godot/servers/rendering/storage/compositor_storage.h

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/**************************************************************************/
/* compositor_storage.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. */
/**************************************************************************/
#ifndef COMPOSITOR_STORAGE_H
#define COMPOSITOR_STORAGE_H
#include "core/templates/rid_owner.h"
#include "servers/rendering_server.h"
class RendererCompositorStorage {
private:
static RendererCompositorStorage *singleton;
int num_compositor_effects_with_motion_vectors = 0;
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// Compositor effect
struct CompositorEffect {
bool is_enabled = true;
RS::CompositorEffectCallbackType callback_type;
Callable callback;
BitField<RS::CompositorEffectFlags> flags;
};
mutable RID_Owner<CompositorEffect, true> compositor_effects_owner;
// Compositor
struct Compositor {
// Compositor effects
Vector<RID> compositor_effects;
};
mutable RID_Owner<Compositor, true> compositor_owner;
public:
static RendererCompositorStorage *get_singleton() { return singleton; }
int get_num_compositor_effects_with_motion_vectors() const { return num_compositor_effects_with_motion_vectors; }
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RendererCompositorStorage();
virtual ~RendererCompositorStorage();
// Compositor effect
RID compositor_effect_allocate();
void compositor_effect_initialize(RID p_rid);
void compositor_effect_free(RID p_rid);
bool is_compositor_effect(RID p_effect) const {
return compositor_effects_owner.owns(p_effect);
}
void compositor_effect_set_enabled(RID p_effect, bool p_enabled);
bool compositor_effect_get_enabled(RID p_effect) const;
void compositor_effect_set_callback(RID p_effect, RS::CompositorEffectCallbackType p_callback_type, const Callable &p_callback);
RS::CompositorEffectCallbackType compositor_effect_get_callback_type(RID p_effect) const;
Callable compositor_effect_get_callback(RID p_effect) const;
void compositor_effect_set_flag(RID p_effect, RS::CompositorEffectFlags p_flag, bool p_set);
bool compositor_effect_get_flag(RID p_effect, RS::CompositorEffectFlags p_flag) const;
// Compositor
RID compositor_allocate();
void compositor_initialize(RID p_rid);
void compositor_free(RID p_rid);
bool is_compositor(RID p_compositor) const {
return compositor_owner.owns(p_compositor);
}
void compositor_set_compositor_effects(RID p_compositor, const Vector<RID> &p_effects);
Vector<RID> compositor_get_compositor_effects(RID p_compositor, RS::CompositorEffectCallbackType p_callback_type = RS::COMPOSITOR_EFFECT_CALLBACK_TYPE_ANY, bool p_enabled_only = true) const;
};
#endif // COMPOSITOR_STORAGE_H