Merge pull request #77085 from BastiaanOlij/visualise_direction_shadowmap_frustum

Draw frustum splices ontop of direction shadow atlas for debug purposes
This commit is contained in:
Yuri Sizov 2023-07-12 21:02:25 +02:00
commit 0fa808ba5e
9 changed files with 515 additions and 30 deletions

View file

@ -4628,6 +4628,8 @@
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS" value="10" enum="ViewportDebugDraw">
Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in the upper left quadrant of the [Viewport].
The slice of the camera frustum related to the shadow map cascade is superimposed to visualize coverage. The color of each slice matches the colors used for [constant VIEWPORT_DEBUG_DRAW_PSSM_SPLITS]. When shadow cascades are blended the overlap is taken into account when drawing the frustum slices.
The last cascade shows all frustum slices to illustrate the coverage of all slices.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE" value="11" enum="ViewportDebugDraw">
Draws the estimated scene luminance. This is a 1×1 texture that is generated when autoexposure is enabled to control the scene's exposure.

View file

@ -0,0 +1,328 @@
/**************************************************************************/
/* debug_effects.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "debug_effects.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
using namespace RendererRD;
DebugEffects::DebugEffects() {
{
// Shadow Frustum debug shader
Vector<String> modes;
modes.push_back("");
shadow_frustum.shader.initialize(modes);
shadow_frustum.shader_version = shadow_frustum.shader.version_create();
RD::PipelineRasterizationState raster_state = RD::PipelineRasterizationState();
shadow_frustum.pipelines[SFP_TRANSPARENT].setup(shadow_frustum.shader.version_get_shader(shadow_frustum.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, raster_state, RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_blend(), 0);
raster_state.wireframe = true;
shadow_frustum.pipelines[SFP_WIREFRAME].setup(shadow_frustum.shader.version_get_shader(shadow_frustum.shader_version, 0), RD::RENDER_PRIMITIVE_LINES, raster_state, RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
}
}
void DebugEffects::_create_frustum_arrays() {
if (frustum.vertex_buffer.is_null()) {
// Create vertex buffer, but don't put data in it yet
frustum.vertex_buffer = RD::get_singleton()->vertex_buffer_create(8 * sizeof(float) * 3, Vector<uint8_t>(), false);
Vector<RD::VertexAttribute> attributes;
Vector<RID> buffers;
RD::VertexAttribute vd;
vd.location = 0;
vd.stride = sizeof(float) * 3;
vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
attributes.push_back(vd);
buffers.push_back(frustum.vertex_buffer);
frustum.vertex_format = RD::get_singleton()->vertex_format_create(attributes);
frustum.vertex_array = RD::get_singleton()->vertex_array_create(8, frustum.vertex_format, buffers);
}
if (frustum.index_buffer.is_null()) {
uint32_t indices[6 * 2 * 3] = {
// Far
0, 1, 2, // FLT, FLB, FRT
1, 3, 2, // FLB, FRB, FRT
// Near
4, 6, 5, // NLT, NRT, NLB
6, 7, 5, // NRT, NRB, NLB
// Left
0, 4, 1, // FLT, NLT, FLB
4, 5, 1, // NLT, NLB, FLB
// Right
6, 2, 7, // NRT, FRT, NRB
2, 3, 7, // FRT, FRB, NRB
// Top
0, 2, 4, // FLT, FRT, NLT
2, 6, 4, // FRT, NRT, NLT
// Bottom
5, 7, 1, // NLB, NRB, FLB,
7, 3, 1, // NRB, FRB, FLB
};
// Create our index_array
PackedByteArray data;
data.resize(6 * 2 * 3 * 4);
{
uint8_t *w = data.ptrw();
int *p32 = (int *)w;
for (int i = 0; i < 6 * 2 * 3; i++) {
*p32 = indices[i];
p32++;
}
}
frustum.index_buffer = RD::get_singleton()->index_buffer_create(6 * 2 * 3, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, data);
frustum.index_array = RD::get_singleton()->index_array_create(frustum.index_buffer, 0, 6 * 2 * 3);
}
if (frustum.lines_buffer.is_null()) {
uint32_t indices[12 * 2] = {
0, 1, // FLT - FLB
1, 3, // FLB - FRB
3, 2, // FRB - FRT
2, 0, // FRT - FLT
4, 6, // NLT - NRT
6, 7, // NRT - NRB
7, 5, // NRB - NLB
5, 4, // NLB - NLT
0, 4, // FLT - NLT
1, 5, // FLB - NLB
2, 6, // FRT - NRT
3, 7, // FRB - NRB
};
// Create our lines_array
PackedByteArray data;
data.resize(12 * 2 * 4);
{
uint8_t *w = data.ptrw();
int *p32 = (int *)w;
for (int i = 0; i < 12 * 2; i++) {
*p32 = indices[i];
p32++;
}
}
frustum.lines_buffer = RD::get_singleton()->index_buffer_create(12 * 2, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, data);
frustum.lines_array = RD::get_singleton()->index_array_create(frustum.lines_buffer, 0, 12 * 2);
}
}
DebugEffects::~DebugEffects() {
shadow_frustum.shader.version_free(shadow_frustum.shader_version);
// Destroy vertex buffer and array.
if (frustum.vertex_buffer.is_valid()) {
RD::get_singleton()->free(frustum.vertex_buffer); // Array gets freed as dependency.
}
// Destroy index buffer and array,
if (frustum.index_buffer.is_valid()) {
RD::get_singleton()->free(frustum.index_buffer); // Array gets freed as dependency.
}
// Destroy lines buffer and array.
if (frustum.lines_buffer.is_valid()) {
RD::get_singleton()->free(frustum.lines_buffer); // Array gets freed as dependency.
}
}
void DebugEffects::draw_shadow_frustum(RID p_light, const Projection &p_cam_projection, const Transform3D &p_cam_transform, RID p_dest_fb, const Rect2 p_rect) {
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
RID base = light_storage->light_instance_get_base_light(p_light);
ERR_FAIL_COND(light_storage->light_get_type(base) != RS::LIGHT_DIRECTIONAL);
// Make sure our buffers and arrays exist.
_create_frustum_arrays();
// Setup a points buffer for our view frustum.
PackedByteArray points;
points.resize(8 * sizeof(float) * 3);
// Get info about our splits.
RS::LightDirectionalShadowMode shadow_mode = light_storage->light_directional_get_shadow_mode(base);
bool overlap = light_storage->light_directional_get_blend_splits(base);
int splits = 1;
if (shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
splits = 4;
} else if (shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
splits = 2;
}
// Setup our camera info (this is mostly a duplicate of the logic found in RendererSceneCull::_light_instance_setup_directional_shadow).
bool is_orthogonal = p_cam_projection.is_orthogonal();
real_t aspect = p_cam_projection.get_aspect();
real_t fov = 0.0;
Vector2 vp_he;
if (is_orthogonal) {
vp_he = p_cam_projection.get_viewport_half_extents();
} else {
fov = p_cam_projection.get_fov(); //this is actually yfov, because set aspect tries to keep it
}
real_t min_distance = p_cam_projection.get_z_near();
real_t max_distance = p_cam_projection.get_z_far();
real_t shadow_max = RSG::light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
if (shadow_max > 0 && !is_orthogonal) {
max_distance = MIN(shadow_max, max_distance);
}
// Make sure we've not got bad info coming in.
max_distance = MAX(max_distance, min_distance + 0.001);
min_distance = MIN(min_distance, max_distance);
real_t range = max_distance - min_distance;
real_t distances[5];
distances[0] = min_distance;
for (int i = 0; i < splits; i++) {
distances[i + 1] = min_distance + RSG::light_storage->light_get_param(base, RS::LightParam(RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
};
distances[splits] = max_distance;
Color colors[4] = {
Color(1.0, 0.0, 0.0, 0.1),
Color(0.0, 1.0, 0.0, 0.1),
Color(0.0, 0.0, 1.0, 0.1),
Color(1.0, 1.0, 0.0, 0.1),
};
for (int split = 0; split < splits; split++) {
// Load frustum points into vertex buffer.
uint8_t *w = points.ptrw();
Vector3 *vw = (Vector3 *)w;
Projection projection;
if (is_orthogonal) {
projection.set_orthogonal(vp_he.y * 2.0, aspect, distances[(split == 0 || !overlap) ? split : split - 1], distances[split + 1], false);
} else {
projection.set_perspective(fov, aspect, distances[(split == 0 || !overlap) ? split : split - 1], distances[split + 1], true);
}
bool res = projection.get_endpoints(p_cam_transform, vw);
ERR_CONTINUE(!res);
RD::get_singleton()->buffer_update(frustum.vertex_buffer, 0, 8 * sizeof(float) * 3, w);
// Get our light projection info.
Projection light_projection = light_storage->light_instance_get_shadow_camera(p_light, split);
Transform3D light_transform = light_storage->light_instance_get_shadow_transform(p_light, split);
Rect2 atlas_rect_norm = light_storage->light_instance_get_directional_shadow_atlas_rect(p_light, split);
if (!is_orthogonal) {
light_transform.orthogonalize();
}
// Setup our push constant.
ShadowFrustumPushConstant push_constant;
MaterialStorage::store_camera(light_projection * Projection(light_transform.inverse()), push_constant.mvp);
push_constant.color[0] = colors[split].r;
push_constant.color[1] = colors[split].g;
push_constant.color[2] = colors[split].b;
push_constant.color[3] = colors[split].a;
// Adjust our rect to our atlas position.
Rect2 rect = p_rect;
rect.position.x += atlas_rect_norm.position.x * rect.size.x;
rect.position.y += atlas_rect_norm.position.y * rect.size.y;
rect.size.x *= atlas_rect_norm.size.x;
rect.size.y *= atlas_rect_norm.size.y;
// And draw our frustum.
RD::FramebufferFormatID fb_format_id = RD::get_singleton()->framebuffer_get_format(p_dest_fb);
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, rect);
RID pipeline = shadow_frustum.pipelines[SFP_TRANSPARENT].get_render_pipeline(frustum.vertex_format, fb_format_id);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline);
RD::get_singleton()->draw_list_bind_vertex_array(draw_list, frustum.vertex_array);
RD::get_singleton()->draw_list_bind_index_array(draw_list, frustum.index_array);
RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowFrustumPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
pipeline = shadow_frustum.pipelines[SFP_WIREFRAME].get_render_pipeline(frustum.vertex_format, fb_format_id);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline);
RD::get_singleton()->draw_list_bind_vertex_array(draw_list, frustum.vertex_array);
RD::get_singleton()->draw_list_bind_index_array(draw_list, frustum.lines_array);
RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowFrustumPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
if (split < (splits - 1) && splits > 1) {
// Also draw it in the last split so we get a proper overview of the whole view frustum...
// Get our light projection info.
light_projection = light_storage->light_instance_get_shadow_camera(p_light, (splits - 1));
light_transform = light_storage->light_instance_get_shadow_transform(p_light, (splits - 1));
atlas_rect_norm = light_storage->light_instance_get_directional_shadow_atlas_rect(p_light, (splits - 1));
if (!is_orthogonal) {
light_transform.orthogonalize();
}
// Update our push constant.
MaterialStorage::store_camera(light_projection * Projection(light_transform.inverse()), push_constant.mvp);
push_constant.color[0] = colors[split].r;
push_constant.color[1] = colors[split].g;
push_constant.color[2] = colors[split].b;
push_constant.color[3] = colors[split].a;
// Adjust our rect to our atlas position.
rect = p_rect;
rect.position.x += atlas_rect_norm.position.x * rect.size.x;
rect.position.y += atlas_rect_norm.position.y * rect.size.y;
rect.size.x *= atlas_rect_norm.size.x;
rect.size.y *= atlas_rect_norm.size.y;
draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, rect);
pipeline = shadow_frustum.pipelines[SFP_TRANSPARENT].get_render_pipeline(frustum.vertex_format, fb_format_id);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline);
RD::get_singleton()->draw_list_bind_vertex_array(draw_list, frustum.vertex_array);
RD::get_singleton()->draw_list_bind_index_array(draw_list, frustum.index_array);
RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowFrustumPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
}
}

View file

@ -0,0 +1,85 @@
/**************************************************************************/
/* 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/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;
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);
};
} // namespace RendererRD
#endif // DEBUG_EFFECTS_RD_H

View file

@ -2106,7 +2106,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
if (rb_data.is_valid()) {
_render_buffers_debug_draw(rb, p_render_data->shadow_atlas, p_render_data->occluder_debug_tex);
_render_buffers_debug_draw(p_render_data);
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb->has_custom_data(RB_SCOPE_SDFGI)) {
Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
@ -2124,34 +2124,36 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
}
void RenderForwardClustered::_render_buffers_debug_draw(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
void RenderForwardClustered::_render_buffers_debug_draw(const RenderDataRD *p_render_data) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
ERR_FAIL_COND(p_render_buffers.is_null());
Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED);
Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
ERR_FAIL_COND(rb.is_null());
Ref<RenderBufferDataForwardClustered> rb_data = rb->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED);
ERR_FAIL_COND(rb_data.is_null());
RendererSceneRenderRD::_render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occlusion_buffer);
RendererSceneRenderRD::_render_buffers_debug_draw(p_render_data);
RID render_target = p_render_buffers->get_render_target();
RID render_target = rb->get_render_target();
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SSAO && p_render_buffers->has_texture(RB_SCOPE_SSAO, RB_FINAL)) {
RID final = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_FINAL, 0, 0);
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->has_texture(RB_SCOPE_SSAO, RB_FINAL)) {
RID final = rb->get_texture_slice(RB_SCOPE_SSAO, RB_FINAL, 0, 0);
Size2i rtsize = texture_storage->render_target_get_size(render_target);
copy_effects->copy_to_fb_rect(final, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, true);
}
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SSIL && p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_FINAL)) {
RID final = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_FINAL, 0, 0);
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb->has_texture(RB_SCOPE_SSIL, RB_FINAL)) {
RID final = rb->get_texture_slice(RB_SCOPE_SSIL, RB_FINAL, 0, 0);
Size2i rtsize = texture_storage->render_target_get_size(render_target);
copy_effects->copy_to_fb_rect(final, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
}
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && p_render_buffers->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT)) {
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT)) {
Size2i rtsize = texture_storage->render_target_get_size(render_target);
RID ambient_texture = p_render_buffers->get_texture(RB_SCOPE_GI, RB_TEX_AMBIENT);
RID reflection_texture = p_render_buffers->get_texture(RB_SCOPE_GI, RB_TEX_REFLECTION);
copy_effects->copy_to_fb_rect(ambient_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture, p_render_buffers->get_view_count() > 1);
RID ambient_texture = rb->get_texture(RB_SCOPE_GI, RB_TEX_AMBIENT);
RID reflection_texture = rb->get_texture(RB_SCOPE_GI, RB_TEX_REFLECTION);
copy_effects->copy_to_fb_rect(ambient_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture, rb->get_view_count() > 1);
}
}

View file

@ -620,7 +620,7 @@ protected:
/* Rendering */
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override;
virtual void _render_buffers_debug_draw(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) override;
virtual void _render_buffers_debug_draw(const RenderDataRD *p_render_data) override;
virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region, float p_exposure_normalization) override;
virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;

View file

@ -1083,7 +1083,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
_disable_clear_request(p_render_data);
}
_render_buffers_debug_draw(rb, p_render_data->shadow_atlas, p_render_data->occluder_debug_tex);
_render_buffers_debug_draw(p_render_data);
}
/* these are being called from RendererSceneRenderRD::_pre_opaque_render */

View file

@ -659,16 +659,18 @@ void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_
texture_storage->render_target_disable_clear_request(p_render_data->render_buffers->get_render_target());
}
void RendererSceneRenderRD::_render_buffers_debug_draw(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_render_data) {
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
ERR_FAIL_COND(p_render_buffers.is_null());
Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
ERR_FAIL_COND(rb.is_null());
RID render_target = p_render_buffers->get_render_target();
RID render_target = rb->get_render_target();
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
if (p_shadow_atlas.is_valid()) {
RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_shadow_atlas);
if (p_render_data->shadow_atlas.is_valid()) {
RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->shadow_atlas_get_texture(p_render_data->shadow_atlas);
if (shadow_atlas_texture.is_null()) {
shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK);
@ -683,8 +685,27 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(Ref<RenderSceneBuffersRD>
if (RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture().is_valid()) {
RID shadow_atlas_texture = RendererRD::LightStorage::get_singleton()->directional_shadow_get_texture();
Size2i rtsize = texture_storage->render_target_get_size(render_target);
RID dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target);
copy_effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize / 2), false, true);
// Determine our display size, try and keep square by using the smallest edge.
Size2i size = 2 * rtsize / 3;
if (size.x < size.y) {
size.y = size.x;
} else if (size.y < size.x) {
size.x = size.y;
}
copy_effects->copy_to_fb_rect(shadow_atlas_texture, dest_fb, Rect2i(Vector2(), size), false, true);
// Visualise our view frustum to show coverage.
for (int i = 0; i < p_render_data->render_shadow_count; i++) {
RID light = p_render_data->render_shadows[i].light;
RID base = light_storage->light_instance_get_base_light(light);
if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) {
debug_effects->draw_shadow_frustum(light, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, dest_fb, Rect2(Size2(), size));
}
}
}
}
@ -699,7 +720,7 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(Ref<RenderSceneBuffersRD>
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
RID luminance_texture = luminance->get_current_luminance_buffer(p_render_buffers);
RID luminance_texture = luminance->get_current_luminance_buffer(rb);
if (luminance_texture.is_valid()) {
Size2i rtsize = texture_storage->render_target_get_size(render_target);
@ -707,21 +728,21 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(Ref<RenderSceneBuffersRD>
}
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(rb).is_valid()) {
Size2 rtsize = texture_storage->render_target_get_size(render_target);
copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(rb), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
if (p_occlusion_buffer.is_valid()) {
if (p_render_data->occluder_debug_tex.is_valid()) {
Size2i rtsize = texture_storage->render_target_get_size(render_target);
copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_occlusion_buffer), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize), true, false);
copy_effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_render_data->occluder_debug_tex), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2i(Vector2(), rtsize), true, false);
}
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(p_render_buffers).is_valid()) {
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(rb).is_valid()) {
Size2i rtsize = texture_storage->render_target_get_size(render_target);
copy_effects->copy_to_fb_rect(_render_buffers_get_velocity_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
copy_effects->copy_to_fb_rect(_render_buffers_get_velocity_texture(rb), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
}
}
@ -1293,6 +1314,7 @@ void RendererSceneRenderRD::init() {
bool can_use_vrs = is_vrs_supported();
bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage));
copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage));
debug_effects = memnew(RendererRD::DebugEffects);
luminance = memnew(RendererRD::Luminance(!can_use_storage));
tone_mapper = memnew(RendererRD::ToneMapper);
if (can_use_vrs) {
@ -1314,6 +1336,9 @@ RendererSceneRenderRD::~RendererSceneRenderRD() {
if (copy_effects) {
memdelete(copy_effects);
}
if (debug_effects) {
memdelete(debug_effects);
}
if (luminance) {
memdelete(luminance);
}

View file

@ -37,6 +37,7 @@
#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
#include "servers/rendering/renderer_rd/effects/bokeh_dof.h"
#include "servers/rendering/renderer_rd/effects/copy_effects.h"
#include "servers/rendering/renderer_rd/effects/debug_effects.h"
#include "servers/rendering/renderer_rd/effects/fsr.h"
#include "servers/rendering/renderer_rd/effects/luminance.h"
#include "servers/rendering/renderer_rd/effects/tone_mapper.h"
@ -106,6 +107,7 @@ protected:
RendererRD::ForwardIDStorage *forward_id_storage = nullptr;
RendererRD::BokehDOF *bokeh_dof = nullptr;
RendererRD::CopyEffects *copy_effects = nullptr;
RendererRD::DebugEffects *debug_effects = nullptr;
RendererRD::Luminance *luminance = nullptr;
RendererRD::ToneMapper *tone_mapper = nullptr;
RendererRD::FSR *fsr = nullptr;
@ -128,7 +130,7 @@ protected:
virtual void setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) = 0;
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0;
virtual void _render_buffers_debug_draw(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
virtual void _render_buffers_debug_draw(const RenderDataRD *p_render_data);
virtual void _render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region, float p_exposure_normalization) = 0;
virtual void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;

View file

@ -0,0 +1,41 @@
/* clang-format off */
#[vertex]
#version 450
#VERSION_DEFINES
/* clang-format on */
layout(push_constant, std430) uniform Info {
mat4 mvp;
vec4 color;
}
info;
layout(location = 0) in vec3 vertex_attrib;
void main() {
vec4 vertex = info.mvp * vec4(vertex_attrib, 1.0);
vertex.xyz /= vertex.w;
gl_Position = vec4(vertex.xy, 0.0, 1.0);
}
/* clang-format off */
#[fragment]
#version 450
#VERSION_DEFINES
layout(push_constant, std430) uniform Info {
mat4 mvp;
vec4 color;
}
info;
layout(location = 0) out vec4 frag_color;
void main() {
frag_color = info.color;
}