/**************************************************************************/ /* register_server_types.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 "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_hard_limiter.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 "debugger/servers_debugger.h" #include "display/native_menu.h" #include "display_server.h" #include "movie_writer/movie_writer.h" #include "movie_writer/movie_writer_mjpeg.h" #include "movie_writer/movie_writer_pngwav.h" #include "rendering/renderer_compositor.h" #include "rendering/renderer_rd/framebuffer_cache_rd.h" #include "rendering/renderer_rd/storage_rd/render_data_rd.h" #include "rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" #include "rendering/renderer_rd/storage_rd/render_scene_data_rd.h" #include "rendering/renderer_rd/uniform_set_cache_rd.h" #include "rendering/rendering_device.h" #include "rendering/rendering_device_binds.h" #include "rendering/storage/render_data.h" #include "rendering/storage/render_scene_buffers.h" #include "rendering/storage/render_scene_data.h" #include "rendering_server.h" #include "servers/rendering/shader_types.h" #include "text/text_server_dummy.h" #include "text/text_server_extension.h" #include "text_server.h" // 2D physics and navigation. #include "navigation_server_2d.h" #include "physics_2d/godot_physics_server_2d.h" #include "physics_server_2d.h" #include "physics_server_2d_wrap_mt.h" #include "servers/extensions/physics_server_2d_extension.h" // 3D physics and navigation (3D navigation is needed for 2D). #include "navigation_server_3d.h" #ifndef _3D_DISABLED #include "physics_3d/godot_physics_server_3d.h" #include "physics_server_3d.h" #include "physics_server_3d_wrap_mt.h" #include "servers/extensions/physics_server_3d_extension.h" #include "xr/xr_body_tracker.h" #include "xr/xr_controller_tracker.h" #include "xr/xr_face_tracker.h" #include "xr/xr_hand_tracker.h" #include "xr/xr_interface.h" #include "xr/xr_interface_extension.h" #include "xr/xr_positional_tracker.h" #include "xr_server.h" #endif // _3D_DISABLED ShaderTypes *shader_types = nullptr; #ifndef _3D_DISABLED static PhysicsServer3D *_createGodotPhysics3DCallback() { #ifdef THREADS_ENABLED bool using_threads = GLOBAL_GET("physics/3d/run_on_separate_thread"); #else bool using_threads = false; #endif PhysicsServer3D *physics_server_3d = memnew(GodotPhysicsServer3D(using_threads)); return memnew(PhysicsServer3DWrapMT(physics_server_3d, using_threads)); } #endif // _3D_DISABLED static PhysicsServer2D *_createGodotPhysics2DCallback() { #ifdef THREADS_ENABLED bool using_threads = GLOBAL_GET("physics/2d/run_on_separate_thread"); #else bool using_threads = false; #endif PhysicsServer2D *physics_server_2d = memnew(GodotPhysicsServer2D(using_threads)); return memnew(PhysicsServer2DWrapMT(physics_server_2d, 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; } static MovieWriterMJPEG *writer_mjpeg = nullptr; static MovieWriterPNGWAV *writer_pngwav = nullptr; void register_server_types() { OS::get_singleton()->benchmark_begin_measure("Servers", "Register Extensions"); shader_types = memnew(ShaderTypes); GDREGISTER_CLASS(TextServerManager); GDREGISTER_ABSTRACT_CLASS(TextServer); GDREGISTER_CLASS(TextServerExtension); GDREGISTER_CLASS(TextServerDummy); GDREGISTER_NATIVE_STRUCT(Glyph, "int start = -1;int end = -1;uint8_t count = 0;uint8_t repeat = 1;uint16_t flags = 0;float x_off = 0.f;float y_off = 0.f;float advance = 0.f;RID font_rid;int font_size = 0;int32_t index = 0"); GDREGISTER_NATIVE_STRUCT(CaretInfo, "Rect2 leading_caret;Rect2 trailing_caret;TextServer::Direction leading_direction;TextServer::Direction trailing_direction"); Engine::get_singleton()->add_singleton(Engine::Singleton("TextServerManager", TextServerManager::get_singleton(), "TextServerManager")); OS::get_singleton()->set_has_server_feature_callback(has_server_feature_callback); GDREGISTER_ABSTRACT_CLASS(DisplayServer); GDREGISTER_ABSTRACT_CLASS(RenderingServer); GDREGISTER_CLASS(AudioServer); GDREGISTER_CLASS(NativeMenu); GDREGISTER_CLASS(CameraServer); GDREGISTER_ABSTRACT_CLASS(RenderingDevice); GDREGISTER_CLASS(AudioStream); GDREGISTER_CLASS(AudioStreamPlayback); GDREGISTER_VIRTUAL_CLASS(AudioStreamPlaybackResampled); GDREGISTER_CLASS(AudioStreamMicrophone); GDREGISTER_CLASS(AudioStreamRandomizer); GDREGISTER_CLASS(AudioSample); GDREGISTER_CLASS(AudioSamplePlayback); GDREGISTER_VIRTUAL_CLASS(AudioEffect); GDREGISTER_VIRTUAL_CLASS(AudioEffectInstance); GDREGISTER_CLASS(AudioEffectEQ); GDREGISTER_CLASS(AudioEffectFilter); GDREGISTER_CLASS(AudioBusLayout); GDREGISTER_CLASS(AudioStreamGenerator); GDREGISTER_ABSTRACT_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(AudioEffectHardLimiter); GDREGISTER_CLASS(AudioEffectPitchShift); GDREGISTER_CLASS(AudioEffectPhaser); GDREGISTER_CLASS(AudioEffectRecord); GDREGISTER_CLASS(AudioEffectSpectrumAnalyzer); GDREGISTER_ABSTRACT_CLASS(AudioEffectSpectrumAnalyzerInstance); GDREGISTER_CLASS(AudioEffectCapture); } GDREGISTER_ABSTRACT_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_ABSTRACT_CLASS(RenderData); GDREGISTER_CLASS(RenderDataExtension); GDREGISTER_CLASS(RenderDataRD); GDREGISTER_ABSTRACT_CLASS(RenderSceneData); GDREGISTER_CLASS(RenderSceneDataExtension); GDREGISTER_CLASS(RenderSceneDataRD); GDREGISTER_CLASS(RenderSceneBuffersConfiguration); GDREGISTER_ABSTRACT_CLASS(RenderSceneBuffers); GDREGISTER_CLASS(RenderSceneBuffersExtension); GDREGISTER_CLASS(RenderSceneBuffersRD); GDREGISTER_CLASS(FramebufferCacheRD); GDREGISTER_CLASS(UniformSetCacheRD); GDREGISTER_CLASS(CameraFeed); GDREGISTER_VIRTUAL_CLASS(MovieWriter); ServersDebugger::initialize(); // Physics 2D GDREGISTER_CLASS(PhysicsServer2DManager); Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer2DManager", PhysicsServer2DManager::get_singleton(), "PhysicsServer2DManager")); GDREGISTER_ABSTRACT_CLASS(PhysicsServer2D); GDREGISTER_VIRTUAL_CLASS(PhysicsServer2DExtension); GDREGISTER_VIRTUAL_CLASS(PhysicsDirectBodyState2DExtension); GDREGISTER_VIRTUAL_CLASS(PhysicsDirectSpaceState2DExtension); GDREGISTER_NATIVE_STRUCT(PhysicsServer2DExtensionRayResult, "Vector2 position;Vector2 normal;RID rid;ObjectID collider_id;Object *collider;int shape"); GDREGISTER_NATIVE_STRUCT(PhysicsServer2DExtensionShapeResult, "RID rid;ObjectID collider_id;Object *collider;int shape"); GDREGISTER_NATIVE_STRUCT(PhysicsServer2DExtensionShapeRestInfo, "Vector2 point;Vector2 normal;RID rid;ObjectID collider_id;int shape;Vector2 linear_velocity"); GDREGISTER_NATIVE_STRUCT(PhysicsServer2DExtensionMotionResult, "Vector2 travel;Vector2 remainder;Vector2 collision_point;Vector2 collision_normal;Vector2 collider_velocity;real_t collision_depth;real_t collision_safe_fraction;real_t collision_unsafe_fraction;int collision_local_shape;ObjectID collider_id;RID collider;int collider_shape"); GDREGISTER_ABSTRACT_CLASS(PhysicsDirectBodyState2D); GDREGISTER_ABSTRACT_CLASS(PhysicsDirectSpaceState2D); GDREGISTER_CLASS(PhysicsRayQueryParameters2D); GDREGISTER_CLASS(PhysicsPointQueryParameters2D); GDREGISTER_CLASS(PhysicsShapeQueryParameters2D); GDREGISTER_CLASS(PhysicsTestMotionParameters2D); GDREGISTER_CLASS(PhysicsTestMotionResult2D); GLOBAL_DEF(PropertyInfo(Variant::STRING, PhysicsServer2DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"), "DEFAULT"); PhysicsServer2DManager::get_singleton()->register_server("GodotPhysics2D", callable_mp_static(_createGodotPhysics2DCallback)); PhysicsServer2DManager::get_singleton()->set_default_server("GodotPhysics2D"); GDREGISTER_ABSTRACT_CLASS(NavigationServer2D); GDREGISTER_CLASS(NavigationPathQueryParameters2D); GDREGISTER_CLASS(NavigationPathQueryResult2D); #ifndef _3D_DISABLED // Physics 3D GDREGISTER_CLASS(PhysicsServer3DManager); Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer3DManager", PhysicsServer3DManager::get_singleton(), "PhysicsServer3DManager")); GDREGISTER_ABSTRACT_CLASS(PhysicsServer3D); GDREGISTER_VIRTUAL_CLASS(PhysicsServer3DExtension); GDREGISTER_VIRTUAL_CLASS(PhysicsDirectBodyState3DExtension); GDREGISTER_VIRTUAL_CLASS(PhysicsDirectSpaceState3DExtension) GDREGISTER_VIRTUAL_CLASS(PhysicsServer3DRenderingServerHandler) GDREGISTER_NATIVE_STRUCT(PhysicsServer3DExtensionRayResult, "Vector3 position;Vector3 normal;RID rid;ObjectID collider_id;Object *collider;int shape;int face_index"); GDREGISTER_NATIVE_STRUCT(PhysicsServer3DExtensionShapeResult, "RID rid;ObjectID collider_id;Object *collider;int shape"); GDREGISTER_NATIVE_STRUCT(PhysicsServer3DExtensionShapeRestInfo, "Vector3 point;Vector3 normal;RID rid;ObjectID collider_id;int shape;Vector3 linear_velocity"); GDREGISTER_NATIVE_STRUCT(PhysicsServer3DExtensionMotionCollision, "Vector3 position;Vector3 normal;Vector3 collider_velocity;Vector3 collider_angular_velocity;real_t depth;int local_shape;ObjectID collider_id;RID collider;int collider_shape"); GDREGISTER_NATIVE_STRUCT(PhysicsServer3DExtensionMotionResult, "Vector3 travel;Vector3 remainder;real_t collision_depth;real_t collision_safe_fraction;real_t collision_unsafe_fraction;PhysicsServer3DExtensionMotionCollision collisions[32];int collision_count"); GDREGISTER_ABSTRACT_CLASS(PhysicsDirectBodyState3D); GDREGISTER_ABSTRACT_CLASS(PhysicsDirectSpaceState3D); GDREGISTER_CLASS(PhysicsRayQueryParameters3D); GDREGISTER_CLASS(PhysicsPointQueryParameters3D); GDREGISTER_CLASS(PhysicsShapeQueryParameters3D); GDREGISTER_CLASS(PhysicsTestMotionParameters3D); GDREGISTER_CLASS(PhysicsTestMotionResult3D); GLOBAL_DEF(PropertyInfo(Variant::STRING, PhysicsServer3DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"), "DEFAULT"); PhysicsServer3DManager::get_singleton()->register_server("GodotPhysics3D", callable_mp_static(_createGodotPhysics3DCallback)); PhysicsServer3DManager::get_singleton()->set_default_server("GodotPhysics3D"); GDREGISTER_ABSTRACT_CLASS(XRInterface); GDREGISTER_CLASS(XRVRS); GDREGISTER_CLASS(XRBodyTracker); GDREGISTER_CLASS(XRControllerTracker); GDREGISTER_CLASS(XRFaceTracker); GDREGISTER_CLASS(XRHandTracker); 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(XRServer); GDREGISTER_ABSTRACT_CLASS(XRTracker); #endif // _3D_DISABLED GDREGISTER_ABSTRACT_CLASS(NavigationServer3D); GDREGISTER_CLASS(NavigationPathQueryParameters3D); GDREGISTER_CLASS(NavigationPathQueryResult3D); writer_mjpeg = memnew(MovieWriterMJPEG); MovieWriter::add_writer(writer_mjpeg); writer_pngwav = memnew(MovieWriterPNGWAV); MovieWriter::add_writer(writer_pngwav); OS::get_singleton()->benchmark_end_measure("Servers", "Register Extensions"); } void unregister_server_types() { OS::get_singleton()->benchmark_begin_measure("Servers", "Unregister Extensions"); ServersDebugger::deinitialize(); memdelete(shader_types); memdelete(writer_mjpeg); memdelete(writer_pngwav); OS::get_singleton()->benchmark_end_measure("Servers", "Unregister Extensions"); } void register_server_singletons() { OS::get_singleton()->benchmark_begin_measure("Servers", "Register Singletons"); Engine::get_singleton()->add_singleton(Engine::Singleton("AudioServer", AudioServer::get_singleton(), "AudioServer")); Engine::get_singleton()->add_singleton(Engine::Singleton("CameraServer", CameraServer::get_singleton(), "CameraServer")); Engine::get_singleton()->add_singleton(Engine::Singleton("DisplayServer", DisplayServer::get_singleton(), "DisplayServer")); Engine::get_singleton()->add_singleton(Engine::Singleton("NativeMenu", NativeMenu::get_singleton(), "NativeMenu")); Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer2D", NavigationServer2D::get_singleton(), "NavigationServer2D")); Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer3D", NavigationServer3D::get_singleton(), "NavigationServer3D")); Engine::get_singleton()->add_singleton(Engine::Singleton("RenderingServer", RenderingServer::get_singleton(), "RenderingServer")); Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer2D", PhysicsServer2D::get_singleton(), "PhysicsServer2D")); #ifndef _3D_DISABLED Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer3D", PhysicsServer3D::get_singleton(), "PhysicsServer3D")); Engine::get_singleton()->add_singleton(Engine::Singleton("XRServer", XRServer::get_singleton(), "XRServer")); #endif // _3D_DISABLED OS::get_singleton()->benchmark_end_measure("Servers", "Register Singletons"); }