102 lines
3.9 KiB
C++
102 lines
3.9 KiB
C++
/**************************************************************************/
|
|
/* debug_effects.h */
|
|
/**************************************************************************/
|
|
/* 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. */
|
|
/**************************************************************************/
|
|
|
|
#ifndef DEBUG_EFFECTS_RD_H
|
|
#define DEBUG_EFFECTS_RD_H
|
|
|
|
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
|
|
#include "servers/rendering/renderer_rd/shaders/effects/motion_vectors.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/effects/shadow_frustum.glsl.gen.h"
|
|
#include "servers/rendering/renderer_scene_render.h"
|
|
|
|
#include "servers/rendering_server.h"
|
|
|
|
namespace RendererRD {
|
|
|
|
class DebugEffects {
|
|
private:
|
|
struct {
|
|
RD::VertexFormatID vertex_format;
|
|
RID vertex_buffer;
|
|
RID vertex_array;
|
|
|
|
RID index_buffer;
|
|
RID index_array;
|
|
|
|
RID lines_buffer;
|
|
RID lines_array;
|
|
} frustum;
|
|
|
|
struct ShadowFrustumPushConstant {
|
|
float mvp[16];
|
|
float color[4];
|
|
};
|
|
|
|
enum ShadowFrustumPipelines {
|
|
SFP_TRANSPARENT,
|
|
SFP_WIREFRAME,
|
|
SFP_MAX
|
|
};
|
|
|
|
struct {
|
|
ShadowFrustumShaderRD shader;
|
|
RID shader_version;
|
|
PipelineCacheRD pipelines[SFP_MAX];
|
|
} shadow_frustum;
|
|
|
|
struct MotionVectorsPushConstant {
|
|
float reprojection_matrix[16];
|
|
float resolution[2];
|
|
uint32_t force_derive_from_depth;
|
|
float pad;
|
|
};
|
|
|
|
struct {
|
|
MotionVectorsShaderRD shader;
|
|
RID shader_version;
|
|
PipelineCacheRD pipeline;
|
|
MotionVectorsPushConstant push_constant;
|
|
} motion_vectors;
|
|
|
|
void _create_frustum_arrays();
|
|
|
|
protected:
|
|
public:
|
|
DebugEffects();
|
|
~DebugEffects();
|
|
|
|
void draw_shadow_frustum(RID p_light, const Projection &p_cam_projection, const Transform3D &p_cam_transform, RID p_dest_fb, const Rect2 p_rect);
|
|
void draw_motion_vectors(RID p_velocity, RID p_depth, RID p_dest_fb, const Projection &p_current_projection, const Transform3D &p_current_transform, const Projection &p_previous_projection, const Transform3D &p_previous_transform, Size2i p_resolution);
|
|
};
|
|
|
|
} // namespace RendererRD
|
|
|
|
#endif // DEBUG_EFFECTS_RD_H
|