Merge pull request #86677 from daustria/debug-modes-opengl

Implement overdraw, lighting, and unshaded debug draw modes for opengl
This commit is contained in:
Yuri Sizov 2024-01-24 14:08:03 +01:00
commit 0fa5aa5c8a
2 changed files with 53 additions and 4 deletions

View file

@ -1487,7 +1487,15 @@ void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_da
//time global variables
scene_state.ubo.time = time;
if (is_environment(p_render_data->environment)) {
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
scene_state.ubo.use_ambient_light = true;
scene_state.ubo.ambient_light_color_energy[0] = 1;
scene_state.ubo.ambient_light_color_energy[1] = 1;
scene_state.ubo.ambient_light_color_energy[2] = 1;
scene_state.ubo.ambient_light_color_energy[3] = 1.0;
scene_state.ubo.use_ambient_cubemap = false;
scene_state.ubo.use_reflection_cubemap = false;
} else if (is_environment(p_render_data->environment)) {
RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment);
RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment);
@ -2326,7 +2334,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
bool keep_color = false;
float sky_energy_multiplier = 1.0;
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW)) {
clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
} else if (render_data.environment.is_valid()) {
RS::EnvironmentBG bg_mode = environment_get_background(render_data.environment);
@ -2695,6 +2703,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
}
glBindTexture(GL_TEXTURE_CUBE_MAP, texture_to_bind);
}
} else if constexpr (p_pass_mode == PASS_MODE_DEPTH || p_pass_mode == PASS_MODE_SHADOW) {
shader_variant = SceneShaderGLES3::MODE_DEPTH;
}
@ -2732,8 +2741,16 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
material_data = surf->material_shadow;
mesh_surface = surf->surface_shadow;
} else {
shader = surf->shader;
material_data = surf->material;
if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW)) {
material_data = overdraw_material_data_ptr;
shader = material_data->shader_data;
} else if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING)) {
material_data = default_material_data_ptr;
shader = material_data->shader_data;
} else {
shader = surf->shader;
material_data = surf->material;
}
mesh_surface = surf->surface;
}
@ -3640,6 +3657,29 @@ void fragment() {
scene_globals.default_material = material_storage->material_allocate();
material_storage->material_initialize(scene_globals.default_material);
material_storage->material_set_shader(scene_globals.default_material, scene_globals.default_shader);
default_material_data_ptr = static_cast<GLES3::SceneMaterialData *>(GLES3::MaterialStorage::get_singleton()->material_get_data(scene_globals.default_material, RS::SHADER_SPATIAL));
}
{
// Overdraw material and shader.
scene_globals.overdraw_shader = material_storage->shader_allocate();
material_storage->shader_initialize(scene_globals.overdraw_shader);
material_storage->shader_set_code(scene_globals.overdraw_shader, R"(
// 3D editor Overdraw debug draw mode shader.
shader_type spatial;
render_mode blend_add, unshaded;
void fragment() {
ALBEDO = vec3(0.4, 0.8, 0.8);
ALPHA = 0.2;
}
)");
scene_globals.overdraw_material = material_storage->material_allocate();
material_storage->material_initialize(scene_globals.overdraw_material);
material_storage->material_set_shader(scene_globals.overdraw_material, scene_globals.overdraw_shader);
overdraw_material_data_ptr = static_cast<GLES3::SceneMaterialData *>(GLES3::MaterialStorage::get_singleton()->material_get_data(scene_globals.overdraw_material, RS::SHADER_SPATIAL));
}
{
@ -3754,6 +3794,10 @@ RasterizerSceneGLES3::~RasterizerSceneGLES3() {
RSG::material_storage->material_free(scene_globals.default_material);
RSG::material_storage->shader_free(scene_globals.default_shader);
// Overdraw Shader
RSG::material_storage->material_free(scene_globals.overdraw_material);
RSG::material_storage->shader_free(scene_globals.overdraw_shader);
// Sky Shader
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_free(sky_globals.shader_default_version);
RSG::material_storage->material_free(sky_globals.default_material);

View file

@ -152,8 +152,13 @@ private:
RID default_material;
RID default_shader;
RID cubemap_filter_shader_version;
RID overdraw_material;
RID overdraw_shader;
} scene_globals;
GLES3::SceneMaterialData *default_material_data_ptr = nullptr;
GLES3::SceneMaterialData *overdraw_material_data_ptr = nullptr;
/* LIGHT INSTANCE */
struct LightData {