godot/servers/register_server_types.cpp
BastiaanOlij 02ea99129e Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00

218 lines
9.4 KiB
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/*************************************************************************/
/* register_server_types.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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.*/
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/*************************************************************************/
#include "register_server_types.h"
#include "core/engine.h"
#include "core/project_settings.h"
#include "arvr/arvr_interface.h"
#include "arvr/arvr_positional_tracker.h"
#include "arvr_server.h"
#include "audio/audio_effect.h"
#include "audio/audio_stream.h"
#include "audio/effects/audio_effect_amplify.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/script_debugger_remote.h"
#include "physics/physics_server_sw.h"
#include "physics_2d/physics_2d_server_sw.h"
#include "physics_2d/physics_2d_server_wrap_mt.h"
#include "physics_2d_server.h"
#include "physics_server.h"
#include "visual/shader_types.h"
#include "visual_server.h"
static void _debugger_get_resource_usage(List<ScriptDebuggerRemote::ResourceUsage> *r_usage) {
List<VS::TextureInfo> tinfo;
VS::get_singleton()->texture_debug_usage(&tinfo);
for (List<VS::TextureInfo>::Element *E = tinfo.front(); E; E = E->next()) {
ScriptDebuggerRemote::ResourceUsage usage;
usage.path = E->get().path;
usage.vram = E->get().bytes;
usage.id = E->get().texture;
usage.type = "Texture";
if (E->get().depth == 0) {
usage.format = itos(E->get().width) + "x" + itos(E->get().height) + " " + Image::get_format_name(E->get().format);
} else {
usage.format = itos(E->get().width) + "x" + itos(E->get().height) + "x" + itos(E->get().depth) + " " + Image::get_format_name(E->get().format);
}
r_usage->push_back(usage);
}
}
ShaderTypes *shader_types = NULL;
PhysicsServer *_createGodotPhysicsCallback() {
return memnew(PhysicsServerSW);
}
Physics2DServer *_createGodotPhysics2DCallback() {
return Physics2DServerWrapMT::init_server<Physics2DServerSW>();
}
static bool has_server_feature_callback(const String &p_feature) {
if (VisualServer::get_singleton()) {
if (VisualServer::get_singleton()->has_os_feature(p_feature)) {
return true;
}
}
return false;
}
void register_server_types() {
OS::get_singleton()->set_has_server_feature_callback(has_server_feature_callback);
ClassDB::register_virtual_class<VisualServer>();
ClassDB::register_class<AudioServer>();
ClassDB::register_virtual_class<PhysicsServer>();
ClassDB::register_virtual_class<Physics2DServer>();
ClassDB::register_class<ARVRServer>();
ClassDB::register_class<CameraServer>();
shader_types = memnew(ShaderTypes);
ClassDB::register_virtual_class<ARVRInterface>();
ClassDB::register_class<ARVRPositionalTracker>();
ClassDB::register_virtual_class<AudioStream>();
ClassDB::register_virtual_class<AudioStreamPlayback>();
ClassDB::register_virtual_class<AudioStreamPlaybackResampled>();
ClassDB::register_class<AudioStreamMicrophone>();
ClassDB::register_class<AudioStreamRandomPitch>();
ClassDB::register_virtual_class<AudioEffect>();
ClassDB::register_virtual_class<AudioEffectInstance>();
ClassDB::register_class<AudioEffectEQ>();
ClassDB::register_class<AudioEffectFilter>();
ClassDB::register_class<AudioBusLayout>();
ClassDB::register_class<AudioStreamGenerator>();
ClassDB::register_virtual_class<AudioStreamGeneratorPlayback>();
{
//audio effects
ClassDB::register_class<AudioEffectAmplify>();
ClassDB::register_class<AudioEffectReverb>();
ClassDB::register_class<AudioEffectLowPassFilter>();
ClassDB::register_class<AudioEffectHighPassFilter>();
ClassDB::register_class<AudioEffectBandPassFilter>();
ClassDB::register_class<AudioEffectNotchFilter>();
ClassDB::register_class<AudioEffectBandLimitFilter>();
ClassDB::register_class<AudioEffectLowShelfFilter>();
ClassDB::register_class<AudioEffectHighShelfFilter>();
ClassDB::register_class<AudioEffectEQ6>();
ClassDB::register_class<AudioEffectEQ10>();
ClassDB::register_class<AudioEffectEQ21>();
ClassDB::register_class<AudioEffectDistortion>();
ClassDB::register_class<AudioEffectStereoEnhance>();
ClassDB::register_class<AudioEffectPanner>();
ClassDB::register_class<AudioEffectChorus>();
ClassDB::register_class<AudioEffectDelay>();
ClassDB::register_class<AudioEffectCompressor>();
ClassDB::register_class<AudioEffectLimiter>();
ClassDB::register_class<AudioEffectPitchShift>();
ClassDB::register_class<AudioEffectPhaser>();
ClassDB::register_class<AudioEffectRecord>();
ClassDB::register_class<AudioEffectSpectrumAnalyzer>();
ClassDB::register_virtual_class<AudioEffectSpectrumAnalyzerInstance>();
}
ClassDB::register_class<CameraFeed>();
ClassDB::register_virtual_class<Physics2DDirectBodyState>();
ClassDB::register_virtual_class<Physics2DDirectSpaceState>();
ClassDB::register_virtual_class<Physics2DShapeQueryResult>();
ClassDB::register_class<Physics2DTestMotionResult>();
ClassDB::register_class<Physics2DShapeQueryParameters>();
ClassDB::register_class<PhysicsShapeQueryParameters>();
ClassDB::register_virtual_class<PhysicsDirectBodyState>();
ClassDB::register_virtual_class<PhysicsDirectSpaceState>();
ClassDB::register_virtual_class<PhysicsShapeQueryResult>();
ScriptDebuggerRemote::resource_usage_func = _debugger_get_resource_usage;
// Physics 2D
GLOBAL_DEF(Physics2DServerManager::setting_property_name, "DEFAULT");
ProjectSettings::get_singleton()->set_custom_property_info(Physics2DServerManager::setting_property_name, PropertyInfo(Variant::STRING, Physics2DServerManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
Physics2DServerManager::register_server("GodotPhysics", &_createGodotPhysics2DCallback);
Physics2DServerManager::set_default_server("GodotPhysics");
// Physics 3D
GLOBAL_DEF(PhysicsServerManager::setting_property_name, "DEFAULT");
ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServerManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServerManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
PhysicsServerManager::register_server("GodotPhysics", &_createGodotPhysicsCallback);
PhysicsServerManager::set_default_server("GodotPhysics");
}
void unregister_server_types() {
memdelete(shader_types);
}
void register_server_singletons() {
Engine::get_singleton()->add_singleton(Engine::Singleton("VisualServer", VisualServer::get_singleton()));
Engine::get_singleton()->add_singleton(Engine::Singleton("AudioServer", AudioServer::get_singleton()));
Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer", PhysicsServer::get_singleton()));
Engine::get_singleton()->add_singleton(Engine::Singleton("Physics2DServer", Physics2DServer::get_singleton()));
Engine::get_singleton()->add_singleton(Engine::Singleton("ARVRServer", ARVRServer::get_singleton()));
Engine::get_singleton()->add_singleton(Engine::Singleton("CameraServer", CameraServer::get_singleton()));
}