more toon effect + remove material from MeshPart

pull/3/head
cosmonaut 2020-10-01 22:26:40 -07:00
parent 565be374bb
commit 2fb20747e4
7 changed files with 174 additions and 101 deletions

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@ -11,6 +11,9 @@ namespace Kav
EffectParameter eyePositionParam;
EffectParameter directionalLightDirectionParam;
EffectParameter directionalLightColorParam;
EffectParameter softnessParam;
public Texture2D GPosition { get; set; }
public Texture2D GAlbedo { get; set; }
@ -18,6 +21,9 @@ namespace Kav
public Vector3 EyePosition { get; set; }
public Vector3 DirectionalLightDirection { get; set; }
public Vector3 DirectionalLightColor { get; set; }
public float Softness { get; set; }
public Deferred_ToonEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.Deferred_ToonEffect)
{
@ -29,9 +35,12 @@ namespace Kav
gPositionParam.SetValue(GPosition);
gAlbedoParam.SetValue(GAlbedo);
gNormalParam.SetValue(GNormal);
eyePositionParam.SetValue(EyePosition);
directionalLightDirectionParam.SetValue(DirectionalLightDirection);
directionalLightColorParam.SetValue(DirectionalLightColor);
softnessParam.SetValue(Softness);
}
void CacheEffectParameters()
@ -42,6 +51,9 @@ namespace Kav
eyePositionParam = Parameters["EyePosition"];
directionalLightDirectionParam = Parameters["DirectionalLightDirection"];
directionalLightColorParam = Parameters["DirectionalLightColor"];
softnessParam = Parameters["Softness"];
}
}
}

BIN
Effects/FXB/Deferred_ToonEffect.fxb (Stored with Git LFS)

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@ -9,7 +9,9 @@ BEGIN_CONSTANTS
float3 EyePosition _ps(c0) _cb(c0);
float3 DirectionalLightDirection _ps(c1) _cb(c1);
float3 AmbientLightColor _ps(c2) _cb(c2);
float3 DirectionalLightColor _ps(c2) _cb(c2);
float Softness _ps(c3) _cb(c3);
END_CONSTANTS
@ -44,10 +46,39 @@ float4 main_ps(PixelInput input) : SV_TARGET0
float3 V = normalize(EyePosition - worldPosition);
float3 L = normalize(DirectionalLightDirection);
float3 N = normalize(normal);
float NdotL = dot(N, L);
float3 H = normalize(V + L);
float lightIntensity = (NdotL > 0.0) ? 1.0 : 0.0;
return float4(albedo * (lightIntensity, 1.0);
float NdotL = dot(N, L);
float NdotH = max(dot(N, H), 0.0);
float lightIntensity;
if (Softness > 0.0)
{
lightIntensity = smoothstep(0, Softness, NdotL);
}
else
{
lightIntensity = (NdotL > 0.0) ? 1.0 : 0.0;
}
float3 light = lightIntensity * DirectionalLightColor;
float specularIntensity = pow(NdotH * lightIntensity, 32 * 32);
float specularSmooth = smoothstep(0.005, 0.01, specularIntensity);
float3 specular = specularSmooth * float3(1.0, 1.0, 1.0);
float rimColor = float3(1.0, 1.0, 1.0);
float rimThreshold = 0.1;
float rimAmount = 0.76;
float rimDot = 1 - dot(V, N);
float rimIntensity = rimDot * pow(max(NdotL, 0.0), rimThreshold);
rimIntensity = smoothstep(rimAmount - 0.01, rimAmount + 0.01, rimIntensity);
float3 rim = rimIntensity * rimColor;
float3 color = albedo * (light + specular + rim);
return float4(color, 1.0);
}
Technique Deferred_Toon

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@ -9,15 +9,47 @@ namespace Kav
public VertexBuffer VertexBuffer { get; }
public Triangle[] Triangles { get; }
public Vector3[] Positions { get; }
public Effect Effect { get; }
private Texture2D albedoTexture = null;
private Texture2D normalTexture = null;
private Texture2D metallicRoughnessTexture = null;
public MeshPart(VertexBuffer vertexBuffer, IndexBuffer indexBuffer, Vector3[] positions, Triangle[] triangles, Effect effect)
{
public Texture2D AlbedoTexture
{
get { return DisableAlbedoMap ? null : albedoTexture; }
set { albedoTexture = value; }
}
public Texture2D NormalTexture
{
get { return DisableNormalMap ? null : normalTexture; }
set { normalTexture = value; }
}
public Texture2D MetallicRoughnessTexture
{
get { return DisableMetallicRoughnessMap ? null : metallicRoughnessTexture; }
set { metallicRoughnessTexture = value; }
}
public Vector3 Albedo { get; set; } = Vector3.One;
public float Metallic { get; set; } = 0.5f;
public float Roughness { get; set; } = 0.5f;
public bool DisableAlbedoMap { get; set; } = false;
public bool DisableNormalMap { get; set; } = false;
public bool DisableMetallicRoughnessMap { get; set; } = false;
public MeshPart(
VertexBuffer vertexBuffer,
IndexBuffer indexBuffer,
Vector3[] positions,
Triangle[] triangles
) {
VertexBuffer = vertexBuffer;
IndexBuffer = indexBuffer;
Positions = positions;
Triangles = triangles;
Effect = effect;
}
}
}

View File

@ -6,9 +6,59 @@ namespace Kav
{
public Mesh[] Meshes { get; }
private Color albedoValue;
public Color Albedo
{
get { return albedoValue; }
set
{
foreach (var mesh in Meshes)
{
foreach (var meshPart in mesh.MeshParts)
{
meshPart.Albedo = value.ToVector3();
}
}
}
}
public Model(Mesh[] meshes)
{
Meshes = meshes;
}
public void DisableAlbedoMaps()
{
foreach (var mesh in Meshes)
{
foreach (var meshPart in mesh.MeshParts)
{
meshPart.DisableAlbedoMap = true;
}
}
}
public void DisableNormalMaps()
{
foreach (var mesh in Meshes)
{
foreach (var meshPart in mesh.MeshParts)
{
meshPart.DisableNormalMap = true;
}
}
}
public void DisableMetallicRoughnessMaps()
{
foreach (var mesh in Meshes)
{
foreach (var meshPart in mesh.MeshParts)
{
meshPart.DisableMetallicRoughnessMap = true;
}
}
}
}
}

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@ -15,19 +15,6 @@ namespace Kav
foreach (var meshPartData in meshData.MeshParts)
{
var effect = new Kav.DeferredPBR_GBufferEffect(
graphicsDevice
)
{
Albedo = meshPartData.Albedo,
Metallic = meshPartData.Metallic,
Roughness = meshPartData.Roughness,
AlbedoTexture = meshPartData.AlbedoTexture,
NormalTexture = meshPartData.NormalTexture,
MetallicRoughnessTexture = meshPartData.MetallicRoughnessTexture
};
var triangles = new Kav.Triangle[meshPartData.Triangles.Length];
for (int i = 0; i < meshPartData.Triangles.Length; i++)
{
@ -40,13 +27,22 @@ namespace Kav
);
}
meshParts.Add(new Kav.MeshPart(
var meshPart = new Kav.MeshPart(
meshPartData.VertexBuffer,
meshPartData.IndexBuffer,
meshPartData.Positions,
triangles,
effect
));
triangles
);
meshPart.Albedo = meshPartData.Albedo;
meshPart.Metallic = meshPartData.Metallic;
meshPart.Roughness = meshPartData.Roughness;
meshPart.AlbedoTexture = meshPartData.AlbedoTexture;
meshPart.NormalTexture = meshPartData.NormalTexture;
meshPart.MetallicRoughnessTexture = meshPartData.MetallicRoughnessTexture;
meshParts.Add(meshPart);
}
meshes.Add(new Kav.Mesh(meshParts.ToArray()));

View File

@ -21,6 +21,8 @@ namespace Kav
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; }
@ -132,6 +134,8 @@ namespace Kav
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);
@ -199,7 +203,7 @@ namespace Kav
GraphicsDevice.SetRenderTarget(null);
GraphicsDevice.Clear(Color.Black);
SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, ToneMapEffect);
SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, null);
SpriteBatch.Draw(ColorRenderTarget, Vector2.Zero, Color.White);
SpriteBatch.End();
}
@ -219,17 +223,22 @@ namespace Kav
{
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;
if (meshPart.Effect is TransformEffect transformEffect)
{
transformEffect.World = transform;
transformEffect.View = camera.View;
transformEffect.Projection = camera.Projection;
}
foreach (var pass in meshPart.Effect.CurrentTechnique.Passes)
foreach (var pass in Deferred_GBufferEffect.CurrentTechnique.Passes)
{
pass.Apply();
@ -353,12 +362,16 @@ namespace Kav
PerspectiveCamera camera,
DirectionalLight directionalLight
) {
Deferred_ToonEffect.EyePosition = camera.Position;
Deferred_ToonEffect.DirectionalLightDirection = directionalLight.Direction;
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
GraphicsDevice.BlendState = BlendState.Additive;
Deferred_ToonEffect.EyePosition = camera.Position;
Deferred_ToonEffect.DirectionalLightDirection = directionalLight.Direction;
Deferred_ToonEffect.DirectionalLightColor =
directionalLight.Color.ToVector3() * directionalLight.Intensity;
Deferred_ToonEffect.Softness = 0.01f;
foreach (EffectPass pass in Deferred_ToonEffect.CurrentTechnique.Passes)
{
pass.Apply();
@ -456,66 +469,5 @@ namespace Kav
}
}
}
public void Render(
PerspectiveCamera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
IEnumerable<PointLight> pointLights,
IEnumerable<DirectionalLight> directionalLights
) {
Render(camera.View, camera.Projection, modelTransforms, pointLights, directionalLights);
}
private void Render(
Matrix view,
Matrix projection,
IEnumerable<(Model, Matrix)> modelTransforms,
IEnumerable<PointLight> pointLights,
IEnumerable<DirectionalLight> directionalLights
) {
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;
if (meshPart.Effect is TransformEffect transformEffect)
{
transformEffect.World = transform;
transformEffect.View = view;
transformEffect.Projection = projection;
}
if (meshPart.Effect is PointLightEffect pointLightEffect)
{
int i = 0;
foreach (var pointLight in pointLights)
{
if (i > pointLightEffect.MaxPointLights) { break; }
pointLightEffect.PointLights[i] = pointLight;
i++;
}
}
foreach (var pass in meshPart.Effect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawIndexedPrimitives(
PrimitiveType.TriangleList,
0,
0,
meshPart.VertexBuffer.VertexCount,
0,
meshPart.Triangles.Length
);
}
}
}
}
}
}
}