experimenting with g buffer sprites
parent
16ecb5afa6
commit
3338bf3b06
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@ -17,6 +17,7 @@ namespace Kav
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EffectParameter roughnessParam;
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EffectParameter roughnessParam;
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EffectParameter uvOffsetAndDimensionsParam;
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EffectParameter uvOffsetAndDimensionsParam;
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EffectParameter isSpriteParam;
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EffectParameter numTextureRowsParam;
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EffectParameter numTextureRowsParam;
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EffectParameter numTextureColumnsParam;
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EffectParameter numTextureColumnsParam;
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@ -35,6 +36,8 @@ namespace Kav
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Vector2 uvOffset;
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Vector2 uvOffset;
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Vector2 subTextureDimensions;
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Vector2 subTextureDimensions;
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bool isSprite = false;
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int numTextureRows = 1;
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int numTextureRows = 1;
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int numTextureColumns = 1;
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int numTextureColumns = 1;
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@ -178,6 +181,16 @@ namespace Kav
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}
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}
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}
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}
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public bool IsSprite
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{
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get { return isSprite; }
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set
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{
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isSprite = value;
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isSpriteParam.SetValue(isSprite ? 1f : 0f);
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}
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}
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public bool HardwareInstancingEnabled
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public bool HardwareInstancingEnabled
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{
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{
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get { return hardwareInstancingEnabled; }
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get { return hardwareInstancingEnabled; }
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@ -313,6 +326,7 @@ namespace Kav
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numTextureColumnsParam = Parameters["NumTextureColumns"];
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numTextureColumnsParam = Parameters["NumTextureColumns"];
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uvOffsetAndDimensionsParam = Parameters["UVOffsetAndDimensions"];
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uvOffsetAndDimensionsParam = Parameters["UVOffsetAndDimensions"];
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isSpriteParam = Parameters["IsSprite"];
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shaderIndexParam = Parameters["PixelShaderIndex"];
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shaderIndexParam = Parameters["PixelShaderIndex"];
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vertexShaderIndexParam = Parameters["VertexShaderIndex"];
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vertexShaderIndexParam = Parameters["VertexShaderIndex"];
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@ -18,6 +18,8 @@ namespace Kav
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EffectParameter farPlaneParam;
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EffectParameter farPlaneParam;
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EffectParameter worldParam;
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EffectParameter worldInverseParam;
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EffectParameter worldViewProjectionParam;
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EffectParameter worldViewProjectionParam;
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public Texture2D GPosition { get; set; }
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public Texture2D GPosition { get; set; }
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@ -45,7 +47,7 @@ namespace Kav
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set
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set
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{
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{
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world = value;
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world = value;
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dirtyFlags |= EffectDirtyFlags.WorldViewProj;
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dirtyFlags |= EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.World;
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}
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}
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}
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}
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@ -77,7 +79,7 @@ namespace Kav
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public DeferredPBR_PointLightEffect(DeferredPBR_PointLightEffect cloneSource) : base(cloneSource)
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public DeferredPBR_PointLightEffect(DeferredPBR_PointLightEffect cloneSource) : base(cloneSource)
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{
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{
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CacheEffectParameters();
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CacheEffectParameters();
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GPosition = cloneSource.GPosition;
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GPosition = cloneSource.GPosition;
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GAlbedo = cloneSource.GAlbedo;
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GAlbedo = cloneSource.GAlbedo;
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GNormal = cloneSource.GNormal;
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GNormal = cloneSource.GNormal;
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@ -112,6 +114,14 @@ namespace Kav
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farPlaneParam.SetValue(FarPlane);
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farPlaneParam.SetValue(FarPlane);
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if ((dirtyFlags & EffectDirtyFlags.World) != 0)
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{
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worldParam.SetValue(world);
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worldInverseParam.SetValue(Matrix.Invert(world));
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dirtyFlags &= ~EffectDirtyFlags.World;
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}
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if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0)
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if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0)
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{
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{
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worldViewProjectionParam.SetValue(world * view * projection);
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worldViewProjectionParam.SetValue(world * view * projection);
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@ -135,6 +145,8 @@ namespace Kav
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farPlaneParam = Parameters["FarPlane"];
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farPlaneParam = Parameters["FarPlane"];
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worldParam = Parameters["World"];
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worldInverseParam = Parameters["WorldInverse"];
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worldViewProjectionParam = Parameters["WorldViewProjection"];
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worldViewProjectionParam = Parameters["WorldViewProjection"];
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}
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}
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}
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}
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BIN
Effects/FXB/DeferredPBR_GBufferEffect.fxb (Stored with Git LFS)
BIN
Effects/FXB/DeferredPBR_GBufferEffect.fxb (Stored with Git LFS)
Binary file not shown.
BIN
Effects/FXB/DeferredPBR_PointLightEffect.fxb (Stored with Git LFS)
BIN
Effects/FXB/DeferredPBR_PointLightEffect.fxb (Stored with Git LFS)
Binary file not shown.
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@ -5,6 +5,7 @@ DECLARE_TEXTURE(NormalTexture, 1);
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DECLARE_TEXTURE(MetallicRoughnessTexture, 2);
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DECLARE_TEXTURE(MetallicRoughnessTexture, 2);
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float4 UVOffsetAndDimensions;
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float4 UVOffsetAndDimensions;
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float IsSprite;
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BEGIN_CONSTANTS
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BEGIN_CONSTANTS
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@ -119,7 +120,7 @@ PixelOutput NonePS(PixelInput input)
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PixelOutput output;
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(normalize(input.NormalWorld), 1.0);
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output.gNormal = float4(normalize(input.NormalWorld), IsSprite);
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output.gAlbedo = float4(AlbedoValue, 1.0);
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output.gAlbedo = float4(AlbedoValue, 1.0);
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output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
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output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
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@ -131,7 +132,7 @@ PixelOutput AlbedoPS(PixelInput input)
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PixelOutput output;
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(normalize(input.NormalWorld), 1.0);
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output.gNormal = float4(normalize(input.NormalWorld), IsSprite);
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output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
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output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
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output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
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output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
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@ -145,7 +146,7 @@ PixelOutput MetallicRoughnessPS(PixelInput input)
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PixelOutput output;
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(normalize(input.NormalWorld), 1.0);
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output.gNormal = float4(normalize(input.NormalWorld), IsSprite);
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output.gAlbedo = float4(AlbedoValue, 1.0);
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output.gAlbedo = float4(AlbedoValue, 1.0);
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output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
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output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
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@ -157,7 +158,7 @@ PixelOutput NormalPS(PixelInput input)
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PixelOutput output;
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite);
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output.gAlbedo = float4(AlbedoValue, 1.0);
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output.gAlbedo = float4(AlbedoValue, 1.0);
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output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
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output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
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@ -169,7 +170,7 @@ PixelOutput AlbedoMetallicRoughnessPS(PixelInput input)
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PixelOutput output;
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(normalize(input.NormalWorld), 1.0);
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output.gNormal = float4(normalize(input.NormalWorld), IsSprite);
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output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
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output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
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output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
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output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
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@ -183,7 +184,7 @@ PixelOutput AlbedoNormalPS(PixelInput input)
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PixelOutput output;
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite);
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output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
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output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
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output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
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output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
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@ -197,7 +198,7 @@ PixelOutput MetallicRoughnessNormalPS(PixelInput input)
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PixelOutput output;
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite);
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output.gAlbedo = float4(AlbedoValue, 1.0);
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output.gAlbedo = float4(AlbedoValue, 1.0);
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output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
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output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
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@ -209,7 +210,7 @@ PixelOutput AlbedoMetallicRoughnessNormalMapPS(PixelInput input)
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PixelOutput output;
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite);
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output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
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output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
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output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
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output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
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@ -1,7 +1,7 @@
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// Assumes you are drawing a sphere!!
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// Assumes you are drawing a sphere!!
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#include "Macros.fxh" //from FNA
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#include "Macros.fxh" //from FNA
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#include "Lighting.fxh"
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#include "Lighting.fxh"
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#include "Shadow.fxh"
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#include "Shadow.fxh"
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DECLARE_TEXTURE(gPosition, 0);
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DECLARE_TEXTURE(gPosition, 0);
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@ -13,7 +13,7 @@ DECLARE_CUBEMAP(shadowMap, 4);
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BEGIN_CONSTANTS
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BEGIN_CONSTANTS
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float3 EyePosition _ps(c0) _cb(c0);
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float3 EyePosition _ps(c0) _cb(c0);
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float3 PointLightPosition _ps(c1) _cb(c1);
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float3 PointLightPosition _ps(c1) _cb(c1);
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float3 PointLightColor _ps(c2) _cb(c2);
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float3 PointLightColor _ps(c2) _cb(c2);
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@ -21,6 +21,8 @@ BEGIN_CONSTANTS
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MATRIX_CONSTANTS
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MATRIX_CONSTANTS
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float4x4 WorldInverse _ps(c4) _cb(c8);
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float4x4 World _ps(c8) _cb(c12);
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float4x4 WorldViewProjection _vs(c0) _cb(c4);
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float4x4 WorldViewProjection _vs(c0) _cb(c4);
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END_CONSTANTS
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END_CONSTANTS
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@ -42,7 +44,7 @@ PixelInput main_vs(VertexInput input)
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output.Position = mul(input.Position, WorldViewProjection);
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output.Position = mul(input.Position, WorldViewProjection);
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output.ScreenPosition = output.Position;
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output.ScreenPosition = output.Position;
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return output;
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return output;
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}
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}
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{
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{
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input.ScreenPosition.xy /= input.ScreenPosition.w;
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input.ScreenPosition.xy /= input.ScreenPosition.w;
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float2 texCoord = 0.5f * float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 0.5f;
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float2 texCoord = 0.5f * float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 0.5f;
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float3 worldPosition = SAMPLE_TEXTURE(gPosition, texCoord).rgb;
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float3 worldPosition = SAMPLE_TEXTURE(gPosition, texCoord).rgb;
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float3 normal = SAMPLE_TEXTURE(gNormal, texCoord).xyz;
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float4 normalSample = SAMPLE_TEXTURE(gNormal, texCoord);
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float3 normal = normalSample.xyz;
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float isSprite = normalSample.a;
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float3 albedo = SAMPLE_TEXTURE(gAlbedo, texCoord).rgb;
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float3 albedo = SAMPLE_TEXTURE(gAlbedo, texCoord).rgb;
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float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, texCoord).rg;
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float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, texCoord).rg;
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float3 objectZNormal = mul(normal, WorldInverse);
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objectZNormal.xz *= -1;
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float3 invertedZNormalWorld = mul(objectZNormal, World);
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return ComputeColor(
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return ComputeColor(
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worldPosition,
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worldPosition,
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normal,
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normal,
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albedo,
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albedo,
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metallicRoughness.r,
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metallicRoughness.r,
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metallicRoughness.g
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metallicRoughness.g
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);
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) + (isSprite * ComputeColor(worldPosition, invertedZNormalWorld, albedo, metallicRoughness.r, metallicRoughness.g));
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}
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}
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Technique DeferredPBR_Point
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Technique DeferredPBR_Point
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@ -207,6 +207,8 @@ namespace Kav
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GraphicsDevice.BlendState = BlendState.AlphaBlend;
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GraphicsDevice.BlendState = BlendState.AlphaBlend;
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Deferred_GBufferEffect.HardwareInstancingEnabled = false;
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Deferred_GBufferEffect.HardwareInstancingEnabled = false;
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Deferred_GBufferEffect.IsSprite = true;
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Deferred_GBufferEffect.View = camera.View;
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Deferred_GBufferEffect.View = camera.View;
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Deferred_GBufferEffect.Projection = camera.Projection;
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Deferred_GBufferEffect.Projection = camera.Projection;
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GraphicsDevice.BlendState = BlendState.Opaque;
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GraphicsDevice.BlendState = BlendState.Opaque;
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Deferred_GBufferEffect.HardwareInstancingEnabled = true;
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Deferred_GBufferEffect.HardwareInstancingEnabled = true;
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Deferred_GBufferEffect.IsSprite = false;
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Deferred_GBufferEffect.Albedo = drawable.Albedo;
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Deferred_GBufferEffect.Albedo = drawable.Albedo;
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Deferred_GBufferEffect.Metallic = drawable.Metallic;
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Deferred_GBufferEffect.Metallic = drawable.Metallic;
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GraphicsDevice.DepthStencilState = DepthStencilState.Default;
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GraphicsDevice.DepthStencilState = DepthStencilState.Default;
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GraphicsDevice.BlendState = BlendState.Opaque;
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GraphicsDevice.BlendState = BlendState.Opaque;
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Deferred_GBufferEffect.IsSprite = false;
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Deferred_GBufferEffect.HardwareInstancingEnabled = false;
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Deferred_GBufferEffect.HardwareInstancingEnabled = false;
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Deferred_GBufferEffect.View = camera.View;
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Deferred_GBufferEffect.View = camera.View;
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Deferred_GBufferEffect.Projection = camera.Projection;
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Deferred_GBufferEffect.Projection = camera.Projection;
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