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/**************************************************************************/
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/* debug_effects.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef DEBUG_EFFECTS_RD_H
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#define DEBUG_EFFECTS_RD_H
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/shaders/effects/motion_vectors.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/shadow_frustum.glsl.gen.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering_server.h"
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namespace RendererRD {
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class DebugEffects {
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private:
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struct {
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RD::VertexFormatID vertex_format;
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RID vertex_buffer;
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RID vertex_array;
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RID index_buffer;
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RID index_array;
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RID lines_buffer;
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RID lines_array;
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} frustum;
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struct ShadowFrustumPushConstant {
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float mvp[16];
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float color[4];
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};
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enum ShadowFrustumPipelines {
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SFP_TRANSPARENT,
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SFP_WIREFRAME,
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SFP_MAX
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};
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struct {
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ShadowFrustumShaderRD shader;
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RID shader_version;
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PipelineCacheRD pipelines[SFP_MAX];
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} shadow_frustum;
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struct MotionVectorsPushConstant {
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float reprojection_matrix[16];
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float resolution[2];
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uint32_t force_derive_from_depth;
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float pad;
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};
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struct {
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MotionVectorsShaderRD shader;
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RID shader_version;
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PipelineCacheRD pipeline;
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MotionVectorsPushConstant push_constant;
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} motion_vectors;
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void _create_frustum_arrays();
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protected:
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public:
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DebugEffects();
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~DebugEffects();
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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);
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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);
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};
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} // namespace RendererRD
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#endif // DEBUG_EFFECTS_RD_H
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