Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add a "Debug" Rendering pipeline that draws meshes in wireframe #144

Open
BenjaFriend opened this issue Feb 1, 2020 · 1 comment
Open
Labels
enhancement New feature or request PRI 1 Priority 1; Critical

Comments

@BenjaFriend
Copy link
Member

BenjaFriend commented Feb 1, 2020

There should be a PipelineFlags options for "Debug" which will build a render pipeline enabling you to draw wireframe meshes

This is a really important feature that I want to have because how we implement this should be same was as we would a new shader effect, like an outline shader. It's important that the design is scalable to have as many materials/visual effects that we want here and that it is easily extensible to the end user (a graphics programmer making a new effect)

@BenjaFriend BenjaFriend added enhancement New feature or request PRI 1 Priority 1; Critical labels Feb 1, 2020
@BenjaFriend BenjaFriend added this to the Perf pass and Cleanup milestone Feb 1, 2020
@BenjaFriend
Copy link
Member Author

BenjaFriend commented Feb 1, 2020

Shaders

  • The vertex shader for this would look similar to mrt_vert, but different attachments.
  • The fragment shader would simply be writing the position and colors to the appropriate buffers instead of doing texture sampling.

This is necessary because we are working in world space, so we have to be drawing on the full screen quad render target.

C++ Side

We may have to change how the OffscreenSubpass::Draw function works. Because the offscreen pass currently begins/ends it's own command buffer, we have to make sure that we manage dependencies for drawing correctly in the Debug subpass. Ideally I would like to have the Debug subpass using those exact same command buffers, but that means we have a dependency between Offscreen and Debug.

@BenjaFriend BenjaFriend pinned this issue Feb 1, 2020
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
enhancement New feature or request PRI 1 Priority 1; Critical
Projects
None yet
Development

No branches or pull requests

1 participant