RenderingServer reorganization
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servers/rendering/renderer_compositor.h
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78
servers/rendering/renderer_compositor.h
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/*************************************************************************/
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/* renderer_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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 RENDERING_SERVER_COMPOSITOR_H
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#define RENDERING_SERVER_COMPOSITOR_H
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#include "core/math/camera_matrix.h"
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#include "core/templates/pair.h"
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#include "core/templates/self_list.h"
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#include "servers/rendering/renderer_canvas_render.h"
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#include "servers/rendering/renderer_scene.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering/renderer_storage.h"
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#include "servers/rendering_server.h"
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class RendererCompositor {
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protected:
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static RendererCompositor *(*_create_func)();
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public:
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static RendererCompositor *create();
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virtual RendererStorage *get_storage() = 0;
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virtual RendererCanvasRender *get_canvas() = 0;
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virtual RendererSceneRender *get_scene() = 0;
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virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) = 0;
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virtual void initialize() = 0;
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virtual void begin_frame(double frame_step) = 0;
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struct BlitToScreen {
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RID render_target;
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Rect2i rect;
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//lens distorted parameters for VR should go here
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};
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virtual void prepare_for_blitting_render_targets() = 0;
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virtual void blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) = 0;
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virtual void end_frame(bool p_swap_buffers) = 0;
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virtual void finalize() = 0;
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virtual uint64_t get_frame_number() const = 0;
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virtual float get_frame_delta_time() const = 0;
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virtual bool is_low_end() const = 0;
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virtual ~RendererCompositor() {}
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};
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#endif // RASTERIZER_H
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