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Diffstat (limited to 'servers/rendering/renderer_rd/effects/debug_effects.h')
-rw-r--r-- | servers/rendering/renderer_rd/effects/debug_effects.h | 85 |
1 files changed, 85 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/effects/debug_effects.h b/servers/rendering/renderer_rd/effects/debug_effects.h new file mode 100644 index 0000000000..21b7b03f84 --- /dev/null +++ b/servers/rendering/renderer_rd/effects/debug_effects.h @@ -0,0 +1,85 @@ +/**************************************************************************/ +/* debug_effects.h */ +/**************************************************************************/ +/* 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. */ +/**************************************************************************/ + +#ifndef DEBUG_EFFECTS_RD_H +#define DEBUG_EFFECTS_RD_H + +#include "servers/rendering/renderer_rd/pipeline_cache_rd.h" +#include "servers/rendering/renderer_rd/shaders/effects/shadow_frustum.glsl.gen.h" +#include "servers/rendering/renderer_scene_render.h" + +#include "servers/rendering_server.h" + +namespace RendererRD { + +class DebugEffects { +private: + struct { + RD::VertexFormatID vertex_format; + RID vertex_buffer; + RID vertex_array; + + RID index_buffer; + RID index_array; + + RID lines_buffer; + RID lines_array; + } frustum; + + struct ShadowFrustumPushConstant { + float mvp[16]; + float color[4]; + }; + + enum ShadowFrustumPipelines { + SFP_TRANSPARENT, + SFP_WIREFRAME, + SFP_MAX + }; + + struct { + ShadowFrustumShaderRD shader; + RID shader_version; + PipelineCacheRD pipelines[SFP_MAX]; + } shadow_frustum; + + void _create_frustum_arrays(); + +protected: +public: + DebugEffects(); + ~DebugEffects(); + + void draw_shadow_frustum(RID p_light, const Projection &p_cam_projection, const Transform3D &p_cam_transform, RID p_dest_fb, const Rect2 p_rect); +}; + +} // namespace RendererRD + +#endif // DEBUG_EFFECTS_RD_H |