debug_effects.cpp 16 KB

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  1. /**************************************************************************/
  2. /* debug_effects.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "debug_effects.h"
  31. #include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
  32. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  33. #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
  34. using namespace RendererRD;
  35. DebugEffects::DebugEffects() {
  36. {
  37. // Shadow Frustum debug shader
  38. Vector<String> modes;
  39. modes.push_back("");
  40. shadow_frustum.shader.initialize(modes);
  41. shadow_frustum.shader_version = shadow_frustum.shader.version_create();
  42. RD::PipelineRasterizationState raster_state = RD::PipelineRasterizationState();
  43. 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);
  44. raster_state.wireframe = true;
  45. 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);
  46. }
  47. {
  48. // Motion Vectors debug shader.
  49. Vector<String> modes;
  50. modes.push_back("");
  51. motion_vectors.shader.initialize(modes);
  52. motion_vectors.shader_version = motion_vectors.shader.version_create();
  53. 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);
  54. }
  55. }
  56. void DebugEffects::_create_frustum_arrays() {
  57. if (frustum.vertex_buffer.is_null()) {
  58. // Create vertex buffer, but don't put data in it yet
  59. frustum.vertex_buffer = RD::get_singleton()->vertex_buffer_create(8 * sizeof(float) * 3, Vector<uint8_t>());
  60. Vector<RD::VertexAttribute> attributes;
  61. Vector<RID> buffers;
  62. RD::VertexAttribute vd;
  63. vd.location = 0;
  64. vd.stride = sizeof(float) * 3;
  65. vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
  66. attributes.push_back(vd);
  67. buffers.push_back(frustum.vertex_buffer);
  68. frustum.vertex_format = RD::get_singleton()->vertex_format_create(attributes);
  69. frustum.vertex_array = RD::get_singleton()->vertex_array_create(8, frustum.vertex_format, buffers);
  70. }
  71. if (frustum.index_buffer.is_null()) {
  72. uint16_t indices[6 * 2 * 3] = {
  73. // Far
  74. 0, 1, 2, // FLT, FLB, FRT
  75. 1, 3, 2, // FLB, FRB, FRT
  76. // Near
  77. 4, 6, 5, // NLT, NRT, NLB
  78. 6, 7, 5, // NRT, NRB, NLB
  79. // Left
  80. 0, 4, 1, // FLT, NLT, FLB
  81. 4, 5, 1, // NLT, NLB, FLB
  82. // Right
  83. 6, 2, 7, // NRT, FRT, NRB
  84. 2, 3, 7, // FRT, FRB, NRB
  85. // Top
  86. 0, 2, 4, // FLT, FRT, NLT
  87. 2, 6, 4, // FRT, NRT, NLT
  88. // Bottom
  89. 5, 7, 1, // NLB, NRB, FLB,
  90. 7, 3, 1, // NRB, FRB, FLB
  91. };
  92. // Create our index_array
  93. PackedByteArray data;
  94. data.resize(6 * 2 * 3 * 2);
  95. {
  96. uint8_t *w = data.ptrw();
  97. uint16_t *p16 = (uint16_t *)w;
  98. for (int i = 0; i < 6 * 2 * 3; i++) {
  99. *p16 = indices[i];
  100. p16++;
  101. }
  102. }
  103. frustum.index_buffer = RD::get_singleton()->index_buffer_create(6 * 2 * 3, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, data);
  104. frustum.index_array = RD::get_singleton()->index_array_create(frustum.index_buffer, 0, 6 * 2 * 3);
  105. }
  106. if (frustum.lines_buffer.is_null()) {
  107. uint16_t indices[12 * 2] = {
  108. 0, 1, // FLT - FLB
  109. 1, 3, // FLB - FRB
  110. 3, 2, // FRB - FRT
  111. 2, 0, // FRT - FLT
  112. 4, 6, // NLT - NRT
  113. 6, 7, // NRT - NRB
  114. 7, 5, // NRB - NLB
  115. 5, 4, // NLB - NLT
  116. 0, 4, // FLT - NLT
  117. 1, 5, // FLB - NLB
  118. 2, 6, // FRT - NRT
  119. 3, 7, // FRB - NRB
  120. };
  121. // Create our lines_array
  122. PackedByteArray data;
  123. data.resize(12 * 2 * 2);
  124. {
  125. uint8_t *w = data.ptrw();
  126. uint16_t *p16 = (uint16_t *)w;
  127. for (int i = 0; i < 12 * 2; i++) {
  128. *p16 = indices[i];
  129. p16++;
  130. }
  131. }
  132. frustum.lines_buffer = RD::get_singleton()->index_buffer_create(12 * 2, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, data);
  133. frustum.lines_array = RD::get_singleton()->index_array_create(frustum.lines_buffer, 0, 12 * 2);
  134. }
  135. }
  136. DebugEffects::~DebugEffects() {
  137. shadow_frustum.shader.version_free(shadow_frustum.shader_version);
  138. // Destroy vertex buffer and array.
  139. if (frustum.vertex_buffer.is_valid()) {
  140. RD::get_singleton()->free(frustum.vertex_buffer); // Array gets freed as dependency.
  141. }
  142. // Destroy index buffer and array,
  143. if (frustum.index_buffer.is_valid()) {
  144. RD::get_singleton()->free(frustum.index_buffer); // Array gets freed as dependency.
  145. }
  146. // Destroy lines buffer and array.
  147. if (frustum.lines_buffer.is_valid()) {
  148. RD::get_singleton()->free(frustum.lines_buffer); // Array gets freed as dependency.
  149. }
  150. motion_vectors.shader.version_free(motion_vectors.shader_version);
  151. }
  152. 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) {
  153. RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
  154. RID base = light_storage->light_instance_get_base_light(p_light);
  155. ERR_FAIL_COND(light_storage->light_get_type(base) != RS::LIGHT_DIRECTIONAL);
  156. // Make sure our buffers and arrays exist.
  157. _create_frustum_arrays();
  158. // Setup a points buffer for our view frustum.
  159. PackedByteArray points;
  160. points.resize(8 * sizeof(float) * 3);
  161. // Get info about our splits.
  162. RS::LightDirectionalShadowMode shadow_mode = light_storage->light_directional_get_shadow_mode(base);
  163. bool overlap = light_storage->light_directional_get_blend_splits(base);
  164. int splits = 1;
  165. if (shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
  166. splits = 4;
  167. } else if (shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
  168. splits = 2;
  169. }
  170. // Setup our camera info (this is mostly a duplicate of the logic found in RendererSceneCull::_light_instance_setup_directional_shadow).
  171. bool is_orthogonal = p_cam_projection.is_orthogonal();
  172. real_t aspect = p_cam_projection.get_aspect();
  173. real_t fov = 0.0;
  174. Vector2 vp_he;
  175. if (is_orthogonal) {
  176. vp_he = p_cam_projection.get_viewport_half_extents();
  177. } else {
  178. fov = p_cam_projection.get_fov(); //this is actually yfov, because set aspect tries to keep it
  179. }
  180. real_t min_distance = p_cam_projection.get_z_near();
  181. real_t max_distance = p_cam_projection.get_z_far();
  182. real_t shadow_max = RSG::light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
  183. if (shadow_max > 0 && !is_orthogonal) {
  184. max_distance = MIN(shadow_max, max_distance);
  185. }
  186. // Make sure we've not got bad info coming in.
  187. max_distance = MAX(max_distance, min_distance + 0.001);
  188. min_distance = MIN(min_distance, max_distance);
  189. real_t range = max_distance - min_distance;
  190. real_t distances[5];
  191. distances[0] = min_distance;
  192. for (int i = 0; i < splits; i++) {
  193. distances[i + 1] = min_distance + RSG::light_storage->light_get_param(base, RS::LightParam(RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
  194. };
  195. distances[splits] = max_distance;
  196. Color colors[4] = {
  197. Color(1.0, 0.0, 0.0, 0.1),
  198. Color(0.0, 1.0, 0.0, 0.1),
  199. Color(0.0, 0.0, 1.0, 0.1),
  200. Color(1.0, 1.0, 0.0, 0.1),
  201. };
  202. for (int split = 0; split < splits; split++) {
  203. // Load frustum points into vertex buffer.
  204. uint8_t *w = points.ptrw();
  205. Vector3 *vw = (Vector3 *)w;
  206. Projection projection;
  207. if (is_orthogonal) {
  208. projection.set_orthogonal(vp_he.y * 2.0, aspect, distances[(split == 0 || !overlap) ? split : split - 1], distances[split + 1], false);
  209. } else {
  210. projection.set_perspective(fov, aspect, distances[(split == 0 || !overlap) ? split : split - 1], distances[split + 1], true);
  211. }
  212. bool res = projection.get_endpoints(p_cam_transform, vw);
  213. ERR_CONTINUE(!res);
  214. RD::get_singleton()->buffer_update(frustum.vertex_buffer, 0, 8 * sizeof(float) * 3, w);
  215. // Get our light projection info.
  216. Projection light_projection = light_storage->light_instance_get_shadow_camera(p_light, split);
  217. Transform3D light_transform = light_storage->light_instance_get_shadow_transform(p_light, split);
  218. Rect2 atlas_rect_norm = light_storage->light_instance_get_directional_shadow_atlas_rect(p_light, split);
  219. if (!is_orthogonal) {
  220. light_transform.orthogonalize();
  221. }
  222. // Setup our push constant.
  223. ShadowFrustumPushConstant push_constant;
  224. MaterialStorage::store_camera(light_projection * Projection(light_transform.inverse()), push_constant.mvp);
  225. push_constant.color[0] = colors[split].r;
  226. push_constant.color[1] = colors[split].g;
  227. push_constant.color[2] = colors[split].b;
  228. push_constant.color[3] = colors[split].a;
  229. // Adjust our rect to our atlas position.
  230. Rect2 rect = p_rect;
  231. rect.position.x += atlas_rect_norm.position.x * rect.size.x;
  232. rect.position.y += atlas_rect_norm.position.y * rect.size.y;
  233. rect.size.x *= atlas_rect_norm.size.x;
  234. rect.size.y *= atlas_rect_norm.size.y;
  235. // And draw our frustum.
  236. RD::FramebufferFormatID fb_format_id = RD::get_singleton()->framebuffer_get_format(p_dest_fb);
  237. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::DRAW_DEFAULT_ALL, Vector<Color>(), 1.0f, 0, rect);
  238. RID pipeline = shadow_frustum.pipelines[SFP_TRANSPARENT].get_render_pipeline(frustum.vertex_format, fb_format_id);
  239. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline);
  240. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, frustum.vertex_array);
  241. RD::get_singleton()->draw_list_bind_index_array(draw_list, frustum.index_array);
  242. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowFrustumPushConstant));
  243. RD::get_singleton()->draw_list_draw(draw_list, true);
  244. pipeline = shadow_frustum.pipelines[SFP_WIREFRAME].get_render_pipeline(frustum.vertex_format, fb_format_id);
  245. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline);
  246. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, frustum.vertex_array);
  247. RD::get_singleton()->draw_list_bind_index_array(draw_list, frustum.lines_array);
  248. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowFrustumPushConstant));
  249. RD::get_singleton()->draw_list_draw(draw_list, true);
  250. RD::get_singleton()->draw_list_end();
  251. if (split < (splits - 1) && splits > 1) {
  252. // Also draw it in the last split so we get a proper overview of the whole view frustum...
  253. // Get our light projection info.
  254. light_projection = light_storage->light_instance_get_shadow_camera(p_light, (splits - 1));
  255. light_transform = light_storage->light_instance_get_shadow_transform(p_light, (splits - 1));
  256. atlas_rect_norm = light_storage->light_instance_get_directional_shadow_atlas_rect(p_light, (splits - 1));
  257. if (!is_orthogonal) {
  258. light_transform.orthogonalize();
  259. }
  260. // Update our push constant.
  261. MaterialStorage::store_camera(light_projection * Projection(light_transform.inverse()), push_constant.mvp);
  262. push_constant.color[0] = colors[split].r;
  263. push_constant.color[1] = colors[split].g;
  264. push_constant.color[2] = colors[split].b;
  265. push_constant.color[3] = colors[split].a;
  266. // Adjust our rect to our atlas position.
  267. rect = p_rect;
  268. rect.position.x += atlas_rect_norm.position.x * rect.size.x;
  269. rect.position.y += atlas_rect_norm.position.y * rect.size.y;
  270. rect.size.x *= atlas_rect_norm.size.x;
  271. rect.size.y *= atlas_rect_norm.size.y;
  272. draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::DRAW_DEFAULT_ALL, Vector<Color>(), 1.0f, 0, rect);
  273. pipeline = shadow_frustum.pipelines[SFP_TRANSPARENT].get_render_pipeline(frustum.vertex_format, fb_format_id);
  274. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline);
  275. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, frustum.vertex_array);
  276. RD::get_singleton()->draw_list_bind_index_array(draw_list, frustum.index_array);
  277. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowFrustumPushConstant));
  278. RD::get_singleton()->draw_list_draw(draw_list, true);
  279. RD::get_singleton()->draw_list_end();
  280. }
  281. }
  282. }
  283. 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) {
  284. MaterialStorage *material_storage = MaterialStorage::get_singleton();
  285. ERR_FAIL_NULL(material_storage);
  286. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  287. ERR_FAIL_NULL(uniform_set_cache);
  288. RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  289. RD::Uniform u_source_velocity(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_velocity }));
  290. RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_depth }));
  291. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb);
  292. 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()));
  293. Projection correction;
  294. correction.set_depth_correction(true, true, false);
  295. Projection reprojection = (correction * p_previous_projection) * p_previous_transform.affine_inverse() * p_current_transform * (correction * p_current_projection).inverse();
  296. RendererRD::MaterialStorage::store_camera(reprojection, motion_vectors.push_constant.reprojection_matrix);
  297. motion_vectors.push_constant.resolution[0] = p_resolution.width;
  298. motion_vectors.push_constant.resolution[1] = p_resolution.height;
  299. motion_vectors.push_constant.force_derive_from_depth = false;
  300. RID shader = motion_vectors.shader.version_get_shader(motion_vectors.shader_version, 0);
  301. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_velocity, u_source_depth), 0);
  302. RD::get_singleton()->draw_list_set_push_constant(draw_list, &motion_vectors.push_constant, sizeof(MotionVectorsPushConstant));
  303. RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
  304. #ifdef DRAW_DERIVATION_FROM_DEPTH_ON_TOP
  305. motion_vectors.push_constant.force_derive_from_depth = true;
  306. RD::get_singleton()->draw_list_set_push_constant(draw_list, &motion_vectors.push_constant, sizeof(MotionVectorsPushConstant));
  307. RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
  308. #endif
  309. RD::get_singleton()->draw_list_end();
  310. }