYPE_MAX) GDVIRTUAL_BIND(_render_callback, "effect_callback_type", "render_data"); } void CompositorEffect::_validate_property(PropertyInfo &p_property) const { if (p_property.name == "access_resolved_color" && effect_callback_type == EFFECT_CALLBACK_TYPE_POST_TRANSPARENT) { p_property.usage = PROPERTY_USAGE_NONE; } if (p_property.name == "access_resolved_depth" && effect_callback_type == EFFECT_CALLBACK_TYPE_POST_TRANSPARENT) { p_property.usage = PROPERTY_USAGE_NONE; } if (p_property.name == "needs_separate_specular" && effect_callback_type != EFFECT_CALLBACK_TYPE_POST_SKY) { p_property.usage = PROPERTY_USAGE_NONE; } } void CompositorEffect::_call_render_callback(int p_effect_callback_type, const RenderData *p_render_data) { GDVIRTUAL_CALL(_render_callback, p_effect_callback_type, p_render_data); } void CompositorEffect::set_enabled(bool p_enabled) { enabled = p_enabled; if (rid.is_valid()) { RenderingServer *rs = RenderingServer::get_singleton(); ERR_FAIL_NULL(rs); rs->compositor_effect_set_enabled(rid, enabled); } } bool CompositorEffect::get_enabled() const { return enabled; } void CompositorEffect::set_effect_callback_type(EffectCallbackType p_callback_type) { effect_callback_type = p_callback_type; notify_property_list_changed(); if (rid.is_valid()) { RenderingServer *rs = RenderingServer::get_singleton(); ERR_FAIL_NULL(rs); rs->compositor_effect_set_callback(rid, RenderingServer::CompositorEffectCallbackType(effect_callback_type), callable_mp(this, &CompositorEffect::_call_render_callback)); } } CompositorEffect::EffectCallbackType CompositorEffect::get_effect_callback_type() const { return effect_callback_type; } void CompositorEffect::set_access_resolved_color(bool p_enabled) { access_resolved_color = p_enabled; if (rid.is_valid()) { RenderingServer *rs = RenderingServer::get_singleton(); ERR_FAIL_NULL(rs); rs->compositor_effect_set_flag(rid, RS::CompositorEffectFlags::COMPOSITOR_EFFECT_FLAG_ACCESS_RESOLVED_COLOR, access_resolved_color); } } bool CompositorEffect::get_access_resolved_color() const { return access_resolved_color; } void CompositorEffect::set_access_resolved_depth(bool p_enabled) { access_resolved_depth = p_enabled; if (rid.is_valid()) { RenderingServer *rs = RenderingServer::get_singleton(); ERR_FAIL_NULL(rs); rs->compositor_effect_set_flag(rid, RS::CompositorEffectFlags::COMPOSITOR_EFFECT_FLAG_ACCESS_RESOLVED_DEPTH, access_resolved_depth); } } bool CompositorEffect::get_access_resolved_depth() const { return access_resolved_depth; } void CompositorEffect::set_needs_motion_vectors(bool p_enabled) { needs_motion_vectors = p_enabled; if (rid.is_valid()) { RenderingServer *rs = RenderingServer::get_singleton(); ERR_FAIL_NULL(rs); rs->compositor_effect_set_flag(rid, RS::CompositorEffectFlags::COMPOSITOR_EFFECT_FLAG_NEEDS_MOTION_VECTORS, needs_motion_vectors); } } bool CompositorEffect::get_needs_motion_vectors() const { return needs_motion_vectors; } void CompositorEffect::set_needs_normal_roughness(bool p_enabled) { needs_normal_roughness = p_enabled; if (rid.is_valid()) { RenderingServer *rs = RenderingServer::get_singleton(); ERR_FAIL_NULL(rs); rs->compositor_effect_set_flag(rid, RS::CompositorEffectFlags::COMPOSITOR_EFFECT_FLAG_NEEDS_ROUGHNESS, needs_normal_roughness); } } bool CompositorEffect::get_needs_normal_roughness() const { return needs_normal_roughness; } void CompositorEffect::set_needs_separate_specular(bool p_enabled) { needs_separate_specular = p_enabled; if (rid.is_valid()) { RenderingServer *rs = RenderingServer::get_singleton(); ERR_FAIL_NULL(rs); rs->compositor_effect_set_flag(rid, RS::CompositorEffectFlags::COMPOSITOR_EFFECT_FLAG_NEEDS_SEPARATE_SPECULAR, needs_separate_specular); } } bool CompositorEffect::get_needs_separate_specular() const { return needs_separate_specular; } CompositorEffect::CompositorEffect() { RenderingServer *rs = RenderingServer::get_singleton(); if (rs != nullptr) { rid = rs->compositor_effect_create(); rs->compositor_effect_set_callback(rid, RenderingServer::CompositorEffectCallbackType(effect_callback_type), Callable(this, "_render_callback")); } } CompositorEffect::~CompositorEffect() { RenderingServer *rs = RenderingServer::get_singleton(); if (rs != nullptr && rid.is_valid()) { rs->free(rid); } } /* Compositor */ void Compositor::_bind_methods() { // compositor effects ClassDB::bind_method(D_METHOD("set_compositor_effects", "compositor_effects"), &Compositor::set_compositor_effects); ClassDB::bind_method(D_METHOD("get_compositor_effects"), &Compositor::get_compositor_effects); ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "compositor_effects", PROPERTY_HINT_ARRAY_TYPE, MAKE_RESOURCE_TYPE_HINT("CompositorEffect")), "set_compositor_effects", "get_compositor_effects"); } Compositor::Compositor() { RenderingServer *rs = RenderingServer::get_singleton(); if (rs != nullptr) { compositor = rs->compositor_create(); } } Compositor::~Compositor() { RenderingServer *rs = RenderingServer::get_singleton(); if (rs != nullptr && compositor.is_valid()) { rs->free(compositor); } } // Compositor effects void Compositor::set_compositor_effects(const TypedArray &p_compositor_effects) { Array effect_rids; effects.clear(); for (int i = 0; i < p_compositor_effects.size(); i++) { // Cast to proper ref, if our object isn't a CompositorEffect resource this will be an empty Ref. Ref compositor_effect = p_compositor_effects[i]; // We add the effect even if this is an empty Ref, this allows the UI to add new entries. effects.push_back(compositor_effect); // But we only add a rid for valid Refs if (compositor_effect.is_valid()) { RID rid = compositor_effect->get_rid(); effect_rids.push_back(rid); } } RenderingServer::get_singleton()->compositor_set_compositor_effects(compositor, effect_rids); } TypedArray Compositor::get_compositor_effects() const { TypedArray arr; for (uint32_t i = 0; i < effects.size(); i++) { arr.push_back(effects[i]); } return arr; }