057367bf4f
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
101 lines
3.9 KiB
C++
101 lines
3.9 KiB
C++
/**************************************************************************/
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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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