godot/scene/resources/compositor.h

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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. */
/**************************************************************************/
#ifndef COMPOSITOR_H
#define COMPOSITOR_H
#include "core/io/resource.h"
#include "core/object/gdvirtual.gen.inc"
#include "servers/rendering/storage/render_data.h"
/* Compositor Effect */
class CompositorEffect : public Resource {
GDCLASS(CompositorEffect, Resource);
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
};
private:
RID rid;
bool enabled = true;
EffectCallbackType effect_callback_type = EFFECT_CALLBACK_TYPE_POST_TRANSPARENT;
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;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
GDVIRTUAL2(_render_callback, int, const RenderData *)
public:
virtual RID get_rid() const override { return rid; }
void set_enabled(bool p_enabled);
bool get_enabled() const;
void set_effect_callback_type(EffectCallbackType p_callback_type);
EffectCallbackType get_effect_callback_type() const;
void set_access_resolved_color(bool p_enabled);
bool get_access_resolved_color() const;
void set_access_resolved_depth(bool p_enabled);
bool get_access_resolved_depth() const;
void set_needs_motion_vectors(bool p_enabled);
bool get_needs_motion_vectors() const;
void set_needs_normal_roughness(bool p_enabled);
bool get_needs_normal_roughness() const;
void set_needs_separate_specular(bool p_enabled);
bool get_needs_separate_specular() const;
CompositorEffect();
~CompositorEffect();
};
VARIANT_ENUM_CAST(CompositorEffect::EffectCallbackType)
/* Compositor */
class Compositor : public Resource {
GDCLASS(Compositor, Resource);
private:
RID compositor;
// Compositor effects
LocalVector<Ref<CompositorEffect>> effects;
protected:
static void _bind_methods();
public:
virtual RID get_rid() const override { return compositor; }
Compositor();
~Compositor();
// Compositor effects
void set_compositor_effects(const TypedArray<CompositorEffect> &p_compositor_effects);
TypedArray<CompositorEffect> get_compositor_effects() const;
};
#endif // COMPOSITOR_H