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126 lines
4.5 KiB
C++
126 lines
4.5 KiB
C++
/**************************************************************************/
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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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