mirror of
https://github.com/godotengine/godot
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131 lines
5.7 KiB
C++
131 lines
5.7 KiB
C++
/*************************************************************************/
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/* register_server_types.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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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#include "register_server_types.h"
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#include "globals.h"
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#include "visual_server.h"
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#include "audio_server.h"
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#include "physics_server.h"
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#include "physics_2d_server.h"
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#include "script_debugger_remote.h"
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#include "visual/shader_types.h"
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#include "audio/audio_stream.h"
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#include "audio/audio_effect.h"
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#include "audio/effects/audio_effect_amplify.h"
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#include "audio/effects/audio_effect_reverb.h"
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#include "audio/effects/audio_effect_filter.h"
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#include "audio/effects/audio_effect_eq.h"
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#include "audio/effects/audio_effect_distortion.h"
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#include "audio/effects/audio_effect_stereo_enhance.h"
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#include "audio/effects/audio_effect_panner.h"
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#include "audio/effects/audio_effect_chorus.h"
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#include "audio/effects/audio_effect_delay.h"
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static void _debugger_get_resource_usage(List<ScriptDebuggerRemote::ResourceUsage>* r_usage) {
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List<VS::TextureInfo> tinfo;
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VS::get_singleton()->texture_debug_usage(&tinfo);
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for (List<VS::TextureInfo>::Element *E=tinfo.front();E;E=E->next()) {
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ScriptDebuggerRemote::ResourceUsage usage;
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usage.path=E->get().path;
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usage.vram=E->get().bytes;
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usage.id=E->get().texture;
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usage.type="Texture";
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usage.format=itos(E->get().size.width)+"x"+itos(E->get().size.height)+" "+Image::get_format_name(E->get().format);
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r_usage->push_back(usage);
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}
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}
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ShaderTypes *shader_types=NULL;
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void register_server_types() {
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GLOBAL_DEF("memory/multithread/thread_rid_pool_prealloc",20);
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GlobalConfig::get_singleton()->add_singleton( GlobalConfig::Singleton("VisualServer",VisualServer::get_singleton()) );
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GlobalConfig::get_singleton()->add_singleton( GlobalConfig::Singleton("AudioServer",AudioServer::get_singleton()) );
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GlobalConfig::get_singleton()->add_singleton( GlobalConfig::Singleton("PhysicsServer",PhysicsServer::get_singleton()) );
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GlobalConfig::get_singleton()->add_singleton( GlobalConfig::Singleton("Physics2DServer",Physics2DServer::get_singleton()) );
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shader_types = memnew( ShaderTypes );
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ClassDB::register_virtual_class<AudioStream>();
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ClassDB::register_virtual_class<AudioStreamPlayback>();
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ClassDB::register_virtual_class<AudioEffect>();
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{
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//audio effects
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ClassDB::register_class<AudioEffectAmplify>();
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ClassDB::register_class<AudioEffectReverb>();
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ClassDB::register_class<AudioEffectLowPassFilter>();
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ClassDB::register_class<AudioEffectHighPassFilter>();
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ClassDB::register_class<AudioEffectBandPassFilter>();
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ClassDB::register_class<AudioEffectNotchFilter>();
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ClassDB::register_class<AudioEffectBandLimitFilter>();
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ClassDB::register_class<AudioEffectLowShelfFilter>();
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ClassDB::register_class<AudioEffectHighShelfFilter>();
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ClassDB::register_class<AudioEffectEQ6>();
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ClassDB::register_class<AudioEffectEQ10>();
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ClassDB::register_class<AudioEffectEQ21>();
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ClassDB::register_class<AudioEffectDistortion>();
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ClassDB::register_class<AudioEffectStereoEnhance>();
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ClassDB::register_class<AudioEffectPanner>();
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ClassDB::register_class<AudioEffectChorus>();
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ClassDB::register_class<AudioEffectDelay>();
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}
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ClassDB::register_virtual_class<Physics2DDirectBodyState>();
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ClassDB::register_virtual_class<Physics2DDirectSpaceState>();
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ClassDB::register_virtual_class<Physics2DShapeQueryResult>();
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ClassDB::register_class<Physics2DTestMotionResult>();
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ClassDB::register_class<Physics2DShapeQueryParameters>();
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ClassDB::register_class<PhysicsShapeQueryParameters>();
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ClassDB::register_virtual_class<PhysicsDirectBodyState>();
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ClassDB::register_virtual_class<PhysicsDirectSpaceState>();
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ClassDB::register_virtual_class<PhysicsShapeQueryResult>();
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ScriptDebuggerRemote::resource_usage_func=_debugger_get_resource_usage;
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}
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void unregister_server_types(){
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memdelete( shader_types );
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}
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