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- /**************************************************************************/
- /* debug_effects.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 "debug_effects.h"
- #include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
- #include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
- #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
- #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
- using namespace RendererRD;
- DebugEffects::DebugEffects() {
- {
- // Shadow Frustum debug shader
- Vector<String> modes;
- modes.push_back("");
- shadow_frustum.shader.initialize(modes);
- shadow_frustum.shader_version = shadow_frustum.shader.version_create();
- RD::PipelineRasterizationState raster_state = RD::PipelineRasterizationState();
- shadow_frustum.pipelines[SFP_TRANSPARENT].setup(shadow_frustum.shader.version_get_shader(shadow_frustum.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, raster_state, RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_blend(), 0);
- raster_state.wireframe = true;
- shadow_frustum.pipelines[SFP_WIREFRAME].setup(shadow_frustum.shader.version_get_shader(shadow_frustum.shader_version, 0), RD::RENDER_PRIMITIVE_LINES, raster_state, RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
- }
- {
- // Motion Vectors debug shader.
- Vector<String> modes;
- modes.push_back("");
- motion_vectors.shader.initialize(modes);
- motion_vectors.shader_version = motion_vectors.shader.version_create();
- motion_vectors.pipeline.setup(motion_vectors.shader.version_get_shader(motion_vectors.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_blend(), 0);
- }
- }
- void DebugEffects::_create_frustum_arrays() {
- if (frustum.vertex_buffer.is_null()) {
- // Create vertex buffer, but don't put data in it yet
- frustum.vertex_buffer = RD::get_singleton()->vertex_buffer_create(8 * sizeof(float) * 3, Vector<uint8_t>(), false);
- Vector<RD::VertexAttribute> attributes;
- Vector<RID> buffers;
- RD::VertexAttribute vd;
- vd.location = 0;
- vd.stride = sizeof(float) * 3;
- vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
- attributes.push_back(vd);
- buffers.push_back(frustum.vertex_buffer);
- frustum.vertex_format = RD::get_singleton()->vertex_format_create(attributes);
- frustum.vertex_array = RD::get_singleton()->vertex_array_create(8, frustum.vertex_format, buffers);
- }
- if (frustum.index_buffer.is_null()) {
- uint16_t indices[6 * 2 * 3] = {
- // Far
- 0, 1, 2, // FLT, FLB, FRT
- 1, 3, 2, // FLB, FRB, FRT
- // Near
- 4, 6, 5, // NLT, NRT, NLB
- 6, 7, 5, // NRT, NRB, NLB
- // Left
- 0, 4, 1, // FLT, NLT, FLB
- 4, 5, 1, // NLT, NLB, FLB
- // Right
- 6, 2, 7, // NRT, FRT, NRB
- 2, 3, 7, // FRT, FRB, NRB
- // Top
- 0, 2, 4, // FLT, FRT, NLT
- 2, 6, 4, // FRT, NRT, NLT
- // Bottom
- 5, 7, 1, // NLB, NRB, FLB,
- 7, 3, 1, // NRB, FRB, FLB
- };
- // Create our index_array
- PackedByteArray data;
- data.resize(6 * 2 * 3 * 2);
- {
- uint8_t *w = data.ptrw();
- uint16_t *p16 = (uint16_t *)w;
- for (int i = 0; i < 6 * 2 * 3; i++) {
- *p16 = indices[i];
- p16++;
- }
- }
- frustum.index_buffer = RD::get_singleton()->index_buffer_create(6 * 2 * 3, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, data);
- frustum.index_array = RD::get_singleton()->index_array_create(frustum.index_buffer, 0, 6 * 2 * 3);
- }
- if (frustum.lines_buffer.is_null()) {
- uint16_t indices[12 * 2] = {
- 0, 1, // FLT - FLB
- 1, 3, // FLB - FRB
- 3, 2, // FRB - FRT
- 2, 0, // FRT - FLT
- 4, 6, // NLT - NRT
- 6, 7, // NRT - NRB
- 7, 5, // NRB - NLB
- 5, 4, // NLB - NLT
- 0, 4, // FLT - NLT
- 1, 5, // FLB - NLB
- 2, 6, // FRT - NRT
- 3, 7, // FRB - NRB
- };
- // Create our lines_array
- PackedByteArray data;
- data.resize(12 * 2 * 2);
- {
- uint8_t *w = data.ptrw();
- uint16_t *p16 = (uint16_t *)w;
- for (int i = 0; i < 12 * 2; i++) {
- *p16 = indices[i];
- p16++;
- }
- }
- frustum.lines_buffer = RD::get_singleton()->index_buffer_create(12 * 2, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, data);
- frustum.lines_array = RD::get_singleton()->index_array_create(frustum.lines_buffer, 0, 12 * 2);
- }
- }
- DebugEffects::~DebugEffects() {
- shadow_frustum.shader.version_free(shadow_frustum.shader_version);
- // Destroy vertex buffer and array.
- if (frustum.vertex_buffer.is_valid()) {
- RD::get_singleton()->free(frustum.vertex_buffer); // Array gets freed as dependency.
- }
- // Destroy index buffer and array,
- if (frustum.index_buffer.is_valid()) {
- RD::get_singleton()->free(frustum.index_buffer); // Array gets freed as dependency.
- }
- // Destroy lines buffer and array.
- if (frustum.lines_buffer.is_valid()) {
- RD::get_singleton()->free(frustum.lines_buffer); // Array gets freed as dependency.
- }
- motion_vectors.shader.version_free(motion_vectors.shader_version);
- }
- void DebugEffects::draw_shadow_frustum(RID p_light, const Projection &p_cam_projection, const Transform3D &p_cam_transform, RID p_dest_fb, const Rect2 p_rect) {
- RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
- RID base = light_storage->light_instance_get_base_light(p_light);
- ERR_FAIL_COND(light_storage->light_get_type(base) != RS::LIGHT_DIRECTIONAL);
- // Make sure our buffers and arrays exist.
- _create_frustum_arrays();
- // Setup a points buffer for our view frustum.
- PackedByteArray points;
- points.resize(8 * sizeof(float) * 3);
- // Get info about our splits.
- RS::LightDirectionalShadowMode shadow_mode = light_storage->light_directional_get_shadow_mode(base);
- bool overlap = light_storage->light_directional_get_blend_splits(base);
- int splits = 1;
- if (shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
- splits = 4;
- } else if (shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
- splits = 2;
- }
- // Setup our camera info (this is mostly a duplicate of the logic found in RendererSceneCull::_light_instance_setup_directional_shadow).
- bool is_orthogonal = p_cam_projection.is_orthogonal();
- real_t aspect = p_cam_projection.get_aspect();
- real_t fov = 0.0;
- Vector2 vp_he;
- if (is_orthogonal) {
- vp_he = p_cam_projection.get_viewport_half_extents();
- } else {
- fov = p_cam_projection.get_fov(); //this is actually yfov, because set aspect tries to keep it
- }
- real_t min_distance = p_cam_projection.get_z_near();
- real_t max_distance = p_cam_projection.get_z_far();
- real_t shadow_max = RSG::light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
- if (shadow_max > 0 && !is_orthogonal) {
- max_distance = MIN(shadow_max, max_distance);
- }
- // Make sure we've not got bad info coming in.
- max_distance = MAX(max_distance, min_distance + 0.001);
- min_distance = MIN(min_distance, max_distance);
- real_t range = max_distance - min_distance;
- real_t distances[5];
- distances[0] = min_distance;
- for (int i = 0; i < splits; i++) {
- distances[i + 1] = min_distance + RSG::light_storage->light_get_param(base, RS::LightParam(RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
- };
- distances[splits] = max_distance;
- Color colors[4] = {
- Color(1.0, 0.0, 0.0, 0.1),
- Color(0.0, 1.0, 0.0, 0.1),
- Color(0.0, 0.0, 1.0, 0.1),
- Color(1.0, 1.0, 0.0, 0.1),
- };
- for (int split = 0; split < splits; split++) {
- // Load frustum points into vertex buffer.
- uint8_t *w = points.ptrw();
- Vector3 *vw = (Vector3 *)w;
- Projection projection;
- if (is_orthogonal) {
- projection.set_orthogonal(vp_he.y * 2.0, aspect, distances[(split == 0 || !overlap) ? split : split - 1], distances[split + 1], false);
- } else {
- projection.set_perspective(fov, aspect, distances[(split == 0 || !overlap) ? split : split - 1], distances[split + 1], true);
- }
- bool res = projection.get_endpoints(p_cam_transform, vw);
- ERR_CONTINUE(!res);
- RD::get_singleton()->buffer_update(frustum.vertex_buffer, 0, 8 * sizeof(float) * 3, w);
- // Get our light projection info.
- Projection light_projection = light_storage->light_instance_get_shadow_camera(p_light, split);
- Transform3D light_transform = light_storage->light_instance_get_shadow_transform(p_light, split);
- Rect2 atlas_rect_norm = light_storage->light_instance_get_directional_shadow_atlas_rect(p_light, split);
- if (!is_orthogonal) {
- light_transform.orthogonalize();
- }
- // Setup our push constant.
- ShadowFrustumPushConstant push_constant;
- MaterialStorage::store_camera(light_projection * Projection(light_transform.inverse()), push_constant.mvp);
- push_constant.color[0] = colors[split].r;
- push_constant.color[1] = colors[split].g;
- push_constant.color[2] = colors[split].b;
- push_constant.color[3] = colors[split].a;
- // Adjust our rect to our atlas position.
- Rect2 rect = p_rect;
- rect.position.x += atlas_rect_norm.position.x * rect.size.x;
- rect.position.y += atlas_rect_norm.position.y * rect.size.y;
- rect.size.x *= atlas_rect_norm.size.x;
- rect.size.y *= atlas_rect_norm.size.y;
- // And draw our frustum.
- RD::FramebufferFormatID fb_format_id = RD::get_singleton()->framebuffer_get_format(p_dest_fb);
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 0.0, 0, rect);
- RID pipeline = shadow_frustum.pipelines[SFP_TRANSPARENT].get_render_pipeline(frustum.vertex_format, fb_format_id);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline);
- RD::get_singleton()->draw_list_bind_vertex_array(draw_list, frustum.vertex_array);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, frustum.index_array);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowFrustumPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- pipeline = shadow_frustum.pipelines[SFP_WIREFRAME].get_render_pipeline(frustum.vertex_format, fb_format_id);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline);
- RD::get_singleton()->draw_list_bind_vertex_array(draw_list, frustum.vertex_array);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, frustum.lines_array);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowFrustumPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
- if (split < (splits - 1) && splits > 1) {
- // Also draw it in the last split so we get a proper overview of the whole view frustum...
- // Get our light projection info.
- light_projection = light_storage->light_instance_get_shadow_camera(p_light, (splits - 1));
- light_transform = light_storage->light_instance_get_shadow_transform(p_light, (splits - 1));
- atlas_rect_norm = light_storage->light_instance_get_directional_shadow_atlas_rect(p_light, (splits - 1));
- if (!is_orthogonal) {
- light_transform.orthogonalize();
- }
- // Update our push constant.
- MaterialStorage::store_camera(light_projection * Projection(light_transform.inverse()), push_constant.mvp);
- push_constant.color[0] = colors[split].r;
- push_constant.color[1] = colors[split].g;
- push_constant.color[2] = colors[split].b;
- push_constant.color[3] = colors[split].a;
- // Adjust our rect to our atlas position.
- rect = p_rect;
- rect.position.x += atlas_rect_norm.position.x * rect.size.x;
- rect.position.y += atlas_rect_norm.position.y * rect.size.y;
- rect.size.x *= atlas_rect_norm.size.x;
- rect.size.y *= atlas_rect_norm.size.y;
- draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 0.0, 0, rect);
- pipeline = shadow_frustum.pipelines[SFP_TRANSPARENT].get_render_pipeline(frustum.vertex_format, fb_format_id);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline);
- RD::get_singleton()->draw_list_bind_vertex_array(draw_list, frustum.vertex_array);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, frustum.index_array);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowFrustumPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
- }
- }
- }
- void DebugEffects::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) {
- MaterialStorage *material_storage = MaterialStorage::get_singleton();
- ERR_FAIL_NULL(material_storage);
- UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
- ERR_FAIL_NULL(uniform_set_cache);
- RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RD::Uniform u_source_velocity(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_velocity }));
- RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_depth }));
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_DISCARD, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, motion_vectors.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_fb), false, RD::get_singleton()->draw_list_get_current_pass()));
- Projection correction;
- correction.set_depth_correction(true, true, false);
- Projection reprojection = (correction * p_previous_projection) * p_previous_transform.affine_inverse() * p_current_transform * (correction * p_current_projection).inverse();
- RendererRD::MaterialStorage::store_camera(reprojection, motion_vectors.push_constant.reprojection_matrix);
- motion_vectors.push_constant.resolution[0] = p_resolution.width;
- motion_vectors.push_constant.resolution[1] = p_resolution.height;
- motion_vectors.push_constant.force_derive_from_depth = false;
- RID shader = motion_vectors.shader.version_get_shader(motion_vectors.shader_version, 0);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_velocity, u_source_depth), 0);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &motion_vectors.push_constant, sizeof(MotionVectorsPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
- #ifdef DRAW_DERIVATION_FROM_DEPTH_ON_TOP
- motion_vectors.push_constant.force_derive_from_depth = true;
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &motion_vectors.push_constant, sizeof(MotionVectorsPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
- #endif
- RD::get_singleton()->draw_list_end();
- }
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