Kav/Renderer.cs

502 lines
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C#
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
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public class Renderer
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{
private const int MAX_SHADOW_CASCADES = 4;
private int ShadowMapSize { get; }
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private GraphicsDevice GraphicsDevice { get; }
private int RenderDimensionsX { get; }
private int RenderDimensionsY { get; }
private VertexBuffer FullscreenTriangle { get; }
private int NumShadowCascades { get; }
private RenderTarget2D ColorRenderTarget { get; }
private RenderTarget2D DirectionalRenderTarget { get; }
private RenderTarget2D[] ShadowRenderTargets { get; }
private DeferredPBREffect DeferredPBREffect { get; }
/* FIXME: these next two dont actually have anything to do with PBR */
private DeferredPBR_GBufferEffect Deferred_GBufferEffect { get; }
private DeferredPBR_AmbientLightEffect DeferredAmbientLightEffect { get; }
private DeferredPBR_PointLightEffect DeferredPointLightEffect { get; }
private DeferredPBR_DirectionalLightEffect DeferredDirectionalLightEffect { get; }
private Deferred_ToonEffect Deferred_ToonEffect { get; }
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private SimpleDepthEffect SimpleDepthEffect { get; }
private Effect ToneMapEffect { get; }
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private RenderTarget2D gPosition { get; }
private RenderTarget2D gNormal { get; }
private RenderTarget2D gAlbedo { get; }
private RenderTarget2D gMetallicRoughness { get; }
private RenderTargetBinding[] GBuffer { get; }
private SpriteBatch SpriteBatch { get; }
public Renderer(
GraphicsDevice graphicsDevice,
int renderDimensionsX,
int renderDimensionsY,
int numShadowCascades,
int shadowMapSize
) {
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GraphicsDevice = graphicsDevice;
RenderDimensionsX = renderDimensionsX;
RenderDimensionsY = renderDimensionsY;
ShadowMapSize = shadowMapSize;
NumShadowCascades = (int)MathHelper.Clamp(numShadowCascades, 1, MAX_SHADOW_CASCADES);
ShadowRenderTargets = new RenderTarget2D[numShadowCascades];
for (var i = 0; i < numShadowCascades; i++)
{
ShadowRenderTargets[i] = new RenderTarget2D(
GraphicsDevice,
ShadowMapSize,
ShadowMapSize,
false,
SurfaceFormat.Single,
DepthFormat.Depth24
);
}
ColorRenderTarget = new RenderTarget2D(
graphicsDevice,
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renderDimensionsX,
renderDimensionsY,
false,
SurfaceFormat.Color,
DepthFormat.None,
0,
RenderTargetUsage.PreserveContents
);
DirectionalRenderTarget = new RenderTarget2D(
graphicsDevice,
renderDimensionsX,
renderDimensionsY,
false,
SurfaceFormat.Color,
DepthFormat.None,
0,
RenderTargetUsage.PreserveContents
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);
gPosition = new RenderTarget2D(
GraphicsDevice,
renderDimensionsX,
renderDimensionsY,
false,
SurfaceFormat.Vector4,
DepthFormat.Depth24
);
gNormal = new RenderTarget2D(
GraphicsDevice,
renderDimensionsX,
renderDimensionsY,
false,
SurfaceFormat.Vector4,
DepthFormat.None
);
gAlbedo = new RenderTarget2D(
GraphicsDevice,
renderDimensionsX,
renderDimensionsY,
false,
SurfaceFormat.Color,
DepthFormat.None
);
gMetallicRoughness = new RenderTarget2D(
GraphicsDevice,
renderDimensionsX,
renderDimensionsY,
false,
SurfaceFormat.HalfVector2,
DepthFormat.None
);
GBuffer = new RenderTargetBinding[4] {
new RenderTargetBinding(gPosition),
new RenderTargetBinding(gNormal),
new RenderTargetBinding(gAlbedo),
new RenderTargetBinding(gMetallicRoughness)
};
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SimpleDepthEffect = new SimpleDepthEffect(GraphicsDevice);
DeferredPBREffect = new DeferredPBREffect(GraphicsDevice);
Deferred_GBufferEffect = new DeferredPBR_GBufferEffect(GraphicsDevice);
DeferredAmbientLightEffect = new DeferredPBR_AmbientLightEffect(GraphicsDevice);
DeferredPointLightEffect = new DeferredPBR_PointLightEffect(GraphicsDevice);
DeferredDirectionalLightEffect = new DeferredPBR_DirectionalLightEffect(GraphicsDevice);
DeferredDirectionalLightEffect.ShadowMapSize = ShadowMapSize;
ToneMapEffect = new Effect(graphicsDevice, Resources.ToneMapEffect);
Deferred_ToonEffect = new Deferred_ToonEffect(GraphicsDevice);
FullscreenTriangle = new VertexBuffer(GraphicsDevice, typeof(VertexPositionTexture), 3, BufferUsage.WriteOnly);
FullscreenTriangle.SetData(new VertexPositionTexture[3] {
new VertexPositionTexture(new Vector3(-1, -3, 0), new Vector2(0, 2)),
new VertexPositionTexture(new Vector3(-1, 1, 0), new Vector2(0, 0)),
new VertexPositionTexture(new Vector3(3, 1, 0), new Vector2(2, 0))
});
SpriteBatch = new SpriteBatch(graphicsDevice);
}
public void DeferredRender(
PerspectiveCamera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
AmbientLight ambientLight,
IEnumerable<PointLight> pointLights,
DirectionalLight directionalLight
) {
GBufferRender(camera, modelTransforms);
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
GraphicsDevice.Clear(Color.Black);
AmbientLightRender(ambientLight);
DeferredPointLightEffect.EyePosition = camera.Position;
foreach (var pointLight in pointLights)
{
PointLightRender(pointLight);
}
DirectionalLightRender(camera, modelTransforms, directionalLight);
GraphicsDevice.SetRenderTarget(null);
GraphicsDevice.Clear(Color.Black);
SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, ToneMapEffect);
SpriteBatch.Draw(ColorRenderTarget, Vector2.Zero, Color.White);
SpriteBatch.End();
}
public void DeferredToonRender(
PerspectiveCamera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
AmbientLight ambientLight,
DirectionalLight directionalLight
) {
GBufferRender(camera, modelTransforms);
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
GraphicsDevice.Clear(Color.Black);
AmbientLightRender(ambientLight);
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DirectionalLightToonRender(camera, modelTransforms, directionalLight);
GraphicsDevice.SetRenderTarget(null);
GraphicsDevice.Clear(Color.Black);
SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, null);
SpriteBatch.Draw(ColorRenderTarget, Vector2.Zero, Color.White);
SpriteBatch.End();
}
private void GBufferRender(
PerspectiveCamera camera,
IEnumerable<(Model, Matrix)> modelTransforms
) {
GraphicsDevice.SetRenderTargets(GBuffer);
GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1f, 0);
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque;
foreach (var (model, transform) in modelTransforms)
{
foreach (var modelMesh in model.Meshes)
{
foreach (var meshPart in modelMesh.MeshParts)
{
Deferred_GBufferEffect.World = transform;
Deferred_GBufferEffect.View = camera.View;
Deferred_GBufferEffect.Projection = camera.Projection;
Deferred_GBufferEffect.Albedo = meshPart.Albedo;
Deferred_GBufferEffect.Metallic = meshPart.Metallic;
Deferred_GBufferEffect.Roughness = meshPart.Roughness;
Deferred_GBufferEffect.AlbedoTexture = meshPart.AlbedoTexture;
Deferred_GBufferEffect.NormalTexture = meshPart.NormalTexture;
Deferred_GBufferEffect.MetallicRoughnessTexture = meshPart.MetallicRoughnessTexture;
GraphicsDevice.SetVertexBuffer(meshPart.VertexBuffer);
GraphicsDevice.Indices = meshPart.IndexBuffer;
foreach (var pass in Deferred_GBufferEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawIndexedPrimitives(
PrimitiveType.TriangleList,
0,
0,
meshPart.VertexBuffer.VertexCount,
0,
meshPart.Triangles.Length
);
}
}
}
}
}
private void AmbientLightRender(AmbientLight ambientLight)
{
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
GraphicsDevice.BlendState = BlendState.Additive;
GraphicsDevice.DepthStencilState = DepthStencilState.None;
DeferredAmbientLightEffect.GPosition = gPosition;
DeferredAmbientLightEffect.GAlbedo = gAlbedo;
DeferredAmbientLightEffect.AmbientColor = ambientLight.Color.ToVector3();
foreach (var pass in DeferredAmbientLightEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
}
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}
private void PointLightRender(PointLight pointLight)
{
DeferredPointLightEffect.GPosition = gPosition;
DeferredPointLightEffect.GAlbedo = gAlbedo;
DeferredPointLightEffect.GNormal = gNormal;
DeferredPointLightEffect.GMetallicRoughness = gMetallicRoughness;
DeferredPointLightEffect.PointLightPosition = pointLight.Position;
DeferredPointLightEffect.PointLightColor =
pointLight.Color.ToVector3() * pointLight.Intensity;
foreach (var pass in DeferredPointLightEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
}
}
private void DirectionalLightRender(
PerspectiveCamera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
DirectionalLight directionalLight
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) {
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RenderShadows(camera, modelTransforms, directionalLight, DeferredDirectionalLightEffect);
DeferredDirectionalLightEffect.GPosition = gPosition;
DeferredDirectionalLightEffect.GAlbedo = gAlbedo;
DeferredDirectionalLightEffect.GNormal = gNormal;
DeferredDirectionalLightEffect.GMetallicRoughness = gMetallicRoughness;
DeferredDirectionalLightEffect.ShadowMapOne = ShadowRenderTargets[0];
if (NumShadowCascades > 1)
{
DeferredDirectionalLightEffect.ShadowMapTwo = ShadowRenderTargets[1];
}
if (NumShadowCascades > 2)
{
DeferredDirectionalLightEffect.ShadowMapThree = ShadowRenderTargets[2];
}
if (NumShadowCascades > 3)
{
DeferredDirectionalLightEffect.ShadowMapFour = ShadowRenderTargets[3];
}
DeferredDirectionalLightEffect.DirectionalLightDirection = directionalLight.Direction;
DeferredDirectionalLightEffect.DirectionalLightColor =
directionalLight.Color.ToVector3() * directionalLight.Intensity;
DeferredDirectionalLightEffect.ViewMatrix = camera.View;
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DeferredDirectionalLightEffect.EyePosition = camera.Position;
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
GraphicsDevice.BlendState = BlendState.Additive;
foreach (EffectPass pass in DeferredDirectionalLightEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
}
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}
private void DirectionalLightToonRender(
PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms,
DirectionalLight directionalLight
) {
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RenderShadows(camera, modelTransforms, directionalLight, Deferred_ToonEffect);
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
GraphicsDevice.BlendState = BlendState.Additive;
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Deferred_ToonEffect.GPosition = gPosition;
Deferred_ToonEffect.GAlbedo = gAlbedo;
Deferred_ToonEffect.GNormal = gNormal;
Deferred_ToonEffect.EyePosition = camera.Position;
Deferred_ToonEffect.DirectionalLightDirection = directionalLight.Direction;
Deferred_ToonEffect.DirectionalLightColor =
directionalLight.Color.ToVector3() * directionalLight.Intensity;
Deferred_ToonEffect.Softness = 0.01f;
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Deferred_ToonEffect.ShadowMapOne = ShadowRenderTargets[0];
if (NumShadowCascades > 1)
{
Deferred_ToonEffect.ShadowMapTwo = ShadowRenderTargets[1];
}
if (NumShadowCascades > 2)
{
Deferred_ToonEffect.ShadowMapThree = ShadowRenderTargets[2];
}
if (NumShadowCascades > 3)
{
Deferred_ToonEffect.ShadowMapFour = ShadowRenderTargets[3];
}
Deferred_ToonEffect.ViewMatrix = camera.View;
foreach (EffectPass pass in Deferred_ToonEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
}
}
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private void RenderShadows(
PerspectiveCamera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
DirectionalLight directionalLight,
ShadowCascadeEffect effect
) {
// render the individual shadow cascades
var previousFarPlane = camera.NearPlane;
for (var i = 0; i < NumShadowCascades; i++)
{
var farPlane = camera.FarPlane / (MathHelper.Max((NumShadowCascades - i - 1) * 2f, 1f));
// divide the view frustum
var shadowCamera = new PerspectiveCamera(
camera.Position,
camera.Forward,
camera.Up,
camera.FieldOfView,
camera.AspectRatio,
previousFarPlane,
farPlane
);
// TODO: This is tightly coupled to the effect and it sucks
RenderShadowMap(shadowCamera, modelTransforms, directionalLight, effect, i);
effect.CascadeFarPlanes[i] = farPlane;
previousFarPlane = farPlane;
}
}
private void RenderShadowMap(
PerspectiveCamera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
DirectionalLight directionalLight,
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ShadowCascadeEffect effect,
int shadowCascadeIndex
) {
GraphicsDevice.SetRenderTarget(ShadowRenderTargets[shadowCascadeIndex]);
GraphicsDevice.Clear(Color.White);
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque;
var cameraBoundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
Vector3[] frustumCorners = cameraBoundingFrustum.GetCorners();
Vector3 frustumCenter = Vector3.Zero;
for (var i = 0; i < frustumCorners.Length; i++)
{
frustumCenter += frustumCorners[i];
}
frustumCenter /= 8f;
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var lightView = Matrix.CreateLookAt(frustumCenter + directionalLight.Direction, frustumCenter, Vector3.Backward);
for (var i = 0; i < frustumCorners.Length; i++)
{
frustumCorners[i] = Vector3.Transform(frustumCorners[i], lightView);
}
BoundingBox lightBox = BoundingBox.CreateFromPoints(frustumCorners);
SimpleDepthEffect.View = lightView;
SimpleDepthEffect.Projection = Matrix.CreateOrthographicOffCenter(
lightBox.Min.X,
lightBox.Max.X,
lightBox.Min.Y,
lightBox.Max.Y,
-lightBox.Max.Z - 10f, // TODO: near clip plane needs scene AABB info to get rid of this magic value
-lightBox.Min.Z
);
var lightSpaceMatrix = SimpleDepthEffect.View * SimpleDepthEffect.Projection;
if (shadowCascadeIndex == 0)
{
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effect.LightSpaceMatrixOne = lightSpaceMatrix;
}
else if (shadowCascadeIndex == 1)
{
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effect.LightSpaceMatrixTwo = lightSpaceMatrix;
}
else if (shadowCascadeIndex == 2)
{
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effect.LightSpaceMatrixThree = lightSpaceMatrix;
}
else if (shadowCascadeIndex == 3)
{
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effect.LightSpaceMatrixFour = lightSpaceMatrix;
}
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foreach (var (model, transform) in modelTransforms)
{
foreach (var modelMesh in model.Meshes)
{
foreach (var meshPart in modelMesh.MeshParts)
{
GraphicsDevice.SetVertexBuffer(meshPart.VertexBuffer);
GraphicsDevice.Indices = meshPart.IndexBuffer;
SimpleDepthEffect.Model = transform;
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foreach (var pass in SimpleDepthEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawIndexedPrimitives(
PrimitiveType.TriangleList,
0,
0,
meshPart.VertexBuffer.VertexCount,
0,
meshPart.Triangles.Length
);
}
}
}
}
}
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}
}