diff --git a/Effects/DeferredPBREffect.cs b/Effects/DeferredPBREffect.cs new file mode 100644 index 0000000..97c8615 --- /dev/null +++ b/Effects/DeferredPBREffect.cs @@ -0,0 +1,112 @@ +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"]; + } + } +} diff --git a/Effects/DeferredPBR_GBufferEffect.cs b/Effects/DeferredPBR_GBufferEffect.cs new file mode 100644 index 0000000..26a9c8f --- /dev/null +++ b/Effects/DeferredPBR_GBufferEffect.cs @@ -0,0 +1,241 @@ +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"]; + } + } +} diff --git a/Effects/DirectionalLightCollection.cs b/Effects/DirectionalLightCollection.cs new file mode 100644 index 0000000..10bcbda --- /dev/null +++ b/Effects/DirectionalLightCollection.cs @@ -0,0 +1,47 @@ +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); + } + } + } +} diff --git a/Effects/FXB/DeferredPBREffect.fxb b/Effects/FXB/DeferredPBREffect.fxb new file mode 100644 index 0000000..10298d5 Binary files /dev/null and b/Effects/FXB/DeferredPBREffect.fxb differ diff --git a/Effects/FXB/DeferredPBR_GBufferEffect.fxb b/Effects/FXB/DeferredPBR_GBufferEffect.fxb new file mode 100644 index 0000000..9b2d684 Binary files /dev/null and b/Effects/FXB/DeferredPBR_GBufferEffect.fxb differ diff --git a/Effects/FXB/GBufferEffect.fxb b/Effects/FXB/GBufferEffect.fxb new file mode 100644 index 0000000..9b2d684 Binary files /dev/null and b/Effects/FXB/GBufferEffect.fxb differ diff --git a/Effects/HLSL/DeferredPBREffect.fx b/Effects/HLSL/DeferredPBREffect.fx new file mode 100644 index 0000000..a49f27a --- /dev/null +++ b/Effects/HLSL/DeferredPBREffect.fx @@ -0,0 +1,171 @@ +#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(); + } +} diff --git a/Effects/HLSL/DeferredPBR_GBufferEffect.fx b/Effects/HLSL/DeferredPBR_GBufferEffect.fx new file mode 100644 index 0000000..63cb2ce --- /dev/null +++ b/Effects/HLSL/DeferredPBR_GBufferEffect.fx @@ -0,0 +1,203 @@ +#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]]); + } +} diff --git a/Effects/PBREffect.cs b/Effects/PBREffect.cs index 09e313e..db04a25 100644 --- a/Effects/PBREffect.cs +++ b/Effects/PBREffect.cs @@ -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++) diff --git a/Effects/PointLightCollection.cs b/Effects/PointLightCollection.cs new file mode 100644 index 0000000..53c459b --- /dev/null +++ b/Effects/PointLightCollection.cs @@ -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); + } + } + } +} diff --git a/Kav.csproj b/Kav.Core.csproj similarity index 63% rename from Kav.csproj rename to Kav.Core.csproj index 4497042..7957739 100644 --- a/Kav.csproj +++ b/Kav.Core.csproj @@ -11,10 +11,16 @@ - + + + Kav.Resources.DeferredPBR_GBufferEffect.fxb + + + Kav.Resources.DeferredPBREffect.fxb + Kav.Resources.PBREffect.fxb diff --git a/Kav.Framework.csproj b/Kav.Framework.csproj new file mode 100644 index 0000000..0557675 --- /dev/null +++ b/Kav.Framework.csproj @@ -0,0 +1,32 @@ + + + + netstandard2.0 + Kav + Evan Hemsley + Evan Hemsley 2020 + true + Kav + + + + + + + + + + Kav.Resources.DeferredPBR_GBufferEffect.fxb + + + Kav.Resources.DeferredPBREffect.fxb + + + Kav.Resources.PBREffect.fxb + + + Kav.Resources.SimpleDepthEffect.fxb + + + + diff --git a/Loaders/ModelLoader.cs b/Loaders/ModelLoader.cs index fc5b206..4e908a0 100644 --- a/Loaders/ModelLoader.cs +++ b/Loaders/ModelLoader.cs @@ -15,7 +15,7 @@ namespace Kav foreach (var meshPartData in meshData.MeshParts) { - var effect = new Kav.PBREffect( + var effect = new Kav.DeferredPBR_GBufferEffect( graphicsDevice ) { diff --git a/Renderer.cs b/Renderer.cs index 77037b3..c53f855 100644 --- a/Renderer.cs +++ b/Renderer.cs @@ -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 pointLights, + IEnumerable 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( diff --git a/Resources.cs b/Resources.cs index 6ff3806..83d4b04 100644 --- a/Resources.cs +++ b/Resources.cs @@ -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;