-
-
Notifications
You must be signed in to change notification settings - Fork 21.8k
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Draw frustum splices ontop of direction shadow atlas for debug purposes
- Loading branch information
1 parent
37d1dfe
commit d9eb966
Showing
9 changed files
with
515 additions
and
30 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
328 changes: 328 additions & 0 deletions
328
servers/rendering/renderer_rd/effects/debug_effects.cpp
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -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(); | ||
} | ||
} | ||
} |
Oops, something went wrong.