gfx/debug: Helper class to handle common debug rendering

This commit is contained in:
Michael Fabian 'Xaymar' Dirks 2021-10-29 09:13:58 +02:00
parent e4b15d0f73
commit 28fa127ead
5 changed files with 386 additions and 6 deletions

View file

@ -1156,6 +1156,8 @@ list(APPEND PROJECT_PRIVATE_SOURCE
"source/util/util-platform.cpp" "source/util/util-platform.cpp"
"source/util/util-threadpool.cpp" "source/util/util-threadpool.cpp"
"source/util/util-threadpool.hpp" "source/util/util-threadpool.hpp"
"source/gfx/gfx-debug.hpp"
"source/gfx/gfx-debug.cpp"
"source/gfx/gfx-source-texture.hpp" "source/gfx/gfx-source-texture.hpp"
"source/gfx/gfx-source-texture.cpp" "source/gfx/gfx-source-texture.cpp"
"source/obs/gs/gs-helper.hpp" "source/obs/gs/gs-helper.hpp"

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@ -50,6 +50,11 @@ struct VertexData {
float4 pos : POSITION; float4 pos : POSITION;
float2 uv : TEXCOORD0; float2 uv : TEXCOORD0;
}; };
struct VertexColorData {
float4 pos : POSITION;
float4 clr : COLOR;
float2 uv : TEXCOORD0;
};
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
// Vertex Shaders // Vertex Shaders
@ -58,6 +63,10 @@ VertexData DefaultVertexShader(VertexData vtx) {
vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj); vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
return vtx; return vtx;
}; };
VertexColorData ColorVertexShader(VertexColorData vtx) {
vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
return vtx;
};
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
// Color Conversion // Color Conversion

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@ -8,12 +8,12 @@ uniform texture2D InputB<
>; >;
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
// Technique: Draw // Technique: Texture
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
// Parameters: // Parameters:
// - InputA: RGBA Texture // - InputA: RGBA Texture
float4 PSDraw(VertexData vtx) : TARGET { float4 PSTexture(VertexData vtx) : TARGET {
return InputA.Sample(BlankSampler, vtx.uv); return InputA.Sample(BlankSampler, vtx.uv);
}; };
@ -22,17 +22,44 @@ technique Draw
pass pass
{ {
vertex_shader = DefaultVertexShader(vtx); vertex_shader = DefaultVertexShader(vtx);
pixel_shader = PSDraw(vtx); pixel_shader = PSTexture(vtx);
};
};
technique Texture
{
pass
{
vertex_shader = DefaultVertexShader(vtx);
pixel_shader = PSTexture(vtx);
}; };
}; };
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
// Technique: Draw // Technique: TextureColor
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
// Parameters: // Parameters:
// - InputA: RGBA Texture // - InputA: RGBA Texture
float4 PSDrawPremultiplied(VertexData vtx) : TARGET { float4 PSTextureColor(VertexColorData vtx) : TARGET {
return InputA.Sample(BlankSampler, vtx.uv) * vtx.clr;
};
technique TextureColor
{
pass
{
vertex_shader = ColorVertexShader(vtx);
pixel_shader = PSTextureColor(vtx);
};
};
//------------------------------------------------------------------------------
// Technique: Texture Premultiplied
//------------------------------------------------------------------------------
// Parameters:
// - InputA: RGBA Texture
float4 PSTexturePremultiplied(VertexData vtx) : TARGET {
float4 rgba = InputA.Sample(BlankSampler, vtx.uv); float4 rgba = InputA.Sample(BlankSampler, vtx.uv);
rgba.rgb /= rgba.a > (1. / 1024.) ? rgba.a : 1.0; rgba.rgb /= rgba.a > (1. / 1024.) ? rgba.a : 1.0;
return rgba; return rgba;
@ -43,7 +70,15 @@ technique DrawPremultiplied
pass pass
{ {
vertex_shader = DefaultVertexShader(vtx); vertex_shader = DefaultVertexShader(vtx);
pixel_shader = PSDrawPremultiplied(vtx); pixel_shader = PSTexturePremultiplied(vtx);
};
};
technique TexturePremultiplied
{
pass
{
vertex_shader = DefaultVertexShader(vtx);
pixel_shader = PSTexturePremultiplied(vtx);
}; };
}; };
@ -69,3 +104,21 @@ technique RestoreAlpha
pixel_shader = PSRestoreAlpha(vtx); pixel_shader = PSRestoreAlpha(vtx);
}; };
}; };
//------------------------------------------------------------------------------
// Technique: Color
//------------------------------------------------------------------------------
// Parameters:
float4 PSColor(VertexColorData vtx) : TARGET {
return vtx.clr;
};
technique Color
{
pass
{
vertex_shader = ColorVertexShader(vtx);
pixel_shader = PSColor(vtx);
};
};

266
source/gfx/gfx-debug.cpp Normal file
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@ -0,0 +1,266 @@
// Copyright (c) 2021 Michael Fabian Dirks <info@xaymar.com>
//
// 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.
#include "gfx-debug.hpp"
#include <mutex>
#include "graphics/matrix4.h"
#include "obs/gs/gs-helper.hpp"
#include "plugin.hpp"
#include "util/util-logging.hpp"
#ifdef _DEBUG
#define ST_PREFIX "<%s> "
#define D_LOG_ERROR(x, ...) P_LOG_ERROR(ST_PREFIX##x, __FUNCTION_SIG__, __VA_ARGS__)
#define D_LOG_WARNING(x, ...) P_LOG_WARN(ST_PREFIX##x, __FUNCTION_SIG__, __VA_ARGS__)
#define D_LOG_INFO(x, ...) P_LOG_INFO(ST_PREFIX##x, __FUNCTION_SIG__, __VA_ARGS__)
#define D_LOG_DEBUG(x, ...) P_LOG_DEBUG(ST_PREFIX##x, __FUNCTION_SIG__, __VA_ARGS__)
#else
#define ST_PREFIX "<gfx::debug> "
#define D_LOG_ERROR(...) P_LOG_ERROR(ST_PREFIX __VA_ARGS__)
#define D_LOG_WARNING(...) P_LOG_WARN(ST_PREFIX __VA_ARGS__)
#define D_LOG_INFO(...) P_LOG_INFO(ST_PREFIX __VA_ARGS__)
#define D_LOG_DEBUG(...) P_LOG_DEBUG(ST_PREFIX __VA_ARGS__)
#endif
std::shared_ptr<streamfx::gfx::debug> streamfx::gfx::debug::get()
{
static std::weak_ptr<streamfx::gfx::debug> instance;
static std::mutex lock;
std::unique_lock<std::mutex> ul(lock);
if (instance.expired()) {
auto hard_instance = std::shared_ptr<streamfx::gfx::debug>(new streamfx::gfx::debug());
instance = hard_instance;
return hard_instance;
}
return instance.lock();
}
streamfx::gfx::debug::debug()
{
{
std::filesystem::path file = ::streamfx::data_file_path("effects/standard.effect");
try {
_effect = std::make_shared<::streamfx::obs::gs::effect>(file);
} catch (...) {
D_LOG_ERROR("Failed to load '%s'.", file.generic_u8string().c_str());
}
}
}
streamfx::gfx::debug::~debug()
{
obs::gs::context gctx{};
_point_vb.reset();
_line_vb.reset();
_arrow_vb.reset();
_quad_vb.reset();
}
void streamfx::gfx::debug::draw_point(float x, float y, uint32_t color)
{
obs::gs::context gctx{};
if (!_point_vb) {
_point_vb = std::make_shared<obs::gs::vertex_buffer>(1u, 1u);
}
{
auto vtx = _point_vb->at(0);
vec3_set(vtx.position, x, y, 0.);
*vtx.color = color;
}
gs_load_indexbuffer(nullptr);
gs_load_vertexbuffer(_point_vb->update(true));
while (gs_effect_loop(_effect->get_object(), "Color")) {
gs_draw(GS_POINTS, 0, 1);
}
gs_load_vertexbuffer(nullptr);
}
void streamfx::gfx::debug::draw_line(float x, float y, float x2, float y2, uint32_t color /*= 0xFFFFFFFF*/)
{
obs::gs::context gctx{};
if (!_line_vb) {
_line_vb = std::make_shared<obs::gs::vertex_buffer>(2u, 1u);
}
{
auto vtx = _line_vb->at(0);
vec3_set(vtx.position, x, y, 0.);
*vtx.color = color;
}
{
auto vtx = _line_vb->at(1);
vec3_set(vtx.position, x2, y2, 0.);
*vtx.color = color;
}
gs_load_indexbuffer(nullptr);
gs_load_vertexbuffer(_line_vb->update(true));
while (gs_effect_loop(_effect->get_object(), "Color")) {
gs_draw(GS_LINES, 0, 2);
}
gs_load_vertexbuffer(nullptr);
}
void streamfx::gfx::debug::draw_arrow(float x, float y, float x2, float y2, float w /*= 0.*/,
uint32_t color /*= 0xFFFFFFFF*/)
{
obs::gs::context gctx{};
if (!_arrow_vb) {
_arrow_vb = std::make_shared<obs::gs::vertex_buffer>(5u, 1u);
}
float dx = x2 - x;
float dy = y2 - y;
float ang = atan2(-dx, dy);
float len = sqrt(dx * dx + dy * dy);
if (abs(w) <= 1) {
w = len / 3.;
}
matrix4 rotator;
matrix4_identity(&rotator);
matrix4_rotate_aa4f(&rotator, &rotator, 0, 0, 1, ang);
vec3 offset;
vec3_set(&offset, x, y, 0.);
{
auto vtx = _arrow_vb->at(0);
vec3_set(vtx.position, 0, 0, 0.);
vec3_transform(vtx.position, vtx.position, &rotator);
vec3_add(vtx.position, vtx.position, &offset);
*vtx.color = color;
}
{
auto vtx = _arrow_vb->at(1);
vec3_set(vtx.position, 0, len, 0.);
vec3_transform(vtx.position, vtx.position, &rotator);
vec3_add(vtx.position, vtx.position, &offset);
*vtx.color = color;
}
{
auto vtx = _arrow_vb->at(2);
vec3_set(vtx.position, -w, len - w, 0.);
vec3_transform(vtx.position, vtx.position, &rotator);
vec3_add(vtx.position, vtx.position, &offset);
*vtx.color = color;
}
{
auto vtx = _arrow_vb->at(3);
vec3_set(vtx.position, w, len - w, 0.);
vec3_transform(vtx.position, vtx.position, &rotator);
vec3_add(vtx.position, vtx.position, &offset);
*vtx.color = color;
}
{
auto vtx = _arrow_vb->at(4);
vec3_set(vtx.position, 0, len, 0.);
vec3_transform(vtx.position, vtx.position, &rotator);
vec3_add(vtx.position, vtx.position, &offset);
*vtx.color = color;
}
gs_load_indexbuffer(nullptr);
gs_load_vertexbuffer(_arrow_vb->update(true));
while (gs_effect_loop(_effect->get_object(), "Color")) {
gs_draw(GS_LINESTRIP, 0, 5);
}
gs_load_vertexbuffer(nullptr);
}
void streamfx::gfx::debug::draw_rectangle(float x, float y, float w, float h, bool frame,
uint32_t color /*= 0xFFFFFFFF*/)
{
obs::gs::context gctx{};
if (!_quad_vb) {
_quad_vb = std::make_shared<obs::gs::vertex_buffer>(5u, 1u);
}
if (frame) {
{
auto vtx = _quad_vb->at(0);
vec3_set(vtx.position, x, y, 0.);
*vtx.color = color;
}
{
auto vtx = _quad_vb->at(1);
vec3_set(vtx.position, x + w, y, 0.);
*vtx.color = color;
}
{
auto vtx = _quad_vb->at(2);
vec3_set(vtx.position, x + w, y + h, 0.);
*vtx.color = color;
}
{
auto vtx = _quad_vb->at(3);
vec3_set(vtx.position, x, y + h, 0.);
*vtx.color = color;
}
{
auto vtx = _quad_vb->at(4);
vec3_set(vtx.position, x, y, 0.);
*vtx.color = color;
}
gs_load_indexbuffer(nullptr);
gs_load_vertexbuffer(_quad_vb->update(true));
while (gs_effect_loop(_effect->get_object(), "Color")) {
gs_draw(GS_LINESTRIP, 0, 5);
}
gs_load_vertexbuffer(nullptr);
} else {
{
auto vtx = _quad_vb->at(0);
vec3_set(vtx.position, x, y, 0.);
*vtx.color = color;
}
{
auto vtx = _quad_vb->at(1);
vec3_set(vtx.position, x + w, y, 0.);
*vtx.color = color;
}
{
auto vtx = _quad_vb->at(2);
vec3_set(vtx.position, x, y + h, 0.);
*vtx.color = color;
}
{
auto vtx = _quad_vb->at(3);
vec3_set(vtx.position, x + w, y + h, 0.);
*vtx.color = color;
}
gs_load_indexbuffer(nullptr);
gs_load_vertexbuffer(_quad_vb->update(true));
while (gs_effect_loop(_effect->get_object(), "Color")) {
gs_draw(GS_TRISTRIP, 0, 4);
}
gs_load_vertexbuffer(nullptr);
}
}

50
source/gfx/gfx-debug.hpp Normal file
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@ -0,0 +1,50 @@
// Copyright (c) 2021 Michael Fabian Dirks <info@xaymar.com>
//
// 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.
#include <memory>
#include "obs/gs/gs-effect.hpp"
#include "obs/gs/gs-vertexbuffer.hpp"
namespace streamfx::gfx {
class debug {
std::shared_ptr<::streamfx::obs::gs::effect> _effect;
std::shared_ptr<::streamfx::obs::gs::vertex_buffer> _point_vb;
std::shared_ptr<::streamfx::obs::gs::vertex_buffer> _line_vb;
std::shared_ptr<::streamfx::obs::gs::vertex_buffer> _arrow_vb;
std::shared_ptr<::streamfx::obs::gs::vertex_buffer> _quad_vb;
public /* Singleton */:
static std::shared_ptr<streamfx::gfx::debug> get();
private:
debug();
public:
~debug();
void draw_point(float x, float y, uint32_t color = 0xFFFFFFFF);
void draw_line(float x, float y, float x2, float y2, uint32_t color = 0xFFFFFFFF);
void draw_arrow(float x, float y, float x2, float y2, float w = 0., uint32_t color = 0xFFFFFFFF);
void draw_rectangle(float x, float y, float w, float h, bool frame, uint32_t color = 0xFFFFFFFF);
};
} // namespace streamfx::gfx