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Add debug utilities to help debug dynamic lights and small fixes #1908
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
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@@ -37,6 +37,8 @@ static Cvar::Cvar<bool> r_clear( "r_clear", "Clear screen before painting over i | |
| Cvar::Cvar<bool> r_drawSky( "r_drawSky", "Draw the sky (clear the sky if disabled)", Cvar::NONE, true ); | ||
| static Cvar::Cvar<int> r_showEntityBounds( | ||
| "r_showEntityBounds", "show bboxes used for culling (1: wireframe; 2: translucent solid)", Cvar::CHEAT, 0); | ||
| static Cvar::Cvar<bool> r_showDynamicLights( | ||
| "r_showDynamicLights", "visualize dynamic lights with tetrahedrons", Cvar::CHEAT, false ); | ||
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| void GL_Bind( image_t *image ) | ||
| { | ||
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@@ -1303,7 +1305,7 @@ static void RenderDepthTiles() | |
| { | ||
| RB_PrepareForSamplingDepthMap(); | ||
| } | ||
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| TransitionMSAAToMain( GL_DEPTH_BUFFER_BIT ); | ||
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| // 1st step | ||
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@@ -1319,7 +1321,7 @@ static void RenderDepthTiles() | |
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| gl_depthtile1Shader->SetUniform_zFar( zParams ); | ||
| gl_depthtile1Shader->SetUniform_DepthMapBindless( | ||
| GL_BindToTMU( 0, tr.currentDepthImage ) | ||
| GL_BindToTMU( 0, tr.currentDepthImage ) | ||
| ); | ||
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| matrix_t ortho; | ||
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@@ -1753,7 +1755,7 @@ void RB_CameraPostFX() { | |
| // tr.mainFBO | ||
| R_BindNullFBO(); | ||
| gl_cameraEffectsShader->SetUniform_CurrentMapBindless( | ||
| GL_BindToTMU( 0, tr.currentRenderImage[backEnd.currentMainFBO] ) | ||
| GL_BindToTMU( 0, tr.currentRenderImage[backEnd.currentMainFBO] ) | ||
| ); | ||
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| if ( glConfig.colorGrading ) { | ||
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@@ -2312,6 +2314,125 @@ static void RB_RenderDebugUtils() | |
| Tess_End(); | ||
| } | ||
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| if ( r_showDynamicLights.Get() && backEnd.refdef.numLights > 0 ) | ||
| { | ||
| gl_genericShader->SetVertexSkinning( false ); | ||
| gl_genericShader->SetVertexAnimation( false ); | ||
| gl_genericShader->SetTCGenEnvironment( false ); | ||
| gl_genericShader->SetTCGenLightmap( false ); | ||
| gl_genericShader->SetDepthFade( false ); | ||
| gl_genericShader->SetDeform( 0 ); | ||
| gl_genericShader->BindProgram(); | ||
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| GL_State( GLS_DEFAULT ); | ||
| GL_Cull( cullType_t::CT_TWO_SIDED ); | ||
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| // set uniforms | ||
| gl_genericShader->SetUniform_AlphaTest( GLS_ATEST_NONE ); | ||
| SetUniform_ColorModulateColorGen( gl_genericShader, colorGen_t::CGEN_VERTEX, | ||
| alphaGen_t::AGEN_VERTEX ); | ||
| SetUniform_Color( gl_genericShader, Color::Black ); | ||
| gl_genericShader->SetUniform_ColorMapBindless( GL_BindToTMU( 0, tr.whiteImage ) ); | ||
| gl_genericShader->SetUniform_TextureMatrix( matrixIdentity ); | ||
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| // set up the transformation matrix | ||
| backEnd.orientation = backEnd.viewParms.world; | ||
| GL_LoadModelViewMatrix( backEnd.orientation.modelViewMatrix ); | ||
| gl_genericShader->SetUniform_ModelViewProjectionMatrix( | ||
| glState.modelViewProjectionMatrix[ glState.stackIndex ] ); | ||
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| Tess_Begin( Tess_StageIteratorDebug, nullptr, true, -1, 0 ); | ||
| GL_CheckErrors(); | ||
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Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Oddly placed GL_CheckErrors. |
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| const refLight_t *lights = backEnd.refdef.lights; | ||
| for ( int i = 0; i < backEnd.refdef.numLights; ++i ) | ||
| { | ||
| const refLight_t &light = lights[ i ]; | ||
| // We can't really visualize directional lights since they don't | ||
| // have an origin or a radius. | ||
| if ( light.rlType >= refLightType_t::RL_DIRECTIONAL ) | ||
| { | ||
| continue; | ||
| } | ||
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| vec3_t baseOrigin; | ||
| VectorCopy( light.origin, baseOrigin ); | ||
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| if ( light.radius <= 0.0f ) | ||
| { | ||
| Log::Warn( "Light with index %d has no radius", i ); | ||
| } | ||
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| auto addArrow = [ & ]( const vec3_t dirInput, const Color::Color &arrowColor ) | ||
| { | ||
| vec3_t dir; | ||
| VectorCopy( dirInput, dir ); | ||
| if ( VectorNormalize( dir ) == 0.0f ) | ||
| { | ||
| VectorSet( dir, 0.0f, 0.0f, 1.0f ); | ||
| } | ||
| // idk why we need to negate here, but the arrow points the wrong way otherwise. | ||
| VectorNegate( dir, dir ); | ||
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| vec3_t tip; | ||
| VectorMA( baseOrigin, light.radius, dir, tip ); | ||
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| vec3_t tmp; | ||
| vec3_t tmp2; | ||
| vec3_t tmp3; | ||
| PerpendicularVector( tmp, dir ); | ||
| VectorScale( tmp, light.radius * 0.2f, tmp2 ); | ||
| VectorMA( tmp2, light.radius * 0.3f, dir, tmp2 ); | ||
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| vec4_t tetraVerts[ 4 ]; | ||
| for ( int k = 0; k < 3; k++ ) | ||
| { | ||
| RotatePointAroundVector( tmp3, dir, tmp2, k * 120.0f ); | ||
| VectorAdd( tmp3, baseOrigin, tmp3 ); | ||
| VectorCopy( tmp3, tetraVerts[ k ] ); | ||
| tetraVerts[ k ][ 3 ] = 1.0f; | ||
| } | ||
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| VectorCopy( baseOrigin, tetraVerts[ 3 ] ); | ||
| tetraVerts[ 3 ][ 3 ] = 1.0f; | ||
| Tess_AddTetrahedron( tetraVerts, arrowColor ); | ||
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| VectorCopy( tip, tetraVerts[ 3 ] ); | ||
| tetraVerts[ 3 ][ 3 ] = 1.0f; | ||
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| Tess_AddTetrahedron( tetraVerts, arrowColor ); | ||
| }; | ||
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| Color::Color color; | ||
| switch ( light.rlType ) | ||
| { | ||
| case refLightType_t::RL_PROJ: | ||
| color = Color::LtGrey; | ||
| addArrow( light.projTarget, color ); | ||
| break; | ||
| default: | ||
| color = Color::MdGrey; | ||
| { | ||
| static const vec3_t kOmniDirs[ 6 ] = { | ||
| { 1.0f, 0.0f, 0.0f }, | ||
| { -1.0f, 0.0f, 0.0f }, | ||
|
Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. messed up spacing |
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| { 0.0f, 1.0f, 0.0f }, | ||
| { 0.0f, -1.0f, 0.0f }, | ||
| { 0.0f, 0.0f, 1.0f }, | ||
| { 0.0f, 0.0f, -1.0f} | ||
| }; | ||
| for ( int dirIndex = 0; dirIndex < 6; ++dirIndex ) | ||
| { | ||
| addArrow( kOmniDirs[ dirIndex ], color ); | ||
|
Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. The 12 tetrahedrons seems too busy to me. Maybe we could just draw a wireframe cube? |
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| } | ||
| } | ||
| break; | ||
| } | ||
| } | ||
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| Tess_End(); | ||
| } | ||
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| if ( r_showBspNodes->integer ) | ||
| { | ||
| if ( ( backEnd.refdef.rdflags & ( RDF_NOWORLDMODEL ) ) || !tr.world ) | ||
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@@ -2879,7 +3000,7 @@ static void RB_RenderPostProcess() | |
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| static void SetFrameUniforms() { | ||
| // This can happen with glsl_restart/vid_restart in R_SyncRenderThread() | ||
| if ( !stagingBuffer.Active() ) { | ||
| if ( !stagingBuffer.Active() || globalUBOProxy == nullptr ) { | ||
| return; | ||
| } | ||
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@@ -3489,6 +3610,7 @@ const RenderCommand *SetupLightsCommand::ExecuteSelf( ) const | |
| default: | ||
| break; | ||
| } | ||
| VectorNormalize( buffer[i].direction ); | ||
| } | ||
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| glUnmapBuffer( bufferTarget ); | ||
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| Original file line number | Diff line number | Diff line change |
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@@ -346,7 +346,7 @@ static void RE_RenderCubeProbeFace( const refdef_t* originalRefdef ) { | |
| Log::Warn( "Cube probe face out of range! (%i/%i)", probeID, tr.cubeProbes.size() ); | ||
| return; | ||
| } | ||
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| refdef_t refdef{}; | ||
| const int faceID = globalID % 6; | ||
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@@ -467,6 +467,94 @@ static void RE_RenderCubeProbeFace( const refdef_t* originalRefdef ) { | |
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| } | ||
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| // Debug spot light (projected) injection | ||
| static Cvar::Cvar<bool> r_debugProjLight( "r_debugProjLight", "inject a directional sun light each frame", Cvar::NONE, false ); | ||
|
Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
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| static Cvar::Range<Cvar::Cvar<float>> r_debugProjLightYaw( "r_debugProjLightYaw", "debug projected yaw in degrees", Cvar::NONE, 45.0f, -360.0f, 360.0f ); | ||
| static Cvar::Range<Cvar::Cvar<float>> r_debugProjLightPitch( "r_debugProjLightPitch", "debug projected pitch in degrees", Cvar::NONE, -60.0f, -89.0f, 89.0f ); | ||
| static Cvar::Cvar<float> r_debugProjLightIntensity( "r_debugProjLightIntensity", "debug projected intensity (scale)", Cvar::NONE, 1.0f ); | ||
| static Cvar::Cvar<float> r_debugProjLightRadius( "r_debugProjLightRadius", "debug projected radius (size)", Cvar::NONE, 100.0f ); | ||
| static Cvar::Range<Cvar::Cvar<float>> r_debugProjLightR( "r_debugProjLightR", "debug projected color R", Cvar::NONE, 1.0f, 0.0f, 1.0f ); | ||
| static Cvar::Range<Cvar::Cvar<float>> r_debugProjLightG( "r_debugProjLightG", "debug projected color G", Cvar::NONE, 1.0f, 0.0f, 1.0f ); | ||
| static Cvar::Range<Cvar::Cvar<float>> r_debugProjLightB( "r_debugProjLightB", "debug projected color B", Cvar::NONE, 1.0f, 0.0f, 1.0f ); | ||
| static Cvar::Cvar<float> r_debugProjLightOriginX( "r_debugProjLightOriginX", "debug projected origin X", Cvar::NONE, 0.0f ); | ||
| static Cvar::Cvar<float> r_debugProjLightOriginY( "r_debugProjLightOriginY", "debug projected origin Y", Cvar::NONE, 0.0f ); | ||
| static Cvar::Cvar<float> r_debugProjLightOriginZ( "r_debugProjLightOriginZ", "debug projected origin Z", Cvar::NONE, 0.0f ); | ||
| static Cvar::Cvar<float> r_debugProjLightAngle( "r_debugProjLightAngle", "debug projected angle", | ||
| Cvar::NONE, 60.0f ); | ||
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| static void AddDebugProjectedLight() | ||
| { | ||
| if ( r_numLights + 1 >= MAX_REF_LIGHTS ) | ||
|
Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. No need for + 1 |
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| { | ||
| return; | ||
| } | ||
| refLight_t *light = &backEndData[ tr.smpFrame ]->lights[ r_numLights++ ]; | ||
| *light = {}; | ||
| light->rlType = refLightType_t::RL_PROJ; | ||
| // Compute direction from yaw/pitch cvars (in degrees) | ||
| float yaw = DEG2RAD( r_debugProjLightYaw.Get() ); | ||
| float pitch = DEG2RAD( r_debugProjLightPitch.Get() ); | ||
| // Right-handed: X forward, Y left, Z up. Direction vector components: | ||
| light->projTarget[ 0 ] = cosf( pitch ) * cosf( yaw ); | ||
| light->projTarget[ 1 ] = cosf( pitch ) * sinf( yaw ); | ||
| light->projTarget[ 2 ] = sinf( pitch ); | ||
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| vec3_t dir; | ||
| VectorCopy( light->projTarget, dir ); | ||
| VectorNormalize( dir ); | ||
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| PerpendicularVector( light->projUp, dir ); | ||
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| float upLen = VectorLength( light->projUp ); | ||
| float tgtLen = VectorLength( light->projTarget ); | ||
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| VectorScale( light->projUp, tanf( DEG2RAD( r_debugProjLightAngle.Get() ) ) / upLen / tgtLen, | ||
| light->projUp ); | ||
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| // Color and intensity | ||
| light->color[ 0 ] = r_debugProjLightR.Get(); | ||
| light->color[ 1 ] = r_debugProjLightG.Get(); | ||
| light->color[ 2 ] = r_debugProjLightB.Get(); | ||
| light->scale = r_debugProjLightIntensity.Get(); | ||
|
Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This doesn't compile since |
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| light->radius = r_debugProjLightRadius.Get(); | ||
| light->origin[ 0 ] = r_debugProjLightOriginX.Get(); | ||
| light->origin[ 1 ] = r_debugProjLightOriginY.Get(); | ||
| light->origin[ 2 ] = r_debugProjLightOriginZ.Get(); | ||
| } | ||
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| // Debug sun light (directional) injection | ||
| Cvar::Cvar<bool> r_debugSun( "r_debugSun", "inject a directional sun light each frame", Cvar::NONE, false ); | ||
| Cvar::Range<Cvar::Cvar<float>> r_debugSunYaw( "r_debugSunYaw", "debug sun yaw in degrees", Cvar::NONE, 45.0f, -360.0f, 360.0f ); | ||
| Cvar::Range<Cvar::Cvar<float>> r_debugSunPitch( "r_debugSunPitch", "debug sun pitch in degrees", Cvar::NONE, -60.0f, -89.0f, 89.0f ); | ||
| Cvar::Range<Cvar::Cvar<float>> r_debugSunIntensity( "r_debugSunIntensity", "debug sun intensity (scale)", Cvar::NONE, 1.0f, 0.0f, 100.0f ); | ||
| Cvar::Range<Cvar::Cvar<float>> r_debugSunR( "r_debugSunR", "debug sun color R", Cvar::NONE, 1.0f, 0.0f, 10.0f ); | ||
| Cvar::Range<Cvar::Cvar<float>> r_debugSunG( "r_debugSunG", "debug sun color G", Cvar::NONE, 1.0f, 0.0f, 10.0f ); | ||
| Cvar::Range<Cvar::Cvar<float>> r_debugSunB( "r_debugSunB", "debug sun color B", Cvar::NONE, 1.0f, 0.0f, 10.0f ); | ||
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| static void AddDebugSunLight() | ||
| { | ||
| if ( r_numLights + 1 >= MAX_REF_LIGHTS ) | ||
| { | ||
| return; | ||
| } | ||
| refLight_t *sun = &backEndData[ tr.smpFrame ]->lights[ r_numLights++ ]; | ||
| *sun = {}; | ||
| sun->rlType = refLightType_t::RL_DIRECTIONAL; | ||
| // Compute direction from yaw/pitch cvars (in degrees) | ||
| float yaw = DEG2RAD( r_debugSunYaw.Get() ); | ||
| float pitch = DEG2RAD( r_debugSunPitch.Get() ); | ||
| // Right-handed: X forward, Y left, Z up. Direction vector components: | ||
| sun->projTarget[ 0 ] = cosf( pitch ) * cosf( yaw ); | ||
| sun->projTarget[ 1 ] = cosf( pitch ) * sinf( yaw ); | ||
| sun->projTarget[ 2 ] = sinf( pitch ); | ||
| VectorNormalize( sun->projTarget ); | ||
| // Color and intensity | ||
| sun->color[ 0 ] = r_debugSunR.Get(); | ||
| sun->color[ 1 ] = r_debugSunG.Get(); | ||
| sun->color[ 2 ] = r_debugSunB.Get(); | ||
| sun->scale = r_debugSunIntensity.Get(); | ||
| } | ||
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| /* | ||
| @@@@@@@@@@@@@@@@@@@@@ | ||
| RE_RenderScene | ||
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@@ -542,6 +630,15 @@ void RE_RenderScene( const refdef_t *fd ) | |
| } | ||
| } | ||
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| if ( r_debugProjLight.Get() ) | ||
| { | ||
| AddDebugProjectedLight(); | ||
| } | ||
| if ( r_debugSun.Get() ) | ||
| { | ||
| AddDebugSunLight(); | ||
| } | ||
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| // derived info | ||
| if ( r_forceRendererTime.Get() >= 0 ) { | ||
| tr.refdef.floatTime = float( double( r_forceRendererTime.Get() ) * 0.001 ); | ||
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Instead of this how about setting a large radius in the code that adds the light?