Deferred Shading Path (#1)

add directional light + rename GBufferEffect for clarity

fix texture leak

fix intensity array for point lights

deferred pbr shading

rendering g-buffer

add a core and framework csproj

Reviewed-on: #1
shadows
cosmonaut 2020-08-27 18:14:17 +00:00
parent f972392544
commit 4095b7eda5
15 changed files with 1037 additions and 89 deletions

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class DeferredPBREffect : Effect
{
EffectParameter gPositionParam;
EffectParameter gAlbedoParam;
EffectParameter gNormalParam;
EffectParameter gMetallicRoughnessParam;
EffectParameter eyePositionParam;
PointLightCollection pointLightCollection;
DirectionalLightCollection directionalLightCollection;
public Texture2D GPosition { get; set; }
public Texture2D GAlbedo { get; set; }
public Texture2D GNormal { get; set; }
public Texture2D GMetallicRoughness { get; set; }
public Vector3 EyePosition { get; set; }
public int MaxPointLights { get; } = 64;
public PointLightCollection PointLights
{
get { return pointLightCollection; }
private set { pointLightCollection = value; }
}
public int MaxDirectionalLights { get; } = 4;
public DirectionalLightCollection DirectionalLights
{
get { return directionalLightCollection; }
private set { directionalLightCollection = value; }
}
public DeferredPBREffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBREffect)
{
CacheEffectParameters();
pointLightCollection = new PointLightCollection(
Parameters["PointLightPositions"],
Parameters["PointLightColors"],
MaxPointLights
);
DirectionalLights = new DirectionalLightCollection(
Parameters["DirectionalLightDirections"],
Parameters["DirectionalLightColors"]
);
}
protected DeferredPBREffect(DeferredPBREffect cloneSource) : base(cloneSource)
{
GPosition = cloneSource.GPosition;
GAlbedo = cloneSource.GAlbedo;
GNormal = cloneSource.GNormal;
GMetallicRoughness = cloneSource.GMetallicRoughness;
EyePosition = cloneSource.EyePosition;
PointLights = new PointLightCollection(
Parameters["LightPositions"],
Parameters["PositionLightColors"],
MaxPointLights
);
for (int i = 0; i < MaxPointLights; i++)
{
PointLights[i] = cloneSource.PointLights[i];
}
DirectionalLights = new DirectionalLightCollection(
Parameters["DirectionalLightDirections"],
Parameters["DirectionalLightColors"]
);
for (int i = 0; i < MaxDirectionalLights; i++)
{
DirectionalLights[i] = cloneSource.DirectionalLights[i];
}
}
public override Effect Clone()
{
return new DeferredPBREffect(this);
}
protected override void OnApply()
{
gPositionParam.SetValue(GPosition);
gAlbedoParam.SetValue(GAlbedo);
gNormalParam.SetValue(GNormal);
gMetallicRoughnessParam.SetValue(GMetallicRoughness);
eyePositionParam.SetValue(EyePosition);
}
void CacheEffectParameters()
{
gPositionParam = Parameters["gPosition"];
gAlbedoParam = Parameters["gAlbedo"];
gNormalParam = Parameters["gNormal"];
gMetallicRoughnessParam = Parameters["gMetallicRoughness"];
eyePositionParam = Parameters["EyePosition"];
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class DeferredPBR_GBufferEffect : Effect, TransformEffect
{
EffectParameter worldParam;
EffectParameter worldViewProjectionParam;
EffectParameter worldInverseTransposeParam;
EffectParameter albedoTextureParam;
EffectParameter normalTextureParam;
EffectParameter metallicRoughnessTextureParam;
EffectParameter albedoParam;
EffectParameter metallicParam;
EffectParameter roughnessParam;
EffectParameter shaderIndexParam;
Matrix world = Matrix.Identity;
Matrix view = Matrix.Identity;
Matrix projection = Matrix.Identity;
Vector3 albedo;
float metallic;
float roughness;
bool albedoTextureEnabled = false;
bool metallicRoughnessMapEnabled = false;
bool normalMapEnabled = false;
EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
public Matrix World
{
get { return world; }
set
{
world = value;
dirtyFlags |= EffectDirtyFlags.World | EffectDirtyFlags.WorldViewProj;
}
}
public Matrix View
{
get { return view; }
set
{
view = value;
dirtyFlags |= EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.EyePosition;
}
}
public Matrix Projection
{
get { return projection; }
set
{
projection = value;
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
}
}
public Vector3 Albedo
{
get { return albedo; }
set
{
albedo = value;
albedoParam.SetValue(albedo);
}
}
public float Metallic
{
get { return metallic; }
set
{
metallic = value;
metallicParam.SetValue(metallic);
}
}
public float Roughness
{
get { return roughness; }
set
{
roughness = value;
roughnessParam.SetValue(roughness);
}
}
public Texture2D AlbedoTexture
{
get { return albedoTextureParam.GetValueTexture2D(); }
set
{
albedoTextureParam.SetValue(value);
albedoTextureEnabled = value != null;
dirtyFlags |= EffectDirtyFlags.ShaderIndex;
}
}
public Texture2D NormalTexture
{
get { return normalTextureParam.GetValueTexture2D(); }
set
{
normalTextureParam.SetValue(value);
normalMapEnabled = value != null;
dirtyFlags |= EffectDirtyFlags.ShaderIndex;
}
}
public Texture2D MetallicRoughnessTexture
{
get { return metallicRoughnessTextureParam.GetValueTexture2D(); }
set
{
metallicRoughnessTextureParam.SetValue(value);
metallicRoughnessMapEnabled = value != null;
dirtyFlags |= EffectDirtyFlags.ShaderIndex;
}
}
public DeferredPBR_GBufferEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBR_GBufferEffect)
{
CacheEffectParameters();
}
protected DeferredPBR_GBufferEffect(DeferredPBR_GBufferEffect cloneSource) : base(cloneSource)
{
CacheEffectParameters();
World = cloneSource.World;
View = cloneSource.View;
Projection = cloneSource.Projection;
AlbedoTexture = cloneSource.AlbedoTexture;
NormalTexture = cloneSource.NormalTexture;
MetallicRoughnessTexture = cloneSource.MetallicRoughnessTexture;
Albedo = cloneSource.Albedo;
Metallic = cloneSource.Metallic;
Roughness = cloneSource.Roughness;
}
public override Effect Clone()
{
return new DeferredPBR_GBufferEffect(this);
}
protected override void OnApply()
{
if ((dirtyFlags & EffectDirtyFlags.World) != 0)
{
worldParam.SetValue(world);
Matrix.Invert(ref world, out Matrix worldInverse);
Matrix.Transpose(ref worldInverse, out Matrix worldInverseTranspose);
worldInverseTransposeParam.SetValue(worldInverseTranspose);
dirtyFlags &= ~EffectDirtyFlags.World;
}
if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0)
{
Matrix.Multiply(ref world, ref view, out Matrix worldView);
Matrix.Multiply(ref worldView, ref projection, out Matrix worldViewProj);
worldViewProjectionParam.SetValue(worldViewProj);
dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
}
if ((dirtyFlags & EffectDirtyFlags.EyePosition) != 0)
{
Matrix.Invert(ref view, out Matrix inverseView);
dirtyFlags &= ~EffectDirtyFlags.EyePosition;
}
if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0)
{
int shaderIndex = 0;
if (albedoTextureEnabled && metallicRoughnessMapEnabled && normalMapEnabled)
{
shaderIndex = 7;
}
else if (metallicRoughnessMapEnabled && normalMapEnabled)
{
shaderIndex = 6;
}
else if (albedoTextureEnabled && normalMapEnabled)
{
shaderIndex = 5;
}
else if (albedoTextureEnabled && metallicRoughnessMapEnabled)
{
shaderIndex = 4;
}
else if (normalMapEnabled)
{
shaderIndex = 3;
}
else if (metallicRoughnessMapEnabled)
{
shaderIndex = 2;
}
else if (albedoTextureEnabled)
{
shaderIndex = 1;
}
shaderIndexParam.SetValue(shaderIndex);
dirtyFlags &= ~EffectDirtyFlags.ShaderIndex;
}
}
void CacheEffectParameters()
{
worldParam = Parameters["World"];
worldViewProjectionParam = Parameters["WorldViewProjection"];
worldInverseTransposeParam = Parameters["WorldInverseTranspose"];
albedoTextureParam = Parameters["AlbedoTexture"];
normalTextureParam = Parameters["NormalTexture"];
metallicRoughnessTextureParam = Parameters["MetallicRoughnessTexture"];
albedoParam = Parameters["AlbedoValue"];
metallicParam = Parameters["MetallicValue"];
roughnessParam = Parameters["RoughnessValue"];
shaderIndexParam = Parameters["ShaderIndex"];
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class DirectionalLightCollection
{
private readonly Vector3[] directions = new Vector3[4];
private readonly Vector3[] colors = new Vector3[4];
private readonly float[] intensities = new float[4];
readonly EffectParameter lightDirectionsParam;
readonly EffectParameter lightColorsParam;
public DirectionalLightCollection(EffectParameter lightDirectionsParam, EffectParameter lightColorsParam)
{
this.lightDirectionsParam = lightDirectionsParam;
this.lightColorsParam = lightColorsParam;
}
public DirectionalLight this[int i]
{
get
{
var color = colors[i] / intensities[i];
return new DirectionalLight(
directions[i],
new Color(
color.X,
color.Y,
color.Z,
1f
),
intensities[i]
);
}
set
{
directions[i] = value.Direction;
colors[i] = value.Color.ToVector3() * value.Intensity;
intensities[i] = value.Intensity;
lightDirectionsParam.SetValue(directions);
lightColorsParam.SetValue(colors);
}
}
}
}

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#include "Macros.fxh" //from FNA
static const float PI = 3.141592653589793;
static const int MAX_POINT_LIGHTS = 64;
static const int MAX_DIRECTIONAL_LIGHTS = 4;
DECLARE_TEXTURE(gPosition, 0);
DECLARE_TEXTURE(gAlbedo, 1);
DECLARE_TEXTURE(gNormal, 2);
DECLARE_TEXTURE(gMetallicRoughness, 3);
BEGIN_CONSTANTS
float3 EyePosition _ps(c0) _cb(c0);
float3 PointLightPositions[MAX_POINT_LIGHTS] _ps(c1) _cb(c1);
float3 PointLightColors[MAX_POINT_LIGHTS] _ps(c65) _cb(c65);
float3 DirectionalLightDirections[MAX_DIRECTIONAL_LIGHTS] _ps(c129) _cb(c129);
float3 DirectionalLightColors[MAX_DIRECTIONAL_LIGHTS] _ps(c133) _cb(c133);
MATRIX_CONSTANTS
END_CONSTANTS
struct PixelInput
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD0;
};
// Pixel Shader
float3 FresnelSchlick(float cosTheta, float3 F0)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
float DistributionGGX(float3 N, float3 H, float roughness)
{
float a = roughness * roughness;
float a2 = a * a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH * NdotH;
float num = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return num / denom;
}
float GeometrySchlickGGX(float NdotV, float roughness)
{
float r = (roughness + 1.0);
float k = (r * r) / 8.0;
float num = NdotV;
float denom = NdotV * (1.0 - k) + k;
return num / denom;
}
float GeometrySmith(float3 N, float3 V, float3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
float3 ComputeLight(
float3 lightDir,
float3 radiance,
float3 F0,
float3 V,
float3 N,
float3 albedo,
float metallic,
float roughness
) {
float3 L = normalize(lightDir);
float3 H = normalize(V + L);
float NDF = DistributionGGX(N, H, roughness);
float G = GeometrySmith(N, V, L, roughness);
float3 F = FresnelSchlick(max(dot(H, V), 0.0), F0);
float3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
float3 specular = numerator / max(denominator, 0.001);
float3 kS = F;
float3 kD = float3(1.0, 1.0, 1.0) - kS;
kD *= 1.0 - metallic;
float NdotL = max(dot(N, L), 0.0);
return (kD * albedo / PI + specular) * radiance * NdotL;
}
float4 ComputeColor(
float3 worldPosition,
float3 worldNormal,
float3 albedo,
float metallic,
float roughness
) {
float3 V = normalize(EyePosition - worldPosition);
float3 N = normalize(worldNormal);
float3 F0 = float3(0.04, 0.04, 0.04);
F0 = lerp(F0, albedo, metallic);
float3 Lo = float3(0.0, 0.0, 0.0);
// point light
for (int i = 0; i < MAX_POINT_LIGHTS; i++)
{
float3 lightDir = PointLightPositions[i] - worldPosition;
float distance = length(lightDir);
float attenuation = 1.0 / (distance * distance);
float3 radiance = PointLightColors[i] * attenuation;
Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness);
}
// directional light
for (int i = 0; i < MAX_DIRECTIONAL_LIGHTS; i++)
{
float3 lightDir = DirectionalLightDirections[i];
float3 radiance = DirectionalLightColors[i];
Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness);
}
float3 ambient = float3(0.03, 0.03, 0.03) * albedo; // * AO;
float3 color = ambient + Lo;
color = color / (color + float3(1.0, 1.0, 1.0));
float exposureConstant = 1.0 / 2.2;
color = pow(color, float3(exposureConstant, exposureConstant, exposureConstant));
return float4(color, 1.0);
}
float4 main_ps(PixelInput input) : SV_TARGET0
{
float3 fragPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
float3 normal = SAMPLE_TEXTURE(gNormal, input.TexCoord).xyz;
float3 albedo = SAMPLE_TEXTURE(gAlbedo, input.TexCoord).rgb;
float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, input.TexCoord).rg;
return ComputeColor(
fragPosition,
normal,
albedo,
metallicRoughness.r,
metallicRoughness.g
);
}
Technique DeferredPBR
{
Pass
{
PixelShader = compile ps_3_0 main_ps();
}
}

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#include "Macros.fxh"
DECLARE_TEXTURE(AlbedoTexture, 0);
DECLARE_TEXTURE(NormalTexture, 1);
DECLARE_TEXTURE(MetallicRoughnessTexture, 2);
BEGIN_CONSTANTS
float3 AlbedoValue _ps(c0) _cb(c0);
float MetallicValue _ps(c1) _cb(c1);
float RoughnessValue _ps(c2) _cb(c2);
MATRIX_CONSTANTS
float4x4 World _vs(c0) _cb(c7);
float4x4 WorldInverseTranspose _vs(c4) _cb(c11);
float4x4 WorldViewProjection _vs(c8) _cb(c15);
END_CONSTANTS
struct VertexInput
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
};
struct PixelInput
{
float4 Position : SV_POSITION;
float3 PositionWorld : TEXCOORD0;
float3 NormalWorld : TEXCOORD1;
float2 TexCoord : TEXCOORD2;
};
struct PixelOutput
{
float4 gPosition : COLOR0;
float4 gNormal : COLOR1;
float4 gAlbedo : COLOR2;
float4 gMetallicRoughness : COLOR3;
};
// Vertex Shader
PixelInput main_vs(VertexInput input)
{
PixelInput output;
output.PositionWorld = mul(input.Position, World).xyz;
output.NormalWorld = mul(input.Normal, (float3x3)WorldInverseTranspose).xyz;
output.TexCoord = input.TexCoord;
output.Position = mul(input.Position, WorldViewProjection);
return output;
}
// Pixel Shaders
// Easy trick to get tangent-normals to world-space to keep PBR code simplified.
float3 GetNormalFromMap(float3 worldPos, float2 texCoords, float3 normal)
{
float3 tangentNormal = SAMPLE_TEXTURE(NormalTexture, texCoords).xyz * 2.0 - 1.0;
float3 Q1 = ddx(worldPos);
float3 Q2 = ddy(worldPos);
float2 st1 = ddx(texCoords);
float2 st2 = ddy(texCoords);
float3 N = normalize(normal);
float3 T = normalize(Q1*st2.y - Q2*st1.y);
float3 B = -normalize(cross(N, T));
float3x3 TBN = float3x3(T, B, N);
return normalize(mul(tangentNormal, TBN));
}
PixelOutput NonePS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 0.0);
output.gNormal = float4(normalize(input.NormalWorld), 0.0);
output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
return output;
}
PixelOutput AlbedoPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 0.0);
output.gNormal = float4(normalize(input.NormalWorld), 0.0);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
return output;
}
PixelOutput MetallicRoughnessPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 0.0);
output.gNormal = float4(normalize(input.NormalWorld), 0.0);
output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
return output;
}
PixelOutput NormalPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 0.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
return output;
}
PixelOutput AlbedoMetallicRoughnessPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 0.0);
output.gNormal = float4(normalize(input.NormalWorld), 0.0);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
return output;
}
PixelOutput AlbedoNormalPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 0.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
return output;
}
PixelOutput MetallicRoughnessNormalPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 0.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
return output;
}
PixelOutput AlbedoMetallicRoughnessNormalMapPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 0.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
return output;
}
PixelShader PSArray[8] =
{
compile ps_3_0 NonePS(),
compile ps_3_0 AlbedoPS(),
compile ps_3_0 MetallicRoughnessPS(),
compile ps_3_0 NormalPS(),
compile ps_3_0 AlbedoMetallicRoughnessPS(),
compile ps_3_0 AlbedoNormalPS(),
compile ps_3_0 MetallicRoughnessNormalPS(),
compile ps_3_0 AlbedoMetallicRoughnessNormalMapPS()
};
int PSIndices[8] =
{
0, 1, 2, 3, 4, 5, 6, 7
};
int ShaderIndex = 0;
Technique GBuffer
{
Pass
{
VertexShader = compile vs_3_0 main_vs();
PixelShader = (PSArray[PSIndices[ShaderIndex]]);
}
}

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@ -3,90 +3,6 @@ using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class PointLightCollection
{
private readonly Vector3[] positions = new Vector3[4];
private readonly Vector3[] colors = new Vector3[4];
private readonly float[] intensities = new float[4];
readonly EffectParameter lightPositionsParam;
readonly EffectParameter lightColorsParam;
public PointLightCollection(EffectParameter lightPositionsParam, EffectParameter lightColorsParam)
{
this.lightPositionsParam = lightPositionsParam;
this.lightColorsParam = lightColorsParam;
}
public PointLight this[int i]
{
get
{
var color = colors[i] / intensities[i];
return new PointLight(
positions[i],
new Color(
color.X,
color.Y,
color.Z,
1f
),
intensities[i]
);
}
set
{
positions[i] = value.Position;
colors[i] = value.Color.ToVector3() * value.Intensity;
intensities[i] = value.Intensity;
lightPositionsParam.SetValue(positions);
lightColorsParam.SetValue(colors);
}
}
}
public class DirectionalLightCollection
{
private readonly Vector3[] directions = new Vector3[4];
private readonly Vector3[] colors = new Vector3[4];
private readonly float[] intensities = new float[4];
readonly EffectParameter lightPositionsParam;
readonly EffectParameter lightColorsParam;
public DirectionalLightCollection(EffectParameter lightPositionsParam, EffectParameter lightColorsParam)
{
this.lightPositionsParam = lightPositionsParam;
this.lightColorsParam = lightColorsParam;
}
public DirectionalLight this[int i]
{
get
{
var color = colors[i] / intensities[i];
return new DirectionalLight(
directions[i],
new Color(
color.X,
color.Y,
color.Z,
1f
),
intensities[i]
);
}
set
{
directions[i] = value.Direction;
colors[i] = value.Color.ToVector3() * value.Intensity;
intensities[i] = value.Intensity;
lightPositionsParam.SetValue(directions);
lightColorsParam.SetValue(colors);
}
}
}
public class PBREffect : Effect, TransformEffect, PointLightEffect, DirectionalLightEffect
{
EffectParameter worldParam;
@ -285,7 +201,8 @@ namespace Kav
pointLightCollection = new PointLightCollection(
Parameters["LightPositions"],
Parameters["PositionLightColors"]
Parameters["PositionLightColors"],
MaxPointLights
);
directionalLightCollection = new DirectionalLightCollection(
@ -304,7 +221,8 @@ namespace Kav
PointLights = new PointLightCollection(
Parameters["LightPositions"],
Parameters["PositionLightColors"]
Parameters["PositionLightColors"],
MaxPointLights
);
for (int i = 0; i < MaxPointLights; i++)

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@ -0,0 +1,50 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class PointLightCollection
{
private readonly Vector3[] positions;
private readonly Vector3[] colors;
private readonly float[] intensities;
readonly EffectParameter lightPositionsParam;
readonly EffectParameter lightColorsParam;
public PointLightCollection(EffectParameter lightPositionsParam, EffectParameter lightColorsParam, int maxLights)
{
this.positions = new Vector3[maxLights];
this.colors = new Vector3[maxLights];
this.intensities = new float[maxLights];
this.lightPositionsParam = lightPositionsParam;
this.lightColorsParam = lightColorsParam;
}
public PointLight this[int i]
{
get
{
var color = colors[i] / intensities[i];
return new PointLight(
positions[i],
new Color(
color.X,
color.Y,
color.Z,
1f
),
intensities[i]
);
}
set
{
positions[i] = value.Position;
colors[i] = value.Color.ToVector3() * value.Intensity;
intensities[i] = value.Intensity;
lightPositionsParam.SetValue(positions);
lightColorsParam.SetValue(colors);
}
}
}
}

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@ -11,10 +11,16 @@
<ItemGroup>
<ProjectReference Include="../FNA/FNA.Core.csproj" />
<ProjectReference Include="../Smuggler/Smuggler.csproj" />
<ProjectReference Include="../Smuggler/Smuggler.Core.csproj" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Effects\FXB\DeferredPBR_GBufferEffect.fxb">
<LogicalName>Kav.Resources.DeferredPBR_GBufferEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\DeferredPBREffect.fxb">
<LogicalName>Kav.Resources.DeferredPBREffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\PBREffect.fxb">
<LogicalName>Kav.Resources.PBREffect.fxb</LogicalName>
</EmbeddedResource>

32
Kav.Framework.csproj Normal file
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@ -0,0 +1,32 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.0</TargetFramework>
<RootNamespace>Kav</RootNamespace>
<Authors>Evan Hemsley</Authors>
<Copyright>Evan Hemsley 2020</Copyright>
<GeneratePackageOnBuild>true</GeneratePackageOnBuild>
<AssemblyName>Kav</AssemblyName>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="../FNA/FNA.csproj" />
<ProjectReference Include="../Smuggler/Smuggler.Framework.csproj" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Effects\FXB\DeferredPBR_GBufferEffect.fxb">
<LogicalName>Kav.Resources.DeferredPBR_GBufferEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\DeferredPBREffect.fxb">
<LogicalName>Kav.Resources.DeferredPBREffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\PBREffect.fxb">
<LogicalName>Kav.Resources.PBREffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\SimpleDepthEffect.fxb">
<LogicalName>Kav.Resources.SimpleDepthEffect.fxb</LogicalName>
</EmbeddedResource>
</ItemGroup>
</Project>

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@ -15,7 +15,7 @@ namespace Kav
foreach (var meshPartData in meshData.MeshParts)
{
var effect = new Kav.PBREffect(
var effect = new Kav.DeferredPBR_GBufferEffect(
graphicsDevice
)
{

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@ -13,6 +13,18 @@ namespace Kav
private RenderTarget2D DepthRenderTarget { get; }
private SimpleDepthEffect SimpleDepthEffect { get; }
private RenderTarget2D gPosition { get; }
private RenderTarget2D gNormal { get; }
private RenderTarget2D gAlbedo { get; }
private RenderTarget2D gMetallicRoughness { get; }
private RenderTarget2D deferredRenderTarget { get; }
private RenderTargetBinding[] GBuffer { get; }
private DeferredPBREffect DeferredPBREffect { get; }
private SpriteBatch SpriteBatch { get; }
public Renderer(GraphicsDevice graphicsDevice, int renderDimensionsX, int renderDimensionsY)
{
GraphicsDevice = graphicsDevice;
@ -24,11 +36,141 @@ namespace Kav
renderDimensionsX,
renderDimensionsY,
false,
SurfaceFormat.Color,
SurfaceFormat.HalfSingle, // unused
DepthFormat.Depth24
);
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)
};
deferredRenderTarget = new RenderTarget2D(
GraphicsDevice,
renderDimensionsX,
renderDimensionsY
);
SimpleDepthEffect = new SimpleDepthEffect(GraphicsDevice);
DeferredPBREffect = new DeferredPBREffect(GraphicsDevice);
SpriteBatch = new SpriteBatch(GraphicsDevice);
GraphicsDevice.SetRenderTarget(deferredRenderTarget);
graphicsDevice.Clear(Color.White);
GraphicsDevice.SetRenderTarget(null);
}
public void DeferredRender(
Camera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
IEnumerable<PointLight> pointLights,
IEnumerable<DirectionalLight> directionalLights
) {
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)
{
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)
{
pass.Apply();
GraphicsDevice.DrawIndexedPrimitives(
PrimitiveType.TriangleList,
0,
0,
meshPart.VertexBuffer.VertexCount,
0,
meshPart.Triangles.Length
);
}
}
}
}
GraphicsDevice.SetRenderTarget(null);
GraphicsDevice.Clear(Color.CornflowerBlue);
DeferredPBREffect.GPosition = gPosition;
DeferredPBREffect.GAlbedo = gAlbedo;
DeferredPBREffect.GNormal = gNormal;
DeferredPBREffect.GMetallicRoughness = gMetallicRoughness;
DeferredPBREffect.EyePosition = Matrix.Invert(camera.View).Translation;
int i = 0;
foreach (var pointLight in pointLights)
{
if (i > DeferredPBREffect.MaxPointLights) { break; }
DeferredPBREffect.PointLights[i] = pointLight;
i++;
}
i = 0;
foreach (var directionalLight in directionalLights)
{
if (i > DeferredPBREffect.MaxDirectionalLights) { break; }
DeferredPBREffect.DirectionalLights[i] = directionalLight;
i++;
}
SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, null, null, DeferredPBREffect);
SpriteBatch.Draw(deferredRenderTarget, Vector2.Zero, Color.White);
SpriteBatch.End();
}
public void Render(

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@ -4,6 +4,30 @@ namespace Kav
{
internal class Resources
{
public static byte[] DeferredPBR_GBufferEffect
{
get
{
if (gBufferEffect == null)
{
gBufferEffect = GetResource("DeferredPBR_GBufferEffect");
}
return gBufferEffect;
}
}
public static byte[] DeferredPBREffect
{
get
{
if (deferredPBREffect == null)
{
deferredPBREffect = GetResource("DeferredPBREffect");
}
return deferredPBREffect;
}
}
public static byte[] PBREffect
{
get
@ -28,6 +52,8 @@ namespace Kav
}
}
private static byte[] gBufferEffect;
private static byte[] deferredPBREffect;
private static byte[] pbrEffect;
private static byte[] simpleDepthEffect;