restructure lights to use one pass per light

pull/2/head
cosmonaut 2020-09-20 02:05:19 -07:00
parent a69873708d
commit 7ea2b57315
17 changed files with 864 additions and 72 deletions

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@ -0,0 +1,31 @@
using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class DeferredPBR_AmbientLightEffect : Effect
{
EffectParameter gPositionParam;
EffectParameter gAlbedoParam;
public Texture2D GPosition { get; set; }
public Texture2D GAlbedo { get; set; }
public DeferredPBR_AmbientLightEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBR_AmbientLightEffect)
{
CacheEffectParameters();
}
protected override void OnApply()
{
gPositionParam.SetValue(GPosition);
gAlbedoParam.SetValue(GAlbedo);
}
void CacheEffectParameters()
{
gPositionParam = Parameters["gPosition"];
gAlbedoParam = Parameters["gAlbedo"];
}
}
}

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class DeferredPBR_DirectionalLightEffect : Effect
{
EffectParameter gPositionParam;
EffectParameter gAlbedoParam;
EffectParameter gNormalParam;
EffectParameter gMetallicRoughnessParam;
EffectParameter shadowMapOneParam;
EffectParameter shadowMapTwoParam;
EffectParameter shadowMapThreeParam;
EffectParameter shadowMapFourParam;
EffectParameter eyePositionParam;
EffectParameter directionalLightColorParam;
EffectParameter directionalLightDirectionParam;
EffectParameter cascadeFarPlanesParam;
EffectParameter lightSpaceMatrixOneParam;
EffectParameter lightSpaceMatrixTwoParam;
EffectParameter lightSpaceMatrixThreeParam;
EffectParameter lightSpaceMatrixFourParam;
EffectParameter viewMatrixParam;
public Texture2D GPosition { get; set; }
public Texture2D GAlbedo { get; set; }
public Texture2D GNormal { get; set; }
public Texture2D GMetallicRoughness { get; set; }
public Texture2D ShadowMapOne { get; set; }
public Texture2D ShadowMapTwo { get; set; }
public Texture2D ShadowMapThree { get; set; }
public Texture2D ShadowMapFour { get; set; }
public Vector3 EyePosition { get; set; }
public Vector3 DirectionalLightDirection { get; set; }
public Vector3 DirectionalLightColor { get; set; }
public readonly float[] CascadeFarPlanes;
public Matrix LightSpaceMatrixOne { get; set; }
public Matrix LightSpaceMatrixTwo { get; set; }
public Matrix LightSpaceMatrixThree { get; set; }
public Matrix LightSpaceMatrixFour { get; set; }
public Matrix ViewMatrix { get; set; }
public DeferredPBR_DirectionalLightEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBR_DirectionalLightEffect)
{
CascadeFarPlanes = new float[4];
CacheEffectParameters();
}
public DeferredPBR_DirectionalLightEffect(DeferredPBR_DirectionalLightEffect cloneSource) : base(cloneSource)
{
GPosition = cloneSource.GPosition;
GAlbedo = cloneSource.GAlbedo;
GNormal = cloneSource.GNormal;
GMetallicRoughness = cloneSource.GMetallicRoughness;
ShadowMapOne = cloneSource.ShadowMapOne;
ShadowMapTwo = cloneSource.ShadowMapTwo;
ShadowMapThree = cloneSource.ShadowMapThree;
ShadowMapFour = cloneSource.ShadowMapFour;
EyePosition = cloneSource.EyePosition;
DirectionalLightDirection = cloneSource.DirectionalLightDirection;
DirectionalLightColor = cloneSource.DirectionalLightColor;
CascadeFarPlanes = new float[4];
for (int i = 0 ; i < 4; i++)
{
CascadeFarPlanes[i] = cloneSource.CascadeFarPlanes[i];
}
LightSpaceMatrixOne = cloneSource.LightSpaceMatrixOne;
LightSpaceMatrixTwo = cloneSource.LightSpaceMatrixTwo;
LightSpaceMatrixThree = cloneSource.LightSpaceMatrixThree;
LightSpaceMatrixFour = cloneSource.LightSpaceMatrixFour;
ViewMatrix = cloneSource.ViewMatrix;
}
public override Effect Clone()
{
return new DeferredPBR_DirectionalLightEffect(this);
}
protected override void OnApply()
{
gPositionParam.SetValue(GPosition);
gAlbedoParam.SetValue(GAlbedo);
gNormalParam.SetValue(GNormal);
gMetallicRoughnessParam.SetValue(GMetallicRoughness);
shadowMapOneParam.SetValue(ShadowMapOne);
shadowMapTwoParam.SetValue(ShadowMapTwo);
shadowMapThreeParam.SetValue(ShadowMapThree);
shadowMapFourParam.SetValue(ShadowMapFour);
eyePositionParam.SetValue(EyePosition);
directionalLightDirectionParam.SetValue(DirectionalLightDirection);
directionalLightColorParam.SetValue(DirectionalLightColor);
cascadeFarPlanesParam.SetValue(CascadeFarPlanes);
lightSpaceMatrixOneParam.SetValue(LightSpaceMatrixOne);
lightSpaceMatrixTwoParam.SetValue(LightSpaceMatrixTwo);
lightSpaceMatrixThreeParam.SetValue(LightSpaceMatrixThree);
lightSpaceMatrixFourParam.SetValue(LightSpaceMatrixFour);
viewMatrixParam.SetValue(ViewMatrix);
}
void CacheEffectParameters()
{
gPositionParam = Parameters["gPosition"];
gAlbedoParam = Parameters["gAlbedo"];
gNormalParam = Parameters["gNormal"];
gMetallicRoughnessParam = Parameters["gMetallicRoughness"];
shadowMapOneParam = Parameters["shadowMapOne"];
shadowMapTwoParam = Parameters["shadowMapTwo"];
shadowMapThreeParam = Parameters["shadowMapThree"];
shadowMapFourParam = Parameters["shadowMapFour"];
eyePositionParam = Parameters["EyePosition"];
directionalLightDirectionParam = Parameters["DirectionalLightDirection"];
directionalLightColorParam = Parameters["DirectionalLightColor"];
cascadeFarPlanesParam = Parameters["CascadeFarPlanes"];
lightSpaceMatrixOneParam = Parameters["LightSpaceMatrixOne"];
lightSpaceMatrixTwoParam = Parameters["LightSpaceMatrixTwo"];
lightSpaceMatrixThreeParam = Parameters["LightSpaceMatrixThree"];
lightSpaceMatrixFourParam = Parameters["LightSpaceMatrixFour"];
viewMatrixParam = Parameters["ViewMatrix"];
}
}
}

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@ -0,0 +1,77 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class DeferredPBR_PointLightEffect : Effect
{
EffectParameter gPositionParam;
EffectParameter gAlbedoParam;
EffectParameter gNormalParam;
EffectParameter gMetallicRoughnessParam;
EffectParameter eyePositionParam;
EffectParameter pointLightColorParam;
EffectParameter pointLightPositionParam;
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 Vector3 PointLightPosition { get; set; }
public Vector3 PointLightColor { get; set; }
public DeferredPBR_PointLightEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBR_PointLightEffect)
{
CacheEffectParameters();
}
public DeferredPBR_PointLightEffect(DeferredPBR_PointLightEffect cloneSource) : base(cloneSource)
{
GPosition = cloneSource.GPosition;
GAlbedo = cloneSource.GAlbedo;
GNormal = cloneSource.GNormal;
GMetallicRoughness = cloneSource.GMetallicRoughness;
EyePosition = cloneSource.EyePosition;
PointLightPosition = cloneSource.PointLightPosition;
PointLightColor = cloneSource.PointLightColor;
}
public override Effect Clone()
{
return new DeferredPBR_PointLightEffect(this);
}
protected override void OnApply()
{
gPositionParam.SetValue(GPosition);
gAlbedoParam.SetValue(GAlbedo);
gNormalParam.SetValue(GNormal);
gMetallicRoughnessParam.SetValue(GMetallicRoughness);
eyePositionParam.SetValue(EyePosition);
pointLightPositionParam.SetValue(PointLightPosition);
pointLightColorParam.SetValue(PointLightColor);
}
void CacheEffectParameters()
{
gPositionParam = Parameters["gPosition"];
gAlbedoParam = Parameters["gAlbedo"];
gNormalParam = Parameters["gNormal"];
gMetallicRoughnessParam = Parameters["gMetallicRoughness"];
eyePositionParam = Parameters["EyePosition"];
pointLightPositionParam = Parameters["PointLightPosition"];
pointLightColorParam = Parameters["PointLightColor"];
}
}
}

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#include "Macros.fxh" // from FNA
DECLARE_TEXTURE(gPosition, 0);
DECLARE_TEXTURE(gAlbedo, 1);
struct VertexInput
{
float4 Position : POSITION;
float2 TexCoord : TEXCOORD;
};
struct PixelInput
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD0;
};
PixelInput main_vs(VertexInput input)
{
PixelInput output;
output.Position = input.Position;
output.TexCoord = input.TexCoord;
return output;
}
float4 ComputeColor(
float3 worldPosition,
float3 albedo
) {
float3 color = float3(0.03, 0.03, 0.03) * albedo;
return float4(color, 1.0);
}
float4 main_ps(PixelInput input) : SV_TARGET0
{
float3 worldPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
float3 albedo = SAMPLE_TEXTURE(gAlbedo, input.TexCoord).rgb;
return ComputeColor(
worldPosition,
albedo
);
}
Technique DeferredPBR_Ambient
{
Pass
{
VertexShader = compile vs_3_0 main_vs();
PixelShader = compile ps_3_0 main_ps();
}
}

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#include "Macros.fxh" //from FNA
#include "Lighting.fxh"
static const int NUM_SHADOW_CASCADES = 4;
DECLARE_TEXTURE(gPosition, 0);
DECLARE_TEXTURE(gAlbedo, 1);
DECLARE_TEXTURE(gNormal, 2);
DECLARE_TEXTURE(gMetallicRoughness, 3);
DECLARE_TEXTURE(shadowMapOne, 4);
DECLARE_TEXTURE(shadowMapTwo, 5);
DECLARE_TEXTURE(shadowMapThree, 6);
DECLARE_TEXTURE(shadowMapFour, 7);
BEGIN_CONSTANTS
float3 EyePosition _ps(c0) _cb(c0);
float3 DirectionalLightDirection _ps(c1) _cb(c1);
float3 DirectionalLightColor _ps(c2) _cb(c2);
float CascadeFarPlanes[NUM_SHADOW_CASCADES] _ps(c3) _cb(c3);
MATRIX_CONSTANTS
float4x4 LightSpaceMatrixOne _ps(c7) _cb(c7);
float4x4 LightSpaceMatrixTwo _ps(c11) _cb(c11);
float4x4 LightSpaceMatrixThree _ps(c15) _cb(c15);
float4x4 LightSpaceMatrixFour _ps(c19) _cb(c19);
// used to select shadow cascade
float4x4 ViewMatrix _ps(c23) _cb(c23);
END_CONSTANTS
struct VertexInput
{
float4 Position : POSITION;
float2 TexCoord : TEXCOORD;
};
struct PixelInput
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD0;
};
PixelInput main_vs(VertexInput input)
{
PixelInput output;
output.Position = input.Position;
output.TexCoord = input.TexCoord;
return output;
}
// Pixel Shader
float ComputeShadow(float3 positionWorldSpace, float3 N, float3 L)
{
float bias = 0.005 * tan(acos(dot(N, L)));
bias = clamp(bias, 0, 0.01);
float4 positionCameraSpace = mul(float4(positionWorldSpace, 1.0), ViewMatrix);
int shadowCascadeIndex = 0; // 0 is closest
for (int i = 0; i < NUM_SHADOW_CASCADES; i++)
{
if (abs(positionCameraSpace.z) < CascadeFarPlanes[i])
{
shadowCascadeIndex = i;
break;
}
}
float4x4 lightSpaceMatrix;
if (shadowCascadeIndex == 0)
{
lightSpaceMatrix = LightSpaceMatrixOne;
}
else if (shadowCascadeIndex == 1)
{
lightSpaceMatrix = LightSpaceMatrixTwo;
}
else if (shadowCascadeIndex == 2)
{
lightSpaceMatrix = LightSpaceMatrixThree;
}
else
{
lightSpaceMatrix = LightSpaceMatrixFour;
}
float4 positionLightSpace = mul(float4(positionWorldSpace, 1.0), lightSpaceMatrix);
// maps to [-1, 1]
float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w;
// maps to [0, 1]
projectionCoords.x = (projectionCoords.x * 0.5) + 0.5;
projectionCoords.y = (projectionCoords.y * 0.5) + 0.5;
projectionCoords.y *= -1;
// in XNA clip z is 0 to 1 already
float inc = 1.0 / 1024.0;
float shadowFactor = 0;
for (int row = -1; row <= 1; row++)
{
for (int col = -1; col <= 1; col++)
{
float closestDepth;
if (shadowCascadeIndex == 0)
{
closestDepth = SAMPLE_TEXTURE(shadowMapOne, projectionCoords.xy + float2(row, col) * inc).r;
}
else if (shadowCascadeIndex == 1)
{
closestDepth = SAMPLE_TEXTURE(shadowMapTwo, projectionCoords.xy + float2(row, col) * inc).r;
}
else if (shadowCascadeIndex == 2)
{
closestDepth = SAMPLE_TEXTURE(shadowMapThree, projectionCoords.xy + float2(row, col) * inc).r;
}
else
{
closestDepth = SAMPLE_TEXTURE(shadowMapFour, projectionCoords.xy + float2(row, col) * inc).r;
}
shadowFactor += projectionCoords.z - bias > closestDepth ? 1.0 : 0.0;
}
}
shadowFactor /= 9.0;
if (projectionCoords.z > 1.0)
{
shadowFactor = 1.0;
}
return shadowFactor;
}
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 L = normalize(DirectionalLightDirection);
float3 radiance = DirectionalLightColor;
float shadow = ComputeShadow(worldPosition, N, L);
float3 color = ComputeLight(L, radiance, F0, V, N, albedo, metallic, roughness, (1.0 - shadow));
return float4(color, 1.0);
}
float4 main_ps(PixelInput input) : SV_TARGET0
{
float3 worldPosition = 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(
worldPosition,
normal,
albedo,
metallicRoughness.r,
metallicRoughness.g
);
}
Technique DeferredPBR_Directional
{
Pass
{
VertexShader = compile vs_3_0 main_vs();
PixelShader = compile ps_3_0 main_ps();
}
}

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@ -79,10 +79,10 @@ PixelOutput NonePS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 0.0);
output.gNormal = float4(normalize(input.NormalWorld), 0.0);
output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(normalize(input.NormalWorld), 1.0);
output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
return output;
}
@ -91,10 +91,10 @@ PixelOutput AlbedoPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 0.0);
output.gNormal = float4(normalize(input.NormalWorld), 0.0);
output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(normalize(input.NormalWorld), 1.0);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
return output;
}
@ -103,8 +103,8 @@ PixelOutput MetallicRoughnessPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 0.0);
output.gNormal = float4(normalize(input.NormalWorld), 0.0);
output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(normalize(input.NormalWorld), 1.0);
output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
@ -115,10 +115,10 @@ 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.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
return output;
}
@ -127,8 +127,8 @@ PixelOutput AlbedoMetallicRoughnessPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 0.0);
output.gNormal = float4(normalize(input.NormalWorld), 0.0);
output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(normalize(input.NormalWorld), 1.0);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
@ -139,10 +139,10 @@ 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.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
return output;
}
@ -151,8 +151,8 @@ 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.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
@ -163,8 +163,8 @@ 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.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);

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@ -0,0 +1,91 @@
#include "Macros.fxh" //from FNA
#include "Lighting.fxh"
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 PointLightPosition _ps(c1) _cb(c1);
float3 PointLightColor _ps(c2) _cb(c2);
MATRIX_CONSTANTS
END_CONSTANTS
struct VertexInput
{
float4 Position : POSITION;
float2 TexCoord : TEXCOORD;
};
struct PixelInput
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD0;
};
PixelInput main_vs(VertexInput input)
{
PixelInput output;
output.Position = input.Position;
output.TexCoord = input.TexCoord;
return output;
}
// Pixel Shader
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 lightDir = PointLightPosition - worldPosition;
float3 L = normalize(lightDir);
float distance = length(lightDir);
float attenuation = 1.0 / (distance * distance);
float3 radiance = PointLightColor * attenuation;
float3 color = ComputeLight(L, radiance, F0, V, N, albedo, metallic, roughness, 1.0);
return float4(color, 1.0);
}
float4 main_ps(PixelInput input) : SV_TARGET0
{
float3 worldPosition = 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(
worldPosition,
normal,
albedo,
metallicRoughness.r,
metallicRoughness.g
);
}
Technique DeferredPBR_Point
{
Pass
{
VertexShader = compile vs_3_0 main_vs();
PixelShader = compile ps_3_0 main_ps();
}
}

71
Effects/HLSL/Lighting.fxh Normal file
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@ -0,0 +1,71 @@
static const float PI = 3.141592653589793;
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 L,
float3 radiance,
float3 F0,
float3 V,
float3 N,
float3 albedo,
float metallic,
float roughness,
float shadow
) {
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 * shadow;
}

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@ -15,6 +15,15 @@
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Effects\FXB\DeferredPBR_AmbientLightEffect.fxb">
<LogicalName>Kav.Resources.DeferredPBR_AmbientLightEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\DeferredPBR_PointLightEffect.fxb">
<LogicalName>Kav.Resources.DeferredPBR_PointLightEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\DeferredPBR_DirectionalLightEffect.fxb">
<LogicalName>Kav.Resources.DeferredPBR_DirectionalLightEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\DeferredPBR_GBufferEffect.fxb">
<LogicalName>Kav.Resources.DeferredPBR_GBufferEffect.fxb</LogicalName>
</EmbeddedResource>

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@ -15,6 +15,15 @@
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Effects\FXB\DeferredPBR_AmbientLightEffect.fxb">
<LogicalName>Kav.Resources.DeferredPBR_AmbientLightEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\DeferredPBR_PointLightEffect.fxb">
<LogicalName>Kav.Resources.DeferredPBR_PointLightEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\DeferredPBR_DirectionalLightEffect.fxb">
<LogicalName>Kav.Resources.DeferredPBR_DirectionalLightEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\DeferredPBR_GBufferEffect.fxb">
<LogicalName>Kav.Resources.DeferredPBR_GBufferEffect.fxb</LogicalName>
</EmbeddedResource>

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@ -12,6 +12,7 @@ Essential
- [x] Directional lighting
- [x] Directional shadow maps
- [x] Cascading shadow maps
- [ ] Tone map shader
- [ ] Frustum culling
- [ ] PCF soft shadowing
- [ ] Shadow-casting point lights

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@ -8,26 +8,32 @@ namespace Kav
{
private const int MAX_SHADOW_CASCADES = 4;
private GraphicsDevice GraphicsDevice { get; }
private int RenderDimensionsX { get; }
private int RenderDimensionsY { get; }
private VertexBuffer FullscreenTriangle { get; }
private int NumShadowCascades { get; }
private RenderTarget2D ColorRenderTarget { get; }
private RenderTarget2D DirectionalRenderTarget { get; }
private RenderTarget2D[] ShadowRenderTargets { get; }
private DeferredPBREffect DeferredPBREffect { get; }
private DeferredPBR_AmbientLightEffect DeferredAmbientLightEffect { get; }
private DeferredPBR_PointLightEffect DeferredPointLightEffect { get; }
private DeferredPBR_DirectionalLightEffect DeferredDirectionalLightEffect { 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 SpriteBatch SpriteBatch { get; }
public Renderer(GraphicsDevice graphicsDevice, int renderDimensionsX, int renderDimensionsY, int numShadowCascades)
{
GraphicsDevice = graphicsDevice;
@ -49,6 +55,28 @@ namespace Kav
);
}
ColorRenderTarget = new RenderTarget2D(
graphicsDevice,
renderDimensionsX,
renderDimensionsY,
false,
SurfaceFormat.Color,
DepthFormat.None,
0,
RenderTargetUsage.PreserveContents
);
DirectionalRenderTarget = new RenderTarget2D(
graphicsDevice,
renderDimensionsX,
renderDimensionsY,
false,
SurfaceFormat.Color,
DepthFormat.None,
0,
RenderTargetUsage.PreserveContents
);
gPosition = new RenderTarget2D(
GraphicsDevice,
renderDimensionsX,
@ -91,26 +119,21 @@ namespace Kav
new RenderTargetBinding(gAlbedo),
new RenderTargetBinding(gMetallicRoughness)
};
deferredRenderTarget = new RenderTarget2D(
GraphicsDevice,
renderDimensionsX,
renderDimensionsY
);
SimpleDepthEffect = new SimpleDepthEffect(GraphicsDevice);
DeferredPBREffect = new DeferredPBREffect(GraphicsDevice);
DeferredAmbientLightEffect = new DeferredPBR_AmbientLightEffect(GraphicsDevice);
DeferredPointLightEffect = new DeferredPBR_PointLightEffect(GraphicsDevice);
DeferredDirectionalLightEffect = new DeferredPBR_DirectionalLightEffect(GraphicsDevice);
FullscreenTriangle = new VertexBuffer(GraphicsDevice, typeof(VertexPositionTexture), 3, BufferUsage.WriteOnly);
FullscreenTriangle.SetData(new VertexPositionTexture[3] {
new VertexPositionTexture(new Vector3(-1, -1, 0), new Vector2(0, 0)),
new VertexPositionTexture(new Vector3(-1, 3, 0), new Vector2(0, -2)),
new VertexPositionTexture(new Vector3(3, -1, 0), new Vector2(2, 0))
new VertexPositionTexture(new Vector3(-1, -3, 0), new Vector2(0, 2)),
new VertexPositionTexture(new Vector3(-1, 1, 0), new Vector2(0, 0)),
new VertexPositionTexture(new Vector3(3, 1, 0), new Vector2(2, 0))
});
GraphicsDevice.SetRenderTarget(deferredRenderTarget);
graphicsDevice.Clear(Color.White);
GraphicsDevice.SetRenderTarget(null);
SpriteBatch = new SpriteBatch(graphicsDevice);
}
public void DeferredRender(
@ -119,7 +142,7 @@ namespace Kav
IEnumerable<PointLight> pointLights,
DirectionalLight directionalLight
) {
ShadowMapRender(camera, modelTransforms, directionalLight);
// g-buffer pass
GraphicsDevice.SetRenderTargets(GBuffer);
GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1f, 0);
@ -159,45 +182,54 @@ namespace Kav
}
}
GraphicsDevice.SetRenderTarget(null);
GraphicsDevice.Clear(Color.CornflowerBlue);
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
GraphicsDevice.Clear(Color.Black);
GraphicsDevice.BlendState = BlendState.Additive;
GraphicsDevice.DepthStencilState = DepthStencilState.None;
DeferredPBREffect.GPosition = gPosition;
DeferredPBREffect.GAlbedo = gAlbedo;
DeferredPBREffect.GNormal = gNormal;
DeferredPBREffect.GMetallicRoughness = gMetallicRoughness;
DeferredPBREffect.ShadowMapOne = ShadowRenderTargets[0];
if (NumShadowCascades > 1)
DeferredAmbientLightEffect.GPosition = gPosition;
DeferredAmbientLightEffect.GAlbedo = gAlbedo;
foreach (var pass in DeferredAmbientLightEffect.CurrentTechnique.Passes)
{
DeferredPBREffect.ShadowMapTwo = ShadowRenderTargets[1];
}
if (NumShadowCascades > 2)
{
DeferredPBREffect.ShadowMapThree = ShadowRenderTargets[2];
}
if (NumShadowCascades > 3)
{
DeferredPBREffect.ShadowMapFour = ShadowRenderTargets[3];
pass.Apply();
GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
}
DeferredPBREffect.ViewMatrix = camera.View;
DeferredPointLightEffect.EyePosition = camera.Position;
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++;
PointLightRender(pointLight);
}
DeferredPBREffect.DirectionalLightColor = directionalLight.Color.ToVector3() * directionalLight.Intensity;
DeferredPBREffect.DirectionalLightDirection = directionalLight.Direction;
DirectionalLightRender(camera, modelTransforms, directionalLight);
// return;
// GraphicsDevice.SetRenderTarget(null);
// SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
// SpriteBatch.Draw(DirectionalRenderTarget, Vector2.Zero, Color.White);
// SpriteBatch.End();
GraphicsDevice.SetRenderTarget(null);
GraphicsDevice.Clear(Color.Black);
SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque);
SpriteBatch.Draw(ColorRenderTarget, Vector2.Zero, Color.White);
SpriteBatch.End();
}
foreach (EffectPass pass in DeferredPBREffect.CurrentTechnique.Passes)
private void PointLightRender(PointLight pointLight)
{
DeferredPointLightEffect.GPosition = gPosition;
DeferredPointLightEffect.GAlbedo = gAlbedo;
DeferredPointLightEffect.GNormal = gNormal;
DeferredPointLightEffect.GMetallicRoughness = gMetallicRoughness;
DeferredPointLightEffect.PointLightPosition = pointLight.Position;
DeferredPointLightEffect.PointLightColor =
pointLight.Color.ToVector3() * pointLight.Intensity;
foreach (var pass in DeferredPointLightEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
@ -205,12 +237,12 @@ namespace Kav
}
}
public void ShadowMapRender(
PerspectiveCamera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
private void DirectionalLightRender(
PerspectiveCamera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
DirectionalLight directionalLight
) {
// render the individual shadow maps
// render the individual shadow cascades
var previousFarPlane = camera.NearPlane;
for (var i = 0; i < NumShadowCascades; i++)
{
@ -227,10 +259,47 @@ namespace Kav
farPlane
);
// TODO: This is tightly coupled to the effect and it sucks
RenderShadowMap(shadowCamera, modelTransforms, directionalLight, i);
previousFarPlane = farPlane;
}
DeferredDirectionalLightEffect.GPosition = gPosition;
DeferredDirectionalLightEffect.GAlbedo = gAlbedo;
DeferredDirectionalLightEffect.GNormal = gNormal;
DeferredDirectionalLightEffect.GMetallicRoughness = gMetallicRoughness;
DeferredDirectionalLightEffect.ShadowMapOne = ShadowRenderTargets[0];
if (NumShadowCascades > 1)
{
DeferredDirectionalLightEffect.ShadowMapTwo = ShadowRenderTargets[1];
}
if (NumShadowCascades > 2)
{
DeferredDirectionalLightEffect.ShadowMapThree = ShadowRenderTargets[2];
}
if (NumShadowCascades > 3)
{
DeferredDirectionalLightEffect.ShadowMapFour = ShadowRenderTargets[3];
}
DeferredDirectionalLightEffect.DirectionalLightDirection = directionalLight.Direction;
DeferredDirectionalLightEffect.DirectionalLightColor =
directionalLight.Color.ToVector3() * directionalLight.Intensity;
DeferredDirectionalLightEffect.ViewMatrix = camera.View;
DeferredDirectionalLightEffect.EyePosition = Matrix.Invert(camera.View).Translation;
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
GraphicsDevice.BlendState = BlendState.Additive;
foreach (EffectPass pass in DeferredDirectionalLightEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
}
}
private void RenderShadowMap(
@ -277,22 +346,22 @@ namespace Kav
if (shadowCascadeIndex == 0)
{
DeferredPBREffect.LightSpaceMatrixOne = lightSpaceMatrix;
DeferredDirectionalLightEffect.LightSpaceMatrixOne = lightSpaceMatrix;
}
else if (shadowCascadeIndex == 1)
{
DeferredPBREffect.LightSpaceMatrixTwo = lightSpaceMatrix;
DeferredDirectionalLightEffect.LightSpaceMatrixTwo = lightSpaceMatrix;
}
else if (shadowCascadeIndex == 2)
{
DeferredPBREffect.LightSpaceMatrixThree = lightSpaceMatrix;
DeferredDirectionalLightEffect.LightSpaceMatrixThree = lightSpaceMatrix;
}
else if (shadowCascadeIndex == 3)
{
DeferredPBREffect.LightSpaceMatrixFour = lightSpaceMatrix;
DeferredDirectionalLightEffect.LightSpaceMatrixFour = lightSpaceMatrix;
}
DeferredPBREffect.CascadeFarPlanes[shadowCascadeIndex] = camera.FarPlane;
DeferredDirectionalLightEffect.CascadeFarPlanes[shadowCascadeIndex] = camera.FarPlane;
foreach (var (model, transform) in modelTransforms)
{

View File

@ -4,6 +4,41 @@ namespace Kav
{
internal class Resources
{
public static byte[] DeferredPBR_AmbientLightEffect
{
get
{
if (ambientLightEffect == null)
{
ambientLightEffect = GetResource("DeferredPBR_AmbientLightEffect");
}
return ambientLightEffect;
}
}
public static byte[] DeferredPBR_PointLightEffect
{
get
{
if (pointLightEffect == null)
{
pointLightEffect = GetResource("DeferredPBR_PointLightEffect");
}
return pointLightEffect;
}
}
public static byte[] DeferredPBR_DirectionalLightEffect
{
get
{
if (directionalLightEffect == null)
{
directionalLightEffect = GetResource("DeferredPBR_DirectionalLightEffect");
}
return directionalLightEffect;
}
}
public static byte[] DeferredPBR_GBufferEffect
{
get
@ -52,6 +87,9 @@ namespace Kav
}
}
private static byte[] ambientLightEffect;
private static byte[] pointLightEffect;
private static byte[] directionalLightEffect;
private static byte[] gBufferEffect;
private static byte[] deferredPBREffect;
private static byte[] pbrEffect;