/**************************************************************************/ /* 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