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