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: #1shadows
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f972392544
commit
4095b7eda5
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Kav
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{
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public class DeferredPBREffect : Effect
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{
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EffectParameter gPositionParam;
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EffectParameter gAlbedoParam;
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EffectParameter gNormalParam;
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EffectParameter gMetallicRoughnessParam;
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EffectParameter eyePositionParam;
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PointLightCollection pointLightCollection;
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DirectionalLightCollection directionalLightCollection;
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public Texture2D GPosition { get; set; }
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public Texture2D GAlbedo { get; set; }
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public Texture2D GNormal { get; set; }
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public Texture2D GMetallicRoughness { get; set; }
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public Vector3 EyePosition { get; set; }
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public int MaxPointLights { get; } = 64;
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public PointLightCollection PointLights
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{
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get { return pointLightCollection; }
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private set { pointLightCollection = value; }
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}
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public int MaxDirectionalLights { get; } = 4;
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public DirectionalLightCollection DirectionalLights
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{
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get { return directionalLightCollection; }
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private set { directionalLightCollection = value; }
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}
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public DeferredPBREffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBREffect)
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{
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CacheEffectParameters();
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pointLightCollection = new PointLightCollection(
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Parameters["PointLightPositions"],
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Parameters["PointLightColors"],
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MaxPointLights
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);
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DirectionalLights = new DirectionalLightCollection(
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Parameters["DirectionalLightDirections"],
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Parameters["DirectionalLightColors"]
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);
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}
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protected DeferredPBREffect(DeferredPBREffect cloneSource) : base(cloneSource)
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{
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GPosition = cloneSource.GPosition;
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GAlbedo = cloneSource.GAlbedo;
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GNormal = cloneSource.GNormal;
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GMetallicRoughness = cloneSource.GMetallicRoughness;
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EyePosition = cloneSource.EyePosition;
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PointLights = new PointLightCollection(
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Parameters["LightPositions"],
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Parameters["PositionLightColors"],
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MaxPointLights
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);
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for (int i = 0; i < MaxPointLights; i++)
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{
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PointLights[i] = cloneSource.PointLights[i];
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}
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DirectionalLights = new DirectionalLightCollection(
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Parameters["DirectionalLightDirections"],
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Parameters["DirectionalLightColors"]
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);
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for (int i = 0; i < MaxDirectionalLights; i++)
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{
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DirectionalLights[i] = cloneSource.DirectionalLights[i];
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}
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}
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public override Effect Clone()
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{
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return new DeferredPBREffect(this);
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}
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protected override void OnApply()
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{
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gPositionParam.SetValue(GPosition);
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gAlbedoParam.SetValue(GAlbedo);
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gNormalParam.SetValue(GNormal);
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gMetallicRoughnessParam.SetValue(GMetallicRoughness);
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eyePositionParam.SetValue(EyePosition);
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}
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void CacheEffectParameters()
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{
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gPositionParam = Parameters["gPosition"];
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gAlbedoParam = Parameters["gAlbedo"];
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gNormalParam = Parameters["gNormal"];
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gMetallicRoughnessParam = Parameters["gMetallicRoughness"];
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eyePositionParam = Parameters["EyePosition"];
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}
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}
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}
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Kav
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{
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public class DeferredPBR_GBufferEffect : Effect, TransformEffect
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{
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EffectParameter worldParam;
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EffectParameter worldViewProjectionParam;
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EffectParameter worldInverseTransposeParam;
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EffectParameter albedoTextureParam;
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EffectParameter normalTextureParam;
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EffectParameter metallicRoughnessTextureParam;
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EffectParameter albedoParam;
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EffectParameter metallicParam;
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EffectParameter roughnessParam;
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EffectParameter shaderIndexParam;
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Matrix world = Matrix.Identity;
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Matrix view = Matrix.Identity;
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Matrix projection = Matrix.Identity;
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Vector3 albedo;
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float metallic;
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float roughness;
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bool albedoTextureEnabled = false;
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bool metallicRoughnessMapEnabled = false;
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bool normalMapEnabled = false;
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EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
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public Matrix World
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{
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get { return world; }
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set
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{
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world = value;
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dirtyFlags |= EffectDirtyFlags.World | EffectDirtyFlags.WorldViewProj;
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}
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}
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public Matrix View
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{
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get { return view; }
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set
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{
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view = value;
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dirtyFlags |= EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.EyePosition;
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}
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}
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public Matrix Projection
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{
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get { return projection; }
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set
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{
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projection = value;
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dirtyFlags |= EffectDirtyFlags.WorldViewProj;
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}
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}
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public Vector3 Albedo
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{
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get { return albedo; }
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set
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{
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albedo = value;
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albedoParam.SetValue(albedo);
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}
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}
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public float Metallic
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{
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get { return metallic; }
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set
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{
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metallic = value;
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metallicParam.SetValue(metallic);
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}
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}
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public float Roughness
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{
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get { return roughness; }
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set
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{
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roughness = value;
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roughnessParam.SetValue(roughness);
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}
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}
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public Texture2D AlbedoTexture
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{
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get { return albedoTextureParam.GetValueTexture2D(); }
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set
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{
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albedoTextureParam.SetValue(value);
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albedoTextureEnabled = value != null;
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dirtyFlags |= EffectDirtyFlags.ShaderIndex;
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}
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}
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public Texture2D NormalTexture
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{
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get { return normalTextureParam.GetValueTexture2D(); }
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set
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{
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normalTextureParam.SetValue(value);
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normalMapEnabled = value != null;
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dirtyFlags |= EffectDirtyFlags.ShaderIndex;
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}
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}
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public Texture2D MetallicRoughnessTexture
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{
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get { return metallicRoughnessTextureParam.GetValueTexture2D(); }
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set
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{
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metallicRoughnessTextureParam.SetValue(value);
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metallicRoughnessMapEnabled = value != null;
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dirtyFlags |= EffectDirtyFlags.ShaderIndex;
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}
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}
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public DeferredPBR_GBufferEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBR_GBufferEffect)
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{
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CacheEffectParameters();
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}
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protected DeferredPBR_GBufferEffect(DeferredPBR_GBufferEffect cloneSource) : base(cloneSource)
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{
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CacheEffectParameters();
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World = cloneSource.World;
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View = cloneSource.View;
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Projection = cloneSource.Projection;
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AlbedoTexture = cloneSource.AlbedoTexture;
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NormalTexture = cloneSource.NormalTexture;
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MetallicRoughnessTexture = cloneSource.MetallicRoughnessTexture;
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Albedo = cloneSource.Albedo;
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Metallic = cloneSource.Metallic;
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Roughness = cloneSource.Roughness;
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}
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public override Effect Clone()
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{
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return new DeferredPBR_GBufferEffect(this);
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}
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protected override void OnApply()
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{
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if ((dirtyFlags & EffectDirtyFlags.World) != 0)
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{
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worldParam.SetValue(world);
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Matrix.Invert(ref world, out Matrix worldInverse);
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Matrix.Transpose(ref worldInverse, out Matrix worldInverseTranspose);
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worldInverseTransposeParam.SetValue(worldInverseTranspose);
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dirtyFlags &= ~EffectDirtyFlags.World;
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}
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if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0)
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{
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Matrix.Multiply(ref world, ref view, out Matrix worldView);
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Matrix.Multiply(ref worldView, ref projection, out Matrix worldViewProj);
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worldViewProjectionParam.SetValue(worldViewProj);
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dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
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}
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if ((dirtyFlags & EffectDirtyFlags.EyePosition) != 0)
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{
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Matrix.Invert(ref view, out Matrix inverseView);
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dirtyFlags &= ~EffectDirtyFlags.EyePosition;
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}
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if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0)
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{
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int shaderIndex = 0;
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if (albedoTextureEnabled && metallicRoughnessMapEnabled && normalMapEnabled)
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{
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shaderIndex = 7;
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}
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else if (metallicRoughnessMapEnabled && normalMapEnabled)
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{
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shaderIndex = 6;
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}
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else if (albedoTextureEnabled && normalMapEnabled)
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{
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shaderIndex = 5;
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}
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else if (albedoTextureEnabled && metallicRoughnessMapEnabled)
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{
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shaderIndex = 4;
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}
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else if (normalMapEnabled)
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{
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shaderIndex = 3;
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}
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else if (metallicRoughnessMapEnabled)
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{
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shaderIndex = 2;
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}
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else if (albedoTextureEnabled)
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{
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shaderIndex = 1;
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}
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shaderIndexParam.SetValue(shaderIndex);
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dirtyFlags &= ~EffectDirtyFlags.ShaderIndex;
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}
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}
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void CacheEffectParameters()
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{
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worldParam = Parameters["World"];
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worldViewProjectionParam = Parameters["WorldViewProjection"];
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worldInverseTransposeParam = Parameters["WorldInverseTranspose"];
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albedoTextureParam = Parameters["AlbedoTexture"];
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normalTextureParam = Parameters["NormalTexture"];
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metallicRoughnessTextureParam = Parameters["MetallicRoughnessTexture"];
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albedoParam = Parameters["AlbedoValue"];
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metallicParam = Parameters["MetallicValue"];
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roughnessParam = Parameters["RoughnessValue"];
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shaderIndexParam = Parameters["ShaderIndex"];
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}
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}
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}
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@ -0,0 +1,47 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Kav
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{
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public class DirectionalLightCollection
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{
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private readonly Vector3[] directions = new Vector3[4];
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private readonly Vector3[] colors = new Vector3[4];
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private readonly float[] intensities = new float[4];
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readonly EffectParameter lightDirectionsParam;
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readonly EffectParameter lightColorsParam;
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public DirectionalLightCollection(EffectParameter lightDirectionsParam, EffectParameter lightColorsParam)
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{
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this.lightDirectionsParam = lightDirectionsParam;
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this.lightColorsParam = lightColorsParam;
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}
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public DirectionalLight this[int i]
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{
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get
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{
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var color = colors[i] / intensities[i];
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return new DirectionalLight(
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directions[i],
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new Color(
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color.X,
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color.Y,
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color.Z,
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1f
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),
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intensities[i]
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);
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}
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set
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{
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directions[i] = value.Direction;
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colors[i] = value.Color.ToVector3() * value.Intensity;
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intensities[i] = value.Intensity;
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lightDirectionsParam.SetValue(directions);
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lightColorsParam.SetValue(colors);
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}
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}
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}
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}
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#include "Macros.fxh" //from FNA
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static const float PI = 3.141592653589793;
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static const int MAX_POINT_LIGHTS = 64;
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static const int MAX_DIRECTIONAL_LIGHTS = 4;
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DECLARE_TEXTURE(gPosition, 0);
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DECLARE_TEXTURE(gAlbedo, 1);
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DECLARE_TEXTURE(gNormal, 2);
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DECLARE_TEXTURE(gMetallicRoughness, 3);
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BEGIN_CONSTANTS
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float3 EyePosition _ps(c0) _cb(c0);
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float3 PointLightPositions[MAX_POINT_LIGHTS] _ps(c1) _cb(c1);
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float3 PointLightColors[MAX_POINT_LIGHTS] _ps(c65) _cb(c65);
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float3 DirectionalLightDirections[MAX_DIRECTIONAL_LIGHTS] _ps(c129) _cb(c129);
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float3 DirectionalLightColors[MAX_DIRECTIONAL_LIGHTS] _ps(c133) _cb(c133);
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MATRIX_CONSTANTS
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END_CONSTANTS
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struct PixelInput
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{
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float4 Position : SV_POSITION;
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float2 TexCoord : TEXCOORD0;
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};
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// Pixel Shader
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float3 FresnelSchlick(float cosTheta, float3 F0)
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{
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return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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}
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float DistributionGGX(float3 N, float3 H, float roughness)
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{
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float a = roughness * roughness;
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float a2 = a * a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH * NdotH;
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float num = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return num / denom;
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}
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float GeometrySchlickGGX(float NdotV, float roughness)
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{
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float r = (roughness + 1.0);
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float k = (r * r) / 8.0;
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float num = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return num / denom;
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}
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float GeometrySmith(float3 N, float3 V, float3 L, float roughness)
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{
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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float3 ComputeLight(
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float3 lightDir,
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float3 radiance,
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float3 F0,
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float3 V,
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float3 N,
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float3 albedo,
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float metallic,
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float roughness
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) {
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float3 L = normalize(lightDir);
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float3 H = normalize(V + L);
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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float3 F = FresnelSchlick(max(dot(H, V), 0.0), F0);
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float3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
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float3 specular = numerator / max(denominator, 0.001);
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float3 kS = F;
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float3 kD = float3(1.0, 1.0, 1.0) - kS;
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kD *= 1.0 - metallic;
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float NdotL = max(dot(N, L), 0.0);
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return (kD * albedo / PI + specular) * radiance * NdotL;
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}
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float4 ComputeColor(
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float3 worldPosition,
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float3 worldNormal,
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float3 albedo,
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float metallic,
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float roughness
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) {
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float3 V = normalize(EyePosition - worldPosition);
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float3 N = normalize(worldNormal);
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float3 F0 = float3(0.04, 0.04, 0.04);
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F0 = lerp(F0, albedo, metallic);
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float3 Lo = float3(0.0, 0.0, 0.0);
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// point light
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for (int i = 0; i < MAX_POINT_LIGHTS; i++)
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{
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float3 lightDir = PointLightPositions[i] - worldPosition;
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float distance = length(lightDir);
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float attenuation = 1.0 / (distance * distance);
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float3 radiance = PointLightColors[i] * attenuation;
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Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness);
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}
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// directional light
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for (int i = 0; i < MAX_DIRECTIONAL_LIGHTS; i++)
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{
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float3 lightDir = DirectionalLightDirections[i];
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float3 radiance = DirectionalLightColors[i];
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Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness);
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}
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||||
|
||||
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();
|
||||
}
|
||||
}
|
|
@ -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]]);
|
||||
}
|
||||
}
|
|
@ -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++)
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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>
|
|
@ -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>
|
|
@ -15,7 +15,7 @@ namespace Kav
|
|||
|
||||
foreach (var meshPartData in meshData.MeshParts)
|
||||
{
|
||||
var effect = new Kav.PBREffect(
|
||||
var effect = new Kav.DeferredPBR_GBufferEffect(
|
||||
graphicsDevice
|
||||
)
|
||||
{
|
||||
|
|
144
Renderer.cs
144
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<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(
|
||||
|
|
26
Resources.cs
26
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;
|
||||
|
||||
|
|
Loading…
Reference in New Issue