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https://github.com/godotengine/godot.git
synced 2024-11-28 23:22:38 +00:00
Improve visual feedback when using the motion vectors debug view option.
Replaces the current method of showing the raw values of the motion vectors buffer to display a grid of lines instead with a new shader.
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031f6deefb
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@ -51,6 +51,17 @@ DebugEffects::DebugEffects() {
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raster_state.wireframe = true;
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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);
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}
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{
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// Motion Vectors debug shader.
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Vector<String> modes;
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modes.push_back("");
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motion_vectors.shader.initialize(modes);
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motion_vectors.shader_version = motion_vectors.shader.version_create();
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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);
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}
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}
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void DebugEffects::_create_frustum_arrays() {
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@ -163,6 +174,8 @@ DebugEffects::~DebugEffects() {
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if (frustum.lines_buffer.is_valid()) {
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RD::get_singleton()->free(frustum.lines_buffer); // Array gets freed as dependency.
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}
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motion_vectors.shader.version_free(motion_vectors.shader_version);
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}
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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) {
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@ -326,3 +339,26 @@ void DebugEffects::draw_shadow_frustum(RID p_light, const Projection &p_cam_proj
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}
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}
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}
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void DebugEffects::draw_motion_vectors(RID p_velocity, RID p_dest_fb, Size2i p_velocity_size) {
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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ERR_FAIL_NULL(material_storage);
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UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
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ERR_FAIL_NULL(uniform_set_cache);
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RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RD::Uniform u_source_velocity(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_velocity }));
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD);
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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()));
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motion_vectors.push_constant.velocity_resolution[0] = p_velocity_size.width;
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motion_vectors.push_constant.velocity_resolution[1] = p_velocity_size.height;
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RID shader = motion_vectors.shader.version_get_shader(motion_vectors.shader_version, 0);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_velocity), 0);
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RD::get_singleton()->draw_list_set_push_constant(draw_list, &motion_vectors.push_constant, sizeof(MotionVectorsPushConstant));
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RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
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RD::get_singleton()->draw_list_end();
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}
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@ -32,6 +32,7 @@
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#define DEBUG_EFFECTS_RD_H
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/shaders/effects/motion_vectors.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/shadow_frustum.glsl.gen.h"
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#include "servers/rendering/renderer_scene_render.h"
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@ -70,6 +71,18 @@ private:
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PipelineCacheRD pipelines[SFP_MAX];
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} shadow_frustum;
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struct MotionVectorsPushConstant {
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float velocity_resolution[2];
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float pad[2];
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};
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struct {
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MotionVectorsShaderRD shader;
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RID shader_version;
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PipelineCacheRD pipeline;
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MotionVectorsPushConstant push_constant;
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} motion_vectors;
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void _create_frustum_arrays();
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protected:
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@ -78,6 +91,7 @@ public:
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~DebugEffects();
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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);
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void draw_motion_vectors(RID p_velocity, RID p_dest_fb, Size2i p_velocity_size);
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};
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} // namespace RendererRD
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@ -745,8 +745,7 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_ren
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}
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if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS && _render_buffers_get_velocity_texture(rb).is_valid()) {
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Size2i rtsize = texture_storage->render_target_get_size(render_target);
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copy_effects->copy_to_fb_rect(_render_buffers_get_velocity_texture(rb), texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false);
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debug_effects->draw_motion_vectors(_render_buffers_get_velocity_texture(rb), texture_storage->render_target_get_rd_framebuffer(render_target), rb->get_internal_size());
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}
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}
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@ -0,0 +1,80 @@
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#[vertex]
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#version 450
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#VERSION_DEFINES
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layout(location = 0) out vec2 uv_interp;
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void main() {
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vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
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gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
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uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
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}
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#[fragment]
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#version 450
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#VERSION_DEFINES
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layout(location = 0) in vec2 uv_interp;
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layout(set = 0, binding = 0) uniform sampler2D source_velocity;
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layout(location = 0) out vec4 frag_color;
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layout(push_constant, std430) uniform Params {
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vec2 resolution;
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}
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params;
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// Based on distance to line segment from https://www.shadertoy.com/view/3tdSDj
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float line_segment(in vec2 p, in vec2 a, in vec2 b) {
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vec2 aspect = vec2(params.resolution.x / params.resolution.y, 1.0f);
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vec2 ba = (b - a) * aspect;
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vec2 pa = (p - a) * aspect;
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float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0f, 1.0f);
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return length(pa - h * ba) * (params.resolution.y / 2.0f);
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}
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void main() {
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// Retrieve motion vector data.
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float cell_size = 32.0f;
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float circle_radius = 2.0f;
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vec3 nan_color = vec3(1.0f, 0.0f, 0.0f);
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vec3 active_color = vec3(1.0f, 0.8f, 0.1f);
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vec3 inactive_color = vec3(0.5f, 0.5f, 0.5f);
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vec2 pos_pixel = uv_interp * params.resolution;
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vec2 cell_pos_pixel = floor(pos_pixel / cell_size) * cell_size + (cell_size * 0.5f);
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vec2 cell_pos_uv = cell_pos_pixel / params.resolution;
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vec2 cell_pos_previous_uv = cell_pos_uv + textureLod(source_velocity, cell_pos_uv, 0.0f).xy;
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// Draw the shapes.
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float epsilon = 1e-6f;
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vec2 cell_pos_delta_uv = cell_pos_uv - cell_pos_previous_uv;
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bool motion_active = length(cell_pos_delta_uv) > epsilon;
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vec3 color;
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if (any(isnan(cell_pos_delta_uv))) {
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color = nan_color;
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} else if (motion_active) {
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color = active_color;
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} else {
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color = inactive_color;
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}
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float alpha;
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if (length(cell_pos_pixel - pos_pixel) <= circle_radius) {
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// Circle center.
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alpha = 1.0f;
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} else if (motion_active) {
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// Motion vector line.
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alpha = 1.0f - line_segment(uv_interp, cell_pos_uv, cell_pos_previous_uv);
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} else {
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// Ignore pixel.
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alpha = 0.0f;
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}
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frag_color = vec4(color, alpha);
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}
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