/*************************************************************************/ /* register_server_types.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 "register_server_types.h" #include "core/config/engine.h" #include "core/config/project_settings.h" #include "audio/audio_effect.h" #include "audio/audio_stream.h" #include "audio/effects/audio_effect_amplify.h" #include "audio/effects/audio_effect_capture.h" #include "audio/effects/audio_effect_chorus.h" #include "audio/effects/audio_effect_compressor.h" #include "audio/effects/audio_effect_delay.h" #include "audio/effects/audio_effect_distortion.h" #include "audio/effects/audio_effect_eq.h" #include "audio/effects/audio_effect_filter.h" #include "audio/effects/audio_effect_limiter.h" #include "audio/effects/audio_effect_panner.h" #include "audio/effects/audio_effect_phaser.h" #include "audio/effects/audio_effect_pitch_shift.h" #include "audio/effects/audio_effect_record.h" #include "audio/effects/audio_effect_reverb.h" #include "audio/effects/audio_effect_spectrum_analyzer.h" #include "audio/effects/audio_effect_stereo_enhance.h" #include "audio/effects/audio_stream_generator.h" #include "audio_server.h" #include "camera/camera_feed.h" #include "camera_server.h" #include "core/extension/native_extension_manager.h" #include "display_server.h" #include "navigation_server_2d.h" #include "navigation_server_3d.h" #include "physics_2d/godot_physics_server_2d.h" #include "physics_3d/godot_physics_server_3d.h" #include "physics_server_2d.h" #include "physics_server_2d_wrap_mt.h" #include "physics_server_3d.h" #include "physics_server_3d_wrap_mt.h" #include "rendering/renderer_compositor.h" #include "rendering/rendering_device.h" #include "rendering/rendering_device_binds.h" #include "rendering_server.h" #include "servers/rendering/shader_types.h" #include "text/text_server_extension.h" #include "text_server.h" #include "xr/xr_interface.h" #include "xr/xr_interface_extension.h" #include "xr/xr_positional_tracker.h" #include "xr_server.h" ShaderTypes *shader_types = nullptr; PhysicsServer3D *_createGodotPhysics3DCallback() { bool using_threads = GLOBAL_GET("physics/3d/run_on_thread"); PhysicsServer3D *physics_server = memnew(GodotPhysicsServer3D(using_threads)); return memnew(PhysicsServer3DWrapMT(physics_server, using_threads)); } PhysicsServer2D *_createGodotPhysics2DCallback() { bool using_threads = GLOBAL_GET("physics/2d/run_on_thread"); PhysicsServer2D *physics_server = memnew(GodotPhysicsServer2D(using_threads)); return memnew(PhysicsServer2DWrapMT(physics_server, using_threads)); } static bool has_server_feature_callback(const String &p_feature) { if (RenderingServer::get_singleton()) { if (RenderingServer::get_singleton()->has_os_feature(p_feature)) { return true; } } return false; } void preregister_server_types() { shader_types = memnew(ShaderTypes); GDREGISTER_CLASS(TextServerManager); GDREGISTER_VIRTUAL_CLASS(TextServer); GDREGISTER_CLASS(TextServerExtension); Engine::get_singleton()->add_singleton(Engine::Singleton("TextServerManager", TextServerManager::get_singleton(), "TextServerManager")); } void register_server_types() { OS::get_singleton()->set_has_server_feature_callback(has_server_feature_callback); GDREGISTER_VIRTUAL_CLASS(DisplayServer); GDREGISTER_VIRTUAL_CLASS(RenderingServer); GDREGISTER_CLASS(AudioServer); GDREGISTER_VIRTUAL_CLASS(PhysicsServer2D); GDREGISTER_VIRTUAL_CLASS(PhysicsServer3D); GDREGISTER_VIRTUAL_CLASS(NavigationServer2D); GDREGISTER_VIRTUAL_CLASS(NavigationServer3D); GDREGISTER_CLASS(XRServer); GDREGISTER_CLASS(CameraServer); GDREGISTER_VIRTUAL_CLASS(RenderingDevice); GDREGISTER_VIRTUAL_CLASS(XRInterface); GDREGISTER_CLASS(XRInterfaceExtension); // can't register this as virtual because we need a creation function for our extensions. GDREGISTER_CLASS(XRPose); GDREGISTER_CLASS(XRPositionalTracker); GDREGISTER_CLASS(AudioStream); GDREGISTER_CLASS(AudioStreamPlayback); GDREGISTER_VIRTUAL_CLASS(AudioStreamPlaybackResampled); GDREGISTER_CLASS(AudioStreamMicrophone); GDREGISTER_CLASS(AudioStreamRandomPitch); GDREGISTER_VIRTUAL_CLASS(AudioEffect); GDREGISTER_VIRTUAL_CLASS(AudioEffectInstance); GDREGISTER_CLASS(AudioEffectEQ); GDREGISTER_CLASS(AudioEffectFilter); GDREGISTER_CLASS(AudioBusLayout); GDREGISTER_CLASS(AudioStreamGenerator); GDREGISTER_VIRTUAL_CLASS(AudioStreamGeneratorPlayback); { //audio effects GDREGISTER_CLASS(AudioEffectAmplify); GDREGISTER_CLASS(AudioEffectReverb); GDREGISTER_CLASS(AudioEffectLowPassFilter); GDREGISTER_CLASS(AudioEffectHighPassFilter); GDREGISTER_CLASS(AudioEffectBandPassFilter); GDREGISTER_CLASS(AudioEffectNotchFilter); GDREGISTER_CLASS(AudioEffectBandLimitFilter); GDREGISTER_CLASS(AudioEffectLowShelfFilter); GDREGISTER_CLASS(AudioEffectHighShelfFilter); GDREGISTER_CLASS(AudioEffectEQ6); GDREGISTER_CLASS(AudioEffectEQ10); GDREGISTER_CLASS(AudioEffectEQ21); GDREGISTER_CLASS(AudioEffectDistortion); GDREGISTER_CLASS(AudioEffectStereoEnhance); GDREGISTER_CLASS(AudioEffectPanner); GDREGISTER_CLASS(AudioEffectChorus); GDREGISTER_CLASS(AudioEffectDelay); GDREGISTER_CLASS(AudioEffectCompressor); GDREGISTER_CLASS(AudioEffectLimiter); GDREGISTER_CLASS(AudioEffectPitchShift); GDREGISTER_CLASS(AudioEffectPhaser); GDREGISTER_CLASS(AudioEffectRecord); GDREGISTER_CLASS(AudioEffectSpectrumAnalyzer); GDREGISTER_VIRTUAL_CLASS(AudioEffectSpectrumAnalyzerInstance); GDREGISTER_CLASS(AudioEffectCapture); } GDREGISTER_VIRTUAL_CLASS(RenderingDevice); GDREGISTER_CLASS(RDTextureFormat); GDREGISTER_CLASS(RDTextureView); GDREGISTER_CLASS(RDAttachmentFormat); GDREGISTER_CLASS(RDFramebufferPass); GDREGISTER_CLASS(RDSamplerState); GDREGISTER_CLASS(RDVertexAttribute); GDREGISTER_CLASS(RDUniform); GDREGISTER_CLASS(RDPipelineRasterizationState); GDREGISTER_CLASS(RDPipelineMultisampleState); GDREGISTER_CLASS(RDPipelineDepthStencilState); GDREGISTER_CLASS(RDPipelineColorBlendStateAttachment); GDREGISTER_CLASS(RDPipelineColorBlendState); GDREGISTER_CLASS(RDShaderSource); GDREGISTER_CLASS(RDShaderSPIRV); GDREGISTER_CLASS(RDShaderFile); GDREGISTER_CLASS(RDPipelineSpecializationConstant); GDREGISTER_CLASS(CameraFeed); GDREGISTER_VIRTUAL_CLASS(PhysicsDirectBodyState2D); GDREGISTER_VIRTUAL_CLASS(PhysicsDirectSpaceState2D); GDREGISTER_CLASS(PhysicsRayQueryParameters2D); GDREGISTER_CLASS(PhysicsPointQueryParameters2D); GDREGISTER_CLASS(PhysicsShapeQueryParameters2D); GDREGISTER_CLASS(PhysicsTestMotionParameters2D); GDREGISTER_CLASS(PhysicsTestMotionResult2D); GDREGISTER_VIRTUAL_CLASS(PhysicsDirectBodyState3D); GDREGISTER_VIRTUAL_CLASS(PhysicsDirectSpaceState3D); GDREGISTER_CLASS(PhysicsRayQueryParameters3D); GDREGISTER_CLASS(PhysicsPointQueryParameters3D); GDREGISTER_CLASS(PhysicsShapeQueryParameters3D); GDREGISTER_CLASS(PhysicsTestMotionParameters3D); GDREGISTER_CLASS(PhysicsTestMotionResult3D); // Physics 2D GLOBAL_DEF(PhysicsServer2DManager::setting_property_name, "DEFAULT"); ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer2DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer2DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT")); PhysicsServer2DManager::register_server("GodotPhysics2D", &_createGodotPhysics2DCallback); PhysicsServer2DManager::set_default_server("GodotPhysics2D"); // Physics 3D GLOBAL_DEF(PhysicsServer3DManager::setting_property_name, "DEFAULT"); ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer3DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer3DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT")); PhysicsServer3DManager::register_server("GodotPhysics3D", &_createGodotPhysics3DCallback); PhysicsServer3DManager::set_default_server("GodotPhysics3D"); NativeExtensionManager::get_singleton()->initialize_extensions(NativeExtension::INITIALIZATION_LEVEL_SERVERS); } void unregister_server_types() { NativeExtensionManager::get_singleton()->deinitialize_extensions(NativeExtension::INITIALIZATION_LEVEL_SERVERS); memdelete(shader_types); } void register_server_singletons() { Engine::get_singleton()->add_singleton(Engine::Singleton("DisplayServer", DisplayServer::get_singleton(), "DisplayServer")); Engine::get_singleton()->add_singleton(Engine::Singleton("RenderingServer", RenderingServer::get_singleton(), "RenderingServer")); Engine::get_singleton()->add_singleton(Engine::Singleton("AudioServer", AudioServer::get_singleton(), "AudioServer")); Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer2D", PhysicsServer2D::get_singleton(), "PhysicsServer2D")); Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer3D", PhysicsServer3D::get_singleton(), "PhysicsServer3D")); Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer2D", NavigationServer2D::get_singleton_mut(), "NavigationServer2D")); Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer3D", NavigationServer3D::get_singleton_mut(), "NavigationServer3D")); Engine::get_singleton()->add_singleton(Engine::Singleton("XRServer", XRServer::get_singleton(), "XRServer")); Engine::get_singleton()->add_singleton(Engine::Singleton("CameraServer", CameraServer::get_singleton(), "CameraServer")); }