/*************************************************************************/
/*  register_server_types.cpp                                            */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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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 "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 "scene/debugger/script_debugger_remote.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()));
}
