123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102 |
- /**************************************************************************/
- /* 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
|