initial diffuse lit sprite effect

instancing
cosmonaut 2020-12-05 19:47:01 -08:00
parent ae445d94d3
commit 47242e4f52
7 changed files with 293 additions and 11 deletions

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@ -0,0 +1,154 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class DiffuseLitSpriteEffect : Effect
{
EffectParameter textureParam;
EffectParameter ambientColorParam;
EffectParameter directionalLightDirectionParam;
EffectParameter directionalLightColorParam;
EffectParameter worldParam;
EffectParameter worldViewProjectionParam;
EffectParameter worldInverseTransposeParam;
Texture2D texture;
Vector3 ambientColor;
Vector3 directionalLightDirection;
Vector3 directionalLightColor;
Matrix world = Matrix.Identity;
Matrix view = Matrix.Identity;
Matrix projection = Matrix.Identity;
EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
public Texture2D Texture
{
get { return texture; }
set
{
texture = value;
textureParam.SetValue(texture);
}
}
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 int MaxPointLights { get; } = 8;
public Vector3 AmbientColor
{
get { return ambientColor; }
set
{
ambientColor = value;
ambientColorParam.SetValue(ambientColor);
}
}
public PointLightCollection PointLights { get; private set; }
public Vector3 DirectionalLightDirection
{
get { return directionalLightDirection; }
set
{
directionalLightDirection = value;
directionalLightDirectionParam.SetValue(directionalLightDirection);
}
}
public Vector3 DirectionalLightColor
{
get { return directionalLightColor; }
set
{
directionalLightColor = value;
directionalLightColorParam.SetValue(directionalLightColor);
}
}
public DiffuseLitSpriteEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DiffuseLitSpriteEffect)
{
CacheEffectParameters();
PointLights = new PointLightCollection(
Parameters["PointLightPositions"],
Parameters["PointLightColors"],
MaxPointLights
);
}
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;
}
}
private void CacheEffectParameters()
{
textureParam = Parameters["Texture"];
worldParam = Parameters["World"];
worldViewProjectionParam = Parameters["WorldViewProjection"];
worldInverseTransposeParam = Parameters["WorldInverseTranspose"];
ambientColorParam = Parameters["AmbientColor"];
directionalLightDirectionParam = Parameters["DirectionalLightDirection"];
directionalLightColorParam = Parameters["DirectionalLightColor"];
}
}
}

BIN
Effects/FXB/DiffuseLitSpriteEffect.fxb (Stored with Git LFS) Normal file

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@ -0,0 +1,90 @@
#include "Macros.fxh" //from FNA
// Effect applies normalmapped lighting to a 2D sprite.
DECLARE_TEXTURE(Texture, 0);
DECLARE_TEXTURE(Normal, 1);
BEGIN_CONSTANTS
float AmbientColor _ps(c0) _cb(c0);
float3 PointLightPositions[8] _ps(c1) _cb(c1);
float3 PointLightColors[8] _ps(c9) _cb(c9);
float DirectionalLightDirection _ps(c17) _cb(c17);
float DirectionalLightColor _ps(c18) _cb(c18);
MATRIX_CONSTANTS
float4x4 WorldInverseTranspose _ps(c19) _cb(c19);
float4x4 World _vs(c0) _cb(c23);
float4x4 WorldViewProjection _vs(c4) _cb(c27);
END_CONSTANTS
struct VertexShaderInput
{
float4 Position : POSITION;
float2 TexCoord : TEXCOORD0;
};
struct PixelShaderInput
{
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0;
float3 PositionWS : TEXCOORD2;
};
PixelShaderInput main_vs(VertexShaderInput input)
{
PixelShaderInput output;
output.TexCoord = input.TexCoord;
output.PositionWS = mul(input.Position, World).xyz;
output.Position = mul(input.Position, WorldViewProjection);
return output;
}
float4 main_ps(PixelShaderInput input) : COLOR0
{
// Look up the texture and normalmap values.
float4 tex = tex2D(TextureSampler, input.TexCoord);
float3 normal = tex2D(NormalSampler, input.TexCoord).xyz;
float3 normalWS = mul(normal, (float3x3)WorldInverseTranspose).xyz;
float3 lightColor = float3(0.0, 0.0, 0.0);
// point lights
for (int i = 0; i < 8; i++)
{
float3 lightVec = PointLightPositions[i] - input.PositionWS;
float distance = length(lightVec);
float3 lightDir = normalize(lightVec);
float diffuse = max(dot(normalWS, lightDir), 0.0);
float3 attenuation = 1.0 / (distance * distance);
lightColor += diffuse * attenuation * PointLightColors[i];
}
// directional light
float directionalDiffuse = max(dot(normalWS, DirectionalLightDirection), 0.0);
lightColor += directionalDiffuse * DirectionalLightColor;
// ambient light
lightColor += AmbientColor;
// blend with sample
return tex * float4(lightColor, 1.0);
}
Technique DiffuseLitSprite
{
pass
{
VertexShader = compile vs_3_0 main_vs();
PixelShader = compile ps_3_0 main_ps();
}
}

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@ -49,6 +49,9 @@
<EmbeddedResource Include="Effects\FXB\SkyboxEffect.fxb">
<LogicalName>Kav.Resources.SkyboxEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\DiffuseLitSpriteEffect.fxb">
<LogicalName>Kav.Resources.DiffuseLitSpriteEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Models\UnitCube.glb">
<LogicalName>Kav.Resources.UnitCube.glb</LogicalName>
</EmbeddedResource>

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@ -49,6 +49,9 @@
<EmbeddedResource Include="Effects\FXB\SkyboxEffect.fxb">
<LogicalName>Kav.Resources.SkyboxEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\DiffuseLitSpriteEffect.fxb">
<LogicalName>Kav.Resources.DiffuseLitSpriteEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Models\UnitCube.glb">
<LogicalName>Kav.Resources.UnitCube.glb</LogicalName>
</EmbeddedResource>

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@ -33,7 +33,7 @@ namespace Kav
private LinearDepthEffect LinearDepthEffect { get; }
private Effect ToneMapEffect { get; }
private SkyboxEffect SkyboxEffect { get; }
private BasicEffect BasicEffect { get; }
private DiffuseLitSpriteEffect DiffuseLitSpriteEffect { get; }
private RenderTarget2D gPosition { get; }
private RenderTarget2D gNormal { get; }
@ -160,7 +160,7 @@ namespace Kav
ToneMapEffect = new Effect(graphicsDevice, Resources.ToneMapEffect);
Deferred_ToonEffect = new Deferred_ToonEffect(GraphicsDevice);
SkyboxEffect = new SkyboxEffect(GraphicsDevice);
BasicEffect = new BasicEffect(GraphicsDevice);
DiffuseLitSpriteEffect = new DiffuseLitSpriteEffect(GraphicsDevice);
FullscreenTriangle = new VertexBuffer(GraphicsDevice, typeof(VertexPositionTexture), 3, BufferUsage.WriteOnly);
FullscreenTriangle.SetData(new VertexPositionTexture[3] {
@ -245,7 +245,10 @@ namespace Kav
RenderTarget2D renderTarget,
PerspectiveCamera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
IEnumerable<Sprite> sprites
IEnumerable<Sprite> sprites,
AmbientLight ambientLight,
IEnumerable<PointLight> pointLights,
DirectionalLight directionalLight
) {
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1f, 0);
@ -254,20 +257,31 @@ namespace Kav
DepthRender(camera, modelTransforms);
GraphicsDevice.Clear(ClearOptions.Target, new Color(0, 0, 0, 0), 1f, 0);
BasicEffect.View = camera.View;
BasicEffect.Projection = camera.Projection;
BasicEffect.TextureEnabled = true;
BasicEffect.VertexColorEnabled = true;
DiffuseLitSpriteEffect.View = camera.View;
DiffuseLitSpriteEffect.Projection = camera.Projection;
DiffuseLitSpriteEffect.DirectionalLightDirection =
directionalLight.Direction;
DiffuseLitSpriteEffect.DirectionalLightColor =
directionalLight.Color.ToVector3() * directionalLight.Intensity;
var i = 0;
foreach (var pointLight in pointLights)
{
if (i > DiffuseLitSpriteEffect.MaxPointLights) { break; }
DiffuseLitSpriteEffect.PointLights[i] = pointLight;
i += 1;
}
foreach (var sprite in sprites)
{
if (sprite.BillboardConstraint == SpriteBillboardConstraint.None)
{
BasicEffect.World = sprite.TransformMatrix;
DiffuseLitSpriteEffect.World = sprite.TransformMatrix;
}
else if (sprite.BillboardConstraint == SpriteBillboardConstraint.Horizontal)
{
BasicEffect.World = Matrix.CreateConstrainedBillboard(
DiffuseLitSpriteEffect.World = Matrix.CreateConstrainedBillboard(
sprite.Position,
camera.Position,
Vector3.Up,
@ -277,7 +291,7 @@ namespace Kav
}
else
{
BasicEffect.World = Matrix.CreateConstrainedBillboard(
DiffuseLitSpriteEffect.World = Matrix.CreateConstrainedBillboard(
sprite.Position,
camera.Position,
Vector3.Up,
@ -286,7 +300,9 @@ namespace Kav
);
}
SpriteBatch.Begin(0, null, null, DepthStencilState.DepthRead, RasterizerState.CullNone, BasicEffect);
GraphicsDevice.Textures[1] = sprite.Texture;
SpriteBatch.Begin(0, null, null, DepthStencilState.DepthRead, RasterizerState.CullNone, DiffuseLitSpriteEffect);
SpriteBatch.Draw(
sprite.Texture,
Vector2.Zero,

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@ -135,6 +135,18 @@ namespace Kav
}
}
public static byte[] DiffuseLitSpriteEffect
{
get
{
if (diffuseLitSpriteEffect == null)
{
diffuseLitSpriteEffect = GetResource("DiffuseLitSpriteEffect.fxb");
}
return diffuseLitSpriteEffect;
}
}
public static byte[] UnitCubeModel
{
get
@ -158,6 +170,7 @@ namespace Kav
private static byte[] simpleDepthEffect;
private static byte[] linearDepthEffect;
private static byte[] skyboxEffect;
private static byte[] diffuseLitSpriteEffect;
private static byte[] unitCubeModel;