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More g-buffer debugging options
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parent
1a404bb3bf
commit
41af377878
3 changed files with 73 additions and 23 deletions
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@ -11,7 +11,7 @@
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Script.include("cookies.js");
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var MENU = "Developer>Render>Debug Deferred Buffer";
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var ACTIONS = ["Off", "Diffuse", "Normal", "Specular", "Depth", "Lighting"];
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var ACTIONS = ["Off", "Diffuse", "Alpha", "Specular", "Roughness", "Normal", "Depth", "Lighting", "Custom"];
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var panel = new Panel(10, 100);
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@ -11,6 +11,8 @@
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#include "DebugDeferredBuffer.h"
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#include <QString>
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#include <gpu/Batch.h>
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#include <gpu/Context.h>
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#include <render/Scene.h>
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@ -24,8 +26,16 @@
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using namespace render;
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static const std::string PLACEHOLDER { "DEBUG_PLACEHOLDER" };
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static const std::array<std::string, DebugDeferredBuffer::NUM_SLOTS> SLOT_NAMES {{
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enum Slots {
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Diffuse = 0,
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Normal,
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Specular,
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Depth,
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Lighting,
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NUM_SLOTS
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};
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static const std::array<std::string, Slots::NUM_SLOTS> SLOT_NAMES {{
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"diffuseMap",
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"normalMap",
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"specularMap",
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@ -33,14 +43,50 @@ static const std::array<std::string, DebugDeferredBuffer::NUM_SLOTS> SLOT_NAMES
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"lightingMap"
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}};
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std::string getCode(int slot) {
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return std::string("return texture(").append(SLOT_NAMES[slot]).append(", uv);");
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static const std::string PLACEHOLDER { "DEBUG_PLACEHOLDER" };
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std::string DebugDeferredBuffer::getCode(Modes mode) {
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switch (mode) {
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case DiffuseMode: {
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QString code = "return vec4(texture(%1, uv).xyz, 1.0);";
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return code.arg(SLOT_NAMES[Diffuse].c_str()).toStdString();
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}
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case AlphaMode: {
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QString code = "return vec4(vec3(texture(%1, uv).a), 1.0);";
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return code.arg(SLOT_NAMES[Diffuse].c_str()).toStdString();
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}
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case SpecularMode: {
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QString code = "return vec4(texture(%1, uv).xyz, 1.0);";
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return code.arg(SLOT_NAMES[Specular].c_str()).toStdString();
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}
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case RoughnessMode: {
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QString code = "return vec4(vec3(texture(%1, uv).a), 1.0);";
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return code.arg(SLOT_NAMES[Specular].c_str()).toStdString();
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}
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case NormalMode: {
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QString code = "return vec4(texture(%1, uv).xyz, 1.0);";
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return code.arg(SLOT_NAMES[Normal].c_str()).toStdString();
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}
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case DepthMode: {
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QString code = "return vec4(vec3(texture(%1, uv).x), 1.0);";
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return code.arg(SLOT_NAMES[Depth].c_str()).toStdString();
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}
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case LightingMode: {
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QString code = "return vec4(texture(%1, uv).xyz, 1.0);";
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return code.arg(SLOT_NAMES[Lighting].c_str()).toStdString();
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}
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case CustomMode:
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return std::string("return vec4(1.0);");
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case NUM_MODES:
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Q_UNIMPLEMENTED();
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return std::string("return vec4(1.0);");
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}
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}
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const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(int slot) {
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if (!_pipelines[slot]) {
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const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Modes mode) {
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if (!_pipelines[mode]) {
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std::string fragmentShader = debug_deferred_buffer_frag;
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fragmentShader.replace(fragmentShader.find(PLACEHOLDER), PLACEHOLDER.size(), getCode(slot));
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fragmentShader.replace(fragmentShader.find(PLACEHOLDER), PLACEHOLDER.size(), getCode(mode));
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auto vs = gpu::ShaderPointer(gpu::Shader::createVertex({ debug_deferred_buffer_vert }));
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auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(fragmentShader));
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@ -53,9 +99,9 @@ const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(int slot) {
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gpu::Shader::makeProgram(*program, slotBindings);
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// Good to go add the brand new pipeline
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_pipelines[slot] = gpu::Pipeline::create(program, std::make_shared<gpu::State>());
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_pipelines[mode] = gpu::Pipeline::create(program, std::make_shared<gpu::State>());
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}
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return _pipelines[slot];
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return _pipelines[mode];
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}
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@ -76,7 +122,7 @@ void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const Ren
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batch.setViewTransform(viewMat);
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batch.setModelTransform(Transform());
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batch.setPipeline(getPipeline((DebugDeferredBufferSlot)(renderContext->_drawDebugDeferredBuffer - 1)));
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batch.setPipeline(getPipeline(Modes(renderContext->_drawDebugDeferredBuffer - 1)));
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batch.setResourceTexture(Diffuse, framebufferCache->getDeferredColorTexture());
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batch.setResourceTexture(Normal, framebufferCache->getDeferredNormalTexture());
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@ -18,22 +18,26 @@ class DebugDeferredBuffer {
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public:
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using JobModel = render::Job::Model<DebugDeferredBuffer>;
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enum DebugDeferredBufferSlot : int {
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Diffuse = 0,
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Normal,
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Specular,
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Depth,
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Lighting,
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NUM_SLOTS
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};
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
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private:
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const gpu::PipelinePointer& getPipeline(int slot);
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enum Modes : int {
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DiffuseMode = 0,
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AlphaMode,
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SpecularMode,
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RoughnessMode,
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NormalMode,
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DepthMode,
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LightingMode,
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CustomMode,
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NUM_MODES
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};
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std::array<gpu::PipelinePointer, NUM_SLOTS> _pipelines;
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const gpu::PipelinePointer& getPipeline(Modes mode);
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std::string getCode(Modes mode);
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std::array<gpu::PipelinePointer, NUM_MODES> _pipelines;
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};
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#endif // hifi_DebugDeferredBuffer_h
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