virtualx-engine/servers/rendering/renderer_rd/effects/debug_effects.h
Dario e7d3a7c2aa Improve visual feedback when using the motion vectors debug view option.
Replaces the current method of showing the raw values of the motion vectors buffer to display a grid of lines instead with a new shader.
2023-08-28 10:14:21 -03:00

99 lines
3.7 KiB
C++

/**************************************************************************/
/* debug_effects.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
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#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 velocity_resolution[2];
float pad[2];
};
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_dest_fb, Size2i p_velocity_size);
};
} // namespace RendererRD
#endif // DEBUG_EFFECTS_RD_H