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+/**************************************************************************/
+/* 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