| 
									
										
										
										
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										 |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*  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); | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		// Motion Vectors debug shader.
 | 
					
						
							|  |  |  | 		Vector<String> modes; | 
					
						
							|  |  |  | 		modes.push_back(""); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		motion_vectors.shader.initialize(modes); | 
					
						
							|  |  |  | 		motion_vectors.shader_version = motion_vectors.shader.version_create(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		motion_vectors.pipeline.setup(motion_vectors.shader.version_get_shader(motion_vectors.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_blend(), 0); | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 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()) { | 
					
						
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										 |  |  | 		uint16_t indices[6 * 2 * 3] = { | 
					
						
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										 |  |  | 			// 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; | 
					
						
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										 |  |  | 		data.resize(6 * 2 * 3 * 2); | 
					
						
							| 
									
										
										
										
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										 |  |  | 		{ | 
					
						
							|  |  |  | 			uint8_t *w = data.ptrw(); | 
					
						
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										 |  |  | 			uint16_t *p16 = (uint16_t *)w; | 
					
						
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										 |  |  | 			for (int i = 0; i < 6 * 2 * 3; i++) { | 
					
						
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										 |  |  | 				*p16 = indices[i]; | 
					
						
							|  |  |  | 				p16++; | 
					
						
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										 |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 		frustum.index_buffer = RD::get_singleton()->index_buffer_create(6 * 2 * 3, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, data); | 
					
						
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										 |  |  | 		frustum.index_array = RD::get_singleton()->index_array_create(frustum.index_buffer, 0, 6 * 2 * 3); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (frustum.lines_buffer.is_null()) { | 
					
						
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										 |  |  | 		uint16_t indices[12 * 2] = { | 
					
						
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										 |  |  | 			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; | 
					
						
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										 |  |  | 		data.resize(12 * 2 * 2); | 
					
						
							| 
									
										
										
										
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										 |  |  | 		{ | 
					
						
							|  |  |  | 			uint8_t *w = data.ptrw(); | 
					
						
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										 |  |  | 			uint16_t *p16 = (uint16_t *)w; | 
					
						
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										 |  |  | 			for (int i = 0; i < 12 * 2; i++) { | 
					
						
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										 |  |  | 				*p16 = indices[i]; | 
					
						
							|  |  |  | 				p16++; | 
					
						
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										 |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 		frustum.lines_buffer = RD::get_singleton()->index_buffer_create(12 * 2, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, data); | 
					
						
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										 |  |  | 		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.
 | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 	motion_vectors.shader.version_free(motion_vectors.shader_version); | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 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); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-11-24 08:23:22 -03:00
										 |  |  | 		RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, rect); | 
					
						
							| 
									
										
										
										
											2023-05-15 14:08:56 +10:00
										 |  |  | 
 | 
					
						
							|  |  |  | 		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; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-11-24 08:23:22 -03:00
										 |  |  | 			draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, rect); | 
					
						
							| 
									
										
										
										
											2023-05-15 14:08:56 +10:00
										 |  |  | 
 | 
					
						
							|  |  |  | 			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(); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							| 
									
										
										
										
											2023-08-17 09:32:33 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-09-22 18:38:02 -03:00
										 |  |  | void DebugEffects::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) { | 
					
						
							| 
									
										
										
										
											2023-08-17 09:32:33 -03:00
										 |  |  | 	MaterialStorage *material_storage = MaterialStorage::get_singleton(); | 
					
						
							|  |  |  | 	ERR_FAIL_NULL(material_storage); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); | 
					
						
							|  |  |  | 	ERR_FAIL_NULL(uniform_set_cache); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-09-22 18:38:02 -03:00
										 |  |  | 	RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); | 
					
						
							| 
									
										
										
										
											2023-08-17 09:32:33 -03:00
										 |  |  | 	RD::Uniform u_source_velocity(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_velocity })); | 
					
						
							| 
									
										
										
										
											2023-09-22 18:38:02 -03:00
										 |  |  | 	RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_depth })); | 
					
						
							| 
									
										
										
										
											2023-08-17 09:32:33 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-11-24 08:23:22 -03:00
										 |  |  | 	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_DISCARD, RD::FINAL_ACTION_DISCARD); | 
					
						
							| 
									
										
										
										
											2023-08-17 09:32:33 -03:00
										 |  |  | 	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, motion_vectors.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_fb), false, RD::get_singleton()->draw_list_get_current_pass())); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-09-22 18:38:02 -03:00
										 |  |  | 	Projection reprojection = p_previous_projection.flipped_y() * p_previous_transform.affine_inverse() * p_current_transform * p_current_projection.flipped_y().inverse(); | 
					
						
							|  |  |  | 	RendererRD::MaterialStorage::store_camera(reprojection, motion_vectors.push_constant.reprojection_matrix); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	motion_vectors.push_constant.resolution[0] = p_resolution.width; | 
					
						
							|  |  |  | 	motion_vectors.push_constant.resolution[1] = p_resolution.height; | 
					
						
							|  |  |  | 	motion_vectors.push_constant.force_derive_from_depth = false; | 
					
						
							| 
									
										
										
										
											2023-08-17 09:32:33 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	RID shader = motion_vectors.shader.version_get_shader(motion_vectors.shader_version, 0); | 
					
						
							| 
									
										
										
										
											2023-09-22 18:38:02 -03:00
										 |  |  | 	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_velocity, u_source_depth), 0); | 
					
						
							|  |  |  | 	RD::get_singleton()->draw_list_set_push_constant(draw_list, &motion_vectors.push_constant, sizeof(MotionVectorsPushConstant)); | 
					
						
							|  |  |  | 	RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef DRAW_DERIVATION_FROM_DEPTH_ON_TOP
 | 
					
						
							|  |  |  | 	motion_vectors.push_constant.force_derive_from_depth = true; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-08-17 09:32:33 -03:00
										 |  |  | 	RD::get_singleton()->draw_list_set_push_constant(draw_list, &motion_vectors.push_constant, sizeof(MotionVectorsPushConstant)); | 
					
						
							|  |  |  | 	RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u); | 
					
						
							| 
									
										
										
										
											2023-09-22 18:38:02 -03:00
										 |  |  | #endif
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2023-08-17 09:32:33 -03:00
										 |  |  | 	RD::get_singleton()->draw_list_end(); | 
					
						
							|  |  |  | } |