1 | /**************************************************************************/ |
2 | /* debug_effects.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
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27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #ifndef DEBUG_EFFECTS_RD_H |
32 | #define DEBUG_EFFECTS_RD_H |
33 | |
34 | #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" |
35 | #include "servers/rendering/renderer_rd/shaders/effects/motion_vectors.glsl.gen.h" |
36 | #include "servers/rendering/renderer_rd/shaders/effects/shadow_frustum.glsl.gen.h" |
37 | #include "servers/rendering/renderer_scene_render.h" |
38 | |
39 | #include "servers/rendering_server.h" |
40 | |
41 | namespace RendererRD { |
42 | |
43 | class DebugEffects { |
44 | private: |
45 | struct { |
46 | RD::VertexFormatID vertex_format; |
47 | RID vertex_buffer; |
48 | RID vertex_array; |
49 | |
50 | RID index_buffer; |
51 | RID index_array; |
52 | |
53 | RID lines_buffer; |
54 | RID lines_array; |
55 | } frustum; |
56 | |
57 | struct ShadowFrustumPushConstant { |
58 | float mvp[16]; |
59 | float color[4]; |
60 | }; |
61 | |
62 | enum ShadowFrustumPipelines { |
63 | SFP_TRANSPARENT, |
64 | SFP_WIREFRAME, |
65 | SFP_MAX |
66 | }; |
67 | |
68 | struct { |
69 | ShadowFrustumShaderRD shader; |
70 | RID shader_version; |
71 | PipelineCacheRD pipelines[SFP_MAX]; |
72 | } shadow_frustum; |
73 | |
74 | struct MotionVectorsPushConstant { |
75 | float velocity_resolution[2]; |
76 | float pad[2]; |
77 | }; |
78 | |
79 | struct { |
80 | MotionVectorsShaderRD shader; |
81 | RID shader_version; |
82 | PipelineCacheRD pipeline; |
83 | MotionVectorsPushConstant push_constant; |
84 | } motion_vectors; |
85 | |
86 | void _create_frustum_arrays(); |
87 | |
88 | protected: |
89 | public: |
90 | DebugEffects(); |
91 | ~DebugEffects(); |
92 | |
93 | 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); |
94 | void draw_motion_vectors(RID p_velocity, RID p_dest_fb, Size2i p_velocity_size); |
95 | }; |
96 | |
97 | } // namespace RendererRD |
98 | |
99 | #endif // DEBUG_EFFECTS_RD_H |
100 | |