Procházet zdrojové kódy

Fixed display menu visualizations.

Juan Linietsky před 6 roky
rodič
revize
fb739f9da7

+ 4 - 2
editor/plugins/spatial_editor_plugin.cpp

@@ -2775,6 +2775,7 @@ void SpatialEditorViewport::_menu_option(int p_option) {
 				VIEW_DISPLAY_OVERDRAW,
 				VIEW_DISPLAY_SHADELESS,
 				VIEW_DISPLAY_LIGHTING,
+				VIEW_DISPLAY_WIREFRAME,
 				VIEW_DISPLAY_DEBUG_SHADOW_ATLAS,
 				VIEW_DISPLAY_DEBUG_DIRECTIONAL_SHADOW_ATLAS,
 				VIEW_DISPLAY_DEBUG_GIPROBE_ALBEDO,
@@ -2790,8 +2791,8 @@ void SpatialEditorViewport::_menu_option(int p_option) {
 				Viewport::DEBUG_DRAW_WIREFRAME,
 				Viewport::DEBUG_DRAW_SHADOW_ATLAS,
 				Viewport::DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS,
-				Viewport::DEBUG_DRAW_GI_PROBE_LIGHTING,
-				Viewport::DEBUG_DRAW_GI_PROBE_ALBEDO
+				Viewport::DEBUG_DRAW_GI_PROBE_ALBEDO,
+				Viewport::DEBUG_DRAW_GI_PROBE_LIGHTING
 			};
 
 			int idx = 0;
@@ -3626,6 +3627,7 @@ SpatialEditorViewport::SpatialEditorViewport(SpatialEditor *p_spatial_editor, Ed
 	view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_normal", TTR("Display Normal")), VIEW_DISPLAY_NORMAL);
 	view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_wireframe", TTR("Display Wireframe")), VIEW_DISPLAY_WIREFRAME);
 	view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_overdraw", TTR("Display Overdraw")), VIEW_DISPLAY_OVERDRAW);
+	view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_lighting", TTR("Display Lighting")), VIEW_DISPLAY_LIGHTING);
 	view_menu->get_popup()->add_radio_check_shortcut(ED_SHORTCUT("spatial_editor/view_display_unshaded", TTR("Display Unshaded")), VIEW_DISPLAY_SHADELESS);
 	view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(VIEW_DISPLAY_NORMAL), true);
 	display_submenu->add_radio_check_item(TTR("Shadow Atlas"), VIEW_DISPLAY_DEBUG_SHADOW_ATLAS);

+ 0 - 1
scene/main/viewport.h

@@ -104,7 +104,6 @@ public:
 		SHADOW_ATLAS_QUADRANT_SUBDIV_256,
 		SHADOW_ATLAS_QUADRANT_SUBDIV_1024,
 		SHADOW_ATLAS_QUADRANT_SUBDIV_MAX,
-
 	};
 
 	enum MSAA {

+ 45 - 6
servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp

@@ -969,7 +969,17 @@ void RasterizerSceneForwardRD::_setup_environment(RID p_render_target, RID p_env
 	//time global variables
 	scene_state.ubo.time = time;
 
-	if (is_environment(p_environment)) {
+	if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
+
+		scene_state.ubo.use_ambient_light = true;
+		scene_state.ubo.ambient_light_color_energy[0] = 1;
+		scene_state.ubo.ambient_light_color_energy[1] = 1;
+		scene_state.ubo.ambient_light_color_energy[2] = 1;
+		scene_state.ubo.ambient_light_color_energy[3] = 1.0;
+		scene_state.ubo.use_ambient_cubemap = false;
+		scene_state.ubo.use_reflection_cubemap = false;
+
+	} else if (is_environment(p_environment)) {
 
 		VS::EnvironmentBG env_bg = environment_get_background(p_environment);
 		VS::EnvironmentAmbientSource ambient_src = environment_get_ambient_light_ambient_source(p_environment);
@@ -1155,11 +1165,19 @@ void RasterizerSceneForwardRD::_setup_environment(RID p_render_target, RID p_env
 
 void RasterizerSceneForwardRD::_add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index) {
 
-	RID m_src = p_instance->material_override.is_valid() ? p_instance->material_override : p_material;
+	RID m_src;
 
-	/*if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
-		m_src = default_overdraw_material;
-	}*/
+	m_src = p_instance->material_override.is_valid() ? p_instance->material_override : p_material;
+
+	if (unlikely(debug_draw != VS::VIEWPORT_DEBUG_DRAW_DISABLED)) {
+		if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
+			m_src = overdraw_material;
+		} else if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_WIREFRAME) {
+			m_src = wireframe_material;
+		} else if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_LIGHTING) {
+			m_src = default_material;
+		}
+	}
 
 	MaterialData *material = NULL;
 
@@ -1756,6 +1774,12 @@ void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, co
 
 	RENDER_TIMESTAMP("Setup 3D Scene");
 
+	if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
+		p_light_cull_count = 0;
+		p_reflection_probe_cull_count = 0;
+		p_gi_probe_cull_count = 0;
+	}
+
 	_update_render_base_uniform_set();
 
 	bool using_shadows = true;
@@ -1824,7 +1848,9 @@ void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, co
 	Color clear_color;
 	bool keep_color = false;
 
-	if (is_environment(p_environment)) {
+	if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
+		clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
+	} else if (is_environment(p_environment)) {
 		VS::EnvironmentBG bg_mode = environment_get_background(p_environment);
 		float bg_energy = environment_get_bg_energy(p_environment);
 		switch (bg_mode) {
@@ -2568,6 +2594,19 @@ RasterizerSceneForwardRD::RasterizerSceneForwardRD(RasterizerStorageRD *p_storag
 		default_shader_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
 	}
 
+	{
+
+		overdraw_material_shader = storage->shader_create();
+		storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }");
+		overdraw_material = storage->material_create();
+		storage->material_set_shader(overdraw_material, overdraw_material_shader);
+
+		wireframe_material_shader = storage->shader_create();
+		storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }");
+		wireframe_material = storage->material_create();
+		storage->material_set_shader(wireframe_material, wireframe_material_shader);
+	}
+
 	{
 		default_vec4_xform_buffer = RD::get_singleton()->storage_buffer_create(256);
 		Vector<RD::Uniform> uniforms;

+ 4 - 0
servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.h

@@ -501,6 +501,10 @@ class RasterizerSceneForwardRD : public RasterizerSceneRD {
 	double time;
 	RID default_shader;
 	RID default_material;
+	RID overdraw_material_shader;
+	RID overdraw_material;
+	RID wireframe_material_shader;
+	RID wireframe_material;
 	RID default_shader_rd;
 
 	RID default_vec4_xform_buffer;