godot/scene/resources/compositor.cpp

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/**************************************************************************/
/* 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::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(this, "_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<CompositorEffect> &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<CompositorEffect> 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<CompositorEffect> Compositor::get_compositor_effects() const {
TypedArray<CompositorEffect> arr;
for (uint32_t i = 0; i < effects.size(); i++) {
arr.push_back(effects[i]);
}
return arr;
}