restructure lights to use one pass per light
parent
a69873708d
commit
7ea2b57315
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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_AmbientLightEffect : Effect
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{
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EffectParameter gPositionParam;
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EffectParameter gAlbedoParam;
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public Texture2D GPosition { get; set; }
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public Texture2D GAlbedo { get; set; }
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public DeferredPBR_AmbientLightEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBR_AmbientLightEffect)
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{
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CacheEffectParameters();
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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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}
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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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}
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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_DirectionalLightEffect : 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 shadowMapOneParam;
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EffectParameter shadowMapTwoParam;
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EffectParameter shadowMapThreeParam;
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EffectParameter shadowMapFourParam;
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EffectParameter eyePositionParam;
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EffectParameter directionalLightColorParam;
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EffectParameter directionalLightDirectionParam;
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EffectParameter cascadeFarPlanesParam;
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EffectParameter lightSpaceMatrixOneParam;
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EffectParameter lightSpaceMatrixTwoParam;
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EffectParameter lightSpaceMatrixThreeParam;
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EffectParameter lightSpaceMatrixFourParam;
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EffectParameter viewMatrixParam;
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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 Texture2D ShadowMapOne { get; set; }
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public Texture2D ShadowMapTwo { get; set; }
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public Texture2D ShadowMapThree { get; set; }
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public Texture2D ShadowMapFour { get; set; }
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public Vector3 EyePosition { get; set; }
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public Vector3 DirectionalLightDirection { get; set; }
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public Vector3 DirectionalLightColor { get; set; }
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public readonly float[] CascadeFarPlanes;
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public Matrix LightSpaceMatrixOne { get; set; }
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public Matrix LightSpaceMatrixTwo { get; set; }
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public Matrix LightSpaceMatrixThree { get; set; }
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public Matrix LightSpaceMatrixFour { get; set; }
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public Matrix ViewMatrix { get; set; }
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public DeferredPBR_DirectionalLightEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBR_DirectionalLightEffect)
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{
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CascadeFarPlanes = new float[4];
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CacheEffectParameters();
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}
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public DeferredPBR_DirectionalLightEffect(DeferredPBR_DirectionalLightEffect 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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ShadowMapOne = cloneSource.ShadowMapOne;
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ShadowMapTwo = cloneSource.ShadowMapTwo;
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ShadowMapThree = cloneSource.ShadowMapThree;
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ShadowMapFour = cloneSource.ShadowMapFour;
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EyePosition = cloneSource.EyePosition;
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DirectionalLightDirection = cloneSource.DirectionalLightDirection;
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DirectionalLightColor = cloneSource.DirectionalLightColor;
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CascadeFarPlanes = new float[4];
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for (int i = 0 ; i < 4; i++)
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{
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CascadeFarPlanes[i] = cloneSource.CascadeFarPlanes[i];
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}
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LightSpaceMatrixOne = cloneSource.LightSpaceMatrixOne;
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LightSpaceMatrixTwo = cloneSource.LightSpaceMatrixTwo;
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LightSpaceMatrixThree = cloneSource.LightSpaceMatrixThree;
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LightSpaceMatrixFour = cloneSource.LightSpaceMatrixFour;
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ViewMatrix = cloneSource.ViewMatrix;
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}
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public override Effect Clone()
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{
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return new DeferredPBR_DirectionalLightEffect(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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shadowMapOneParam.SetValue(ShadowMapOne);
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shadowMapTwoParam.SetValue(ShadowMapTwo);
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shadowMapThreeParam.SetValue(ShadowMapThree);
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shadowMapFourParam.SetValue(ShadowMapFour);
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eyePositionParam.SetValue(EyePosition);
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directionalLightDirectionParam.SetValue(DirectionalLightDirection);
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directionalLightColorParam.SetValue(DirectionalLightColor);
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cascadeFarPlanesParam.SetValue(CascadeFarPlanes);
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lightSpaceMatrixOneParam.SetValue(LightSpaceMatrixOne);
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lightSpaceMatrixTwoParam.SetValue(LightSpaceMatrixTwo);
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lightSpaceMatrixThreeParam.SetValue(LightSpaceMatrixThree);
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lightSpaceMatrixFourParam.SetValue(LightSpaceMatrixFour);
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viewMatrixParam.SetValue(ViewMatrix);
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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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shadowMapOneParam = Parameters["shadowMapOne"];
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shadowMapTwoParam = Parameters["shadowMapTwo"];
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shadowMapThreeParam = Parameters["shadowMapThree"];
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shadowMapFourParam = Parameters["shadowMapFour"];
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eyePositionParam = Parameters["EyePosition"];
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directionalLightDirectionParam = Parameters["DirectionalLightDirection"];
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directionalLightColorParam = Parameters["DirectionalLightColor"];
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cascadeFarPlanesParam = Parameters["CascadeFarPlanes"];
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lightSpaceMatrixOneParam = Parameters["LightSpaceMatrixOne"];
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lightSpaceMatrixTwoParam = Parameters["LightSpaceMatrixTwo"];
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lightSpaceMatrixThreeParam = Parameters["LightSpaceMatrixThree"];
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lightSpaceMatrixFourParam = Parameters["LightSpaceMatrixFour"];
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viewMatrixParam = Parameters["ViewMatrix"];
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}
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}
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}
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@ -0,0 +1,77 @@
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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_PointLightEffect : 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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EffectParameter pointLightColorParam;
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EffectParameter pointLightPositionParam;
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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 Vector3 PointLightPosition { get; set; }
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public Vector3 PointLightColor { get; set; }
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public DeferredPBR_PointLightEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBR_PointLightEffect)
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{
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CacheEffectParameters();
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}
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public DeferredPBR_PointLightEffect(DeferredPBR_PointLightEffect 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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PointLightPosition = cloneSource.PointLightPosition;
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PointLightColor = cloneSource.PointLightColor;
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}
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public override Effect Clone()
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{
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return new DeferredPBR_PointLightEffect(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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pointLightPositionParam.SetValue(PointLightPosition);
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pointLightColorParam.SetValue(PointLightColor);
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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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pointLightPositionParam = Parameters["PointLightPosition"];
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pointLightColorParam = Parameters["PointLightColor"];
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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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DECLARE_TEXTURE(gPosition, 0);
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DECLARE_TEXTURE(gAlbedo, 1);
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struct VertexInput
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{
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float4 Position : POSITION;
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float2 TexCoord : TEXCOORD;
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};
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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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PixelInput main_vs(VertexInput input)
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{
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PixelInput output;
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output.Position = input.Position;
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output.TexCoord = input.TexCoord;
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return output;
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}
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float4 ComputeColor(
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float3 worldPosition,
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float3 albedo
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) {
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float3 color = float3(0.03, 0.03, 0.03) * albedo;
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return float4(color, 1.0);
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}
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float4 main_ps(PixelInput input) : SV_TARGET0
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{
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float3 worldPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
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float3 albedo = SAMPLE_TEXTURE(gAlbedo, input.TexCoord).rgb;
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return ComputeColor(
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worldPosition,
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albedo
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);
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}
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Technique DeferredPBR_Ambient
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{
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Pass
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{
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VertexShader = compile vs_3_0 main_vs();
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PixelShader = compile ps_3_0 main_ps();
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}
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}
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#include "Macros.fxh" //from FNA
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#include "Lighting.fxh"
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static const int NUM_SHADOW_CASCADES = 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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DECLARE_TEXTURE(shadowMapOne, 4);
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DECLARE_TEXTURE(shadowMapTwo, 5);
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DECLARE_TEXTURE(shadowMapThree, 6);
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DECLARE_TEXTURE(shadowMapFour, 7);
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BEGIN_CONSTANTS
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float3 EyePosition _ps(c0) _cb(c0);
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float3 DirectionalLightDirection _ps(c1) _cb(c1);
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float3 DirectionalLightColor _ps(c2) _cb(c2);
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float CascadeFarPlanes[NUM_SHADOW_CASCADES] _ps(c3) _cb(c3);
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MATRIX_CONSTANTS
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float4x4 LightSpaceMatrixOne _ps(c7) _cb(c7);
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float4x4 LightSpaceMatrixTwo _ps(c11) _cb(c11);
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float4x4 LightSpaceMatrixThree _ps(c15) _cb(c15);
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float4x4 LightSpaceMatrixFour _ps(c19) _cb(c19);
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// used to select shadow cascade
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float4x4 ViewMatrix _ps(c23) _cb(c23);
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END_CONSTANTS
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struct VertexInput
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{
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float4 Position : POSITION;
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float2 TexCoord : TEXCOORD;
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};
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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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PixelInput main_vs(VertexInput input)
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{
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PixelInput output;
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output.Position = input.Position;
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output.TexCoord = input.TexCoord;
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return output;
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}
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// Pixel Shader
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float ComputeShadow(float3 positionWorldSpace, float3 N, float3 L)
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{
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float bias = 0.005 * tan(acos(dot(N, L)));
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bias = clamp(bias, 0, 0.01);
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float4 positionCameraSpace = mul(float4(positionWorldSpace, 1.0), ViewMatrix);
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int shadowCascadeIndex = 0; // 0 is closest
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for (int i = 0; i < NUM_SHADOW_CASCADES; i++)
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{
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if (abs(positionCameraSpace.z) < CascadeFarPlanes[i])
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{
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shadowCascadeIndex = i;
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break;
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}
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}
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float4x4 lightSpaceMatrix;
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if (shadowCascadeIndex == 0)
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{
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lightSpaceMatrix = LightSpaceMatrixOne;
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}
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else if (shadowCascadeIndex == 1)
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{
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lightSpaceMatrix = LightSpaceMatrixTwo;
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}
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else if (shadowCascadeIndex == 2)
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{
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lightSpaceMatrix = LightSpaceMatrixThree;
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}
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else
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{
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lightSpaceMatrix = LightSpaceMatrixFour;
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}
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float4 positionLightSpace = mul(float4(positionWorldSpace, 1.0), lightSpaceMatrix);
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// maps to [-1, 1]
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float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w;
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// maps to [0, 1]
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||||||
|
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();
|
||||||
|
}
|
||||||
|
}
|
|
@ -79,10 +79,10 @@ PixelOutput NonePS(PixelInput input)
|
||||||
{
|
{
|
||||||
PixelOutput output;
|
PixelOutput output;
|
||||||
|
|
||||||
output.gPosition = float4(input.PositionWorld, 0.0);
|
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||||
output.gNormal = float4(normalize(input.NormalWorld), 0.0);
|
output.gNormal = float4(normalize(input.NormalWorld), 1.0);
|
||||||
output.gAlbedo = float4(AlbedoValue, 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;
|
return output;
|
||||||
}
|
}
|
||||||
|
@ -91,10 +91,10 @@ PixelOutput AlbedoPS(PixelInput input)
|
||||||
{
|
{
|
||||||
PixelOutput output;
|
PixelOutput output;
|
||||||
|
|
||||||
output.gPosition = float4(input.PositionWorld, 0.0);
|
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||||
output.gNormal = float4(normalize(input.NormalWorld), 0.0);
|
output.gNormal = float4(normalize(input.NormalWorld), 1.0);
|
||||||
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
|
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;
|
return output;
|
||||||
}
|
}
|
||||||
|
@ -103,8 +103,8 @@ PixelOutput MetallicRoughnessPS(PixelInput input)
|
||||||
{
|
{
|
||||||
PixelOutput output;
|
PixelOutput output;
|
||||||
|
|
||||||
output.gPosition = float4(input.PositionWorld, 0.0);
|
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||||
output.gNormal = float4(normalize(input.NormalWorld), 0.0);
|
output.gNormal = float4(normalize(input.NormalWorld), 1.0);
|
||||||
output.gAlbedo = float4(AlbedoValue, 1.0);
|
output.gAlbedo = float4(AlbedoValue, 1.0);
|
||||||
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
|
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
|
||||||
|
|
||||||
|
@ -115,10 +115,10 @@ PixelOutput NormalPS(PixelInput input)
|
||||||
{
|
{
|
||||||
PixelOutput output;
|
PixelOutput output;
|
||||||
|
|
||||||
output.gPosition = float4(input.PositionWorld, 0.0);
|
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||||
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
|
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
|
||||||
output.gAlbedo = float4(AlbedoValue, 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;
|
return output;
|
||||||
}
|
}
|
||||||
|
@ -127,8 +127,8 @@ PixelOutput AlbedoMetallicRoughnessPS(PixelInput input)
|
||||||
{
|
{
|
||||||
PixelOutput output;
|
PixelOutput output;
|
||||||
|
|
||||||
output.gPosition = float4(input.PositionWorld, 0.0);
|
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||||
output.gNormal = float4(normalize(input.NormalWorld), 0.0);
|
output.gNormal = float4(normalize(input.NormalWorld), 1.0);
|
||||||
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
|
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
|
||||||
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
|
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
|
||||||
|
|
||||||
|
@ -139,10 +139,10 @@ PixelOutput AlbedoNormalPS(PixelInput input)
|
||||||
{
|
{
|
||||||
PixelOutput output;
|
PixelOutput output;
|
||||||
|
|
||||||
output.gPosition = float4(input.PositionWorld, 0.0);
|
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||||
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
|
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
|
||||||
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
|
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;
|
return output;
|
||||||
}
|
}
|
||||||
|
@ -151,8 +151,8 @@ PixelOutput MetallicRoughnessNormalPS(PixelInput input)
|
||||||
{
|
{
|
||||||
PixelOutput output;
|
PixelOutput output;
|
||||||
|
|
||||||
output.gPosition = float4(input.PositionWorld, 0.0);
|
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||||
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
|
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
|
||||||
output.gAlbedo = float4(AlbedoValue, 1.0);
|
output.gAlbedo = float4(AlbedoValue, 1.0);
|
||||||
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
|
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
|
||||||
|
|
||||||
|
@ -163,8 +163,8 @@ PixelOutput AlbedoMetallicRoughnessNormalMapPS(PixelInput input)
|
||||||
{
|
{
|
||||||
PixelOutput output;
|
PixelOutput output;
|
||||||
|
|
||||||
output.gPosition = float4(input.PositionWorld, 0.0);
|
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||||
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
|
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
|
||||||
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
|
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
|
||||||
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
|
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
|
||||||
|
|
||||||
|
|
|
@ -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();
|
||||||
|
}
|
||||||
|
}
|
|
@ -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;
|
||||||
|
}
|
|
@ -15,6 +15,15 @@
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
<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">
|
<EmbeddedResource Include="Effects\FXB\DeferredPBR_GBufferEffect.fxb">
|
||||||
<LogicalName>Kav.Resources.DeferredPBR_GBufferEffect.fxb</LogicalName>
|
<LogicalName>Kav.Resources.DeferredPBR_GBufferEffect.fxb</LogicalName>
|
||||||
</EmbeddedResource>
|
</EmbeddedResource>
|
||||||
|
|
|
@ -15,6 +15,15 @@
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
<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">
|
<EmbeddedResource Include="Effects\FXB\DeferredPBR_GBufferEffect.fxb">
|
||||||
<LogicalName>Kav.Resources.DeferredPBR_GBufferEffect.fxb</LogicalName>
|
<LogicalName>Kav.Resources.DeferredPBR_GBufferEffect.fxb</LogicalName>
|
||||||
</EmbeddedResource>
|
</EmbeddedResource>
|
||||||
|
|
|
@ -12,6 +12,7 @@ Essential
|
||||||
- [x] Directional lighting
|
- [x] Directional lighting
|
||||||
- [x] Directional shadow maps
|
- [x] Directional shadow maps
|
||||||
- [x] Cascading shadow maps
|
- [x] Cascading shadow maps
|
||||||
|
- [ ] Tone map shader
|
||||||
- [ ] Frustum culling
|
- [ ] Frustum culling
|
||||||
- [ ] PCF soft shadowing
|
- [ ] PCF soft shadowing
|
||||||
- [ ] Shadow-casting point lights
|
- [ ] Shadow-casting point lights
|
||||||
|
|
167
Renderer.cs
167
Renderer.cs
|
@ -8,26 +8,32 @@ namespace Kav
|
||||||
{
|
{
|
||||||
private const int MAX_SHADOW_CASCADES = 4;
|
private const int MAX_SHADOW_CASCADES = 4;
|
||||||
|
|
||||||
|
|
||||||
private GraphicsDevice GraphicsDevice { get; }
|
private GraphicsDevice GraphicsDevice { get; }
|
||||||
private int RenderDimensionsX { get; }
|
private int RenderDimensionsX { get; }
|
||||||
private int RenderDimensionsY { get; }
|
private int RenderDimensionsY { get; }
|
||||||
|
|
||||||
private VertexBuffer FullscreenTriangle { get; }
|
private VertexBuffer FullscreenTriangle { get; }
|
||||||
private int NumShadowCascades { get; }
|
private int NumShadowCascades { get; }
|
||||||
|
|
||||||
|
private RenderTarget2D ColorRenderTarget { get; }
|
||||||
|
private RenderTarget2D DirectionalRenderTarget { get; }
|
||||||
private RenderTarget2D[] ShadowRenderTargets { get; }
|
private RenderTarget2D[] ShadowRenderTargets { get; }
|
||||||
|
|
||||||
private DeferredPBREffect DeferredPBREffect { 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 SimpleDepthEffect SimpleDepthEffect { get; }
|
||||||
|
|
||||||
private RenderTarget2D gPosition { get; }
|
private RenderTarget2D gPosition { get; }
|
||||||
private RenderTarget2D gNormal { get; }
|
private RenderTarget2D gNormal { get; }
|
||||||
private RenderTarget2D gAlbedo { get; }
|
private RenderTarget2D gAlbedo { get; }
|
||||||
private RenderTarget2D gMetallicRoughness { get; }
|
private RenderTarget2D gMetallicRoughness { get; }
|
||||||
private RenderTarget2D deferredRenderTarget { get; }
|
|
||||||
|
|
||||||
private RenderTargetBinding[] GBuffer { get; }
|
private RenderTargetBinding[] GBuffer { get; }
|
||||||
|
|
||||||
|
private SpriteBatch SpriteBatch { get; }
|
||||||
|
|
||||||
public Renderer(GraphicsDevice graphicsDevice, int renderDimensionsX, int renderDimensionsY, int numShadowCascades)
|
public Renderer(GraphicsDevice graphicsDevice, int renderDimensionsX, int renderDimensionsY, int numShadowCascades)
|
||||||
{
|
{
|
||||||
GraphicsDevice = graphicsDevice;
|
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(
|
gPosition = new RenderTarget2D(
|
||||||
GraphicsDevice,
|
GraphicsDevice,
|
||||||
renderDimensionsX,
|
renderDimensionsX,
|
||||||
|
@ -92,25 +120,20 @@ namespace Kav
|
||||||
new RenderTargetBinding(gMetallicRoughness)
|
new RenderTargetBinding(gMetallicRoughness)
|
||||||
};
|
};
|
||||||
|
|
||||||
deferredRenderTarget = new RenderTarget2D(
|
|
||||||
GraphicsDevice,
|
|
||||||
renderDimensionsX,
|
|
||||||
renderDimensionsY
|
|
||||||
);
|
|
||||||
|
|
||||||
SimpleDepthEffect = new SimpleDepthEffect(GraphicsDevice);
|
SimpleDepthEffect = new SimpleDepthEffect(GraphicsDevice);
|
||||||
DeferredPBREffect = new DeferredPBREffect(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 = new VertexBuffer(GraphicsDevice, typeof(VertexPositionTexture), 3, BufferUsage.WriteOnly);
|
||||||
FullscreenTriangle.SetData(new VertexPositionTexture[3] {
|
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(-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))
|
new VertexPositionTexture(new Vector3(3, 1, 0), new Vector2(2, 0))
|
||||||
});
|
});
|
||||||
|
|
||||||
GraphicsDevice.SetRenderTarget(deferredRenderTarget);
|
SpriteBatch = new SpriteBatch(graphicsDevice);
|
||||||
graphicsDevice.Clear(Color.White);
|
|
||||||
GraphicsDevice.SetRenderTarget(null);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void DeferredRender(
|
public void DeferredRender(
|
||||||
|
@ -119,7 +142,7 @@ namespace Kav
|
||||||
IEnumerable<PointLight> pointLights,
|
IEnumerable<PointLight> pointLights,
|
||||||
DirectionalLight directionalLight
|
DirectionalLight directionalLight
|
||||||
) {
|
) {
|
||||||
ShadowMapRender(camera, modelTransforms, directionalLight);
|
// g-buffer pass
|
||||||
|
|
||||||
GraphicsDevice.SetRenderTargets(GBuffer);
|
GraphicsDevice.SetRenderTargets(GBuffer);
|
||||||
GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1f, 0);
|
GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1f, 0);
|
||||||
|
@ -159,45 +182,54 @@ namespace Kav
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
GraphicsDevice.SetRenderTarget(null);
|
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
|
||||||
GraphicsDevice.Clear(Color.CornflowerBlue);
|
GraphicsDevice.Clear(Color.Black);
|
||||||
|
GraphicsDevice.BlendState = BlendState.Additive;
|
||||||
|
GraphicsDevice.DepthStencilState = DepthStencilState.None;
|
||||||
|
|
||||||
DeferredPBREffect.GPosition = gPosition;
|
DeferredAmbientLightEffect.GPosition = gPosition;
|
||||||
DeferredPBREffect.GAlbedo = gAlbedo;
|
DeferredAmbientLightEffect.GAlbedo = gAlbedo;
|
||||||
DeferredPBREffect.GNormal = gNormal;
|
|
||||||
DeferredPBREffect.GMetallicRoughness = gMetallicRoughness;
|
|
||||||
|
|
||||||
DeferredPBREffect.ShadowMapOne = ShadowRenderTargets[0];
|
foreach (var pass in DeferredAmbientLightEffect.CurrentTechnique.Passes)
|
||||||
if (NumShadowCascades > 1)
|
|
||||||
{
|
{
|
||||||
DeferredPBREffect.ShadowMapTwo = ShadowRenderTargets[1];
|
pass.Apply();
|
||||||
}
|
GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
|
||||||
if (NumShadowCascades > 2)
|
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
|
||||||
{
|
|
||||||
DeferredPBREffect.ShadowMapThree = ShadowRenderTargets[2];
|
|
||||||
}
|
|
||||||
if (NumShadowCascades > 3)
|
|
||||||
{
|
|
||||||
DeferredPBREffect.ShadowMapFour = ShadowRenderTargets[3];
|
|
||||||
}
|
}
|
||||||
|
|
||||||
DeferredPBREffect.ViewMatrix = camera.View;
|
DeferredPointLightEffect.EyePosition = camera.Position;
|
||||||
|
|
||||||
DeferredPBREffect.EyePosition = Matrix.Invert(camera.View).Translation;
|
|
||||||
|
|
||||||
int i = 0;
|
|
||||||
foreach (var pointLight in pointLights)
|
foreach (var pointLight in pointLights)
|
||||||
{
|
{
|
||||||
if (i > DeferredPBREffect.MaxPointLights) { break; }
|
PointLightRender(pointLight);
|
||||||
DeferredPBREffect.PointLights[i] = pointLight;
|
|
||||||
i++;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
DeferredPBREffect.DirectionalLightColor = directionalLight.Color.ToVector3() * directionalLight.Intensity;
|
DirectionalLightRender(camera, modelTransforms, directionalLight);
|
||||||
DeferredPBREffect.DirectionalLightDirection = directionalLight.Direction;
|
// 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();
|
pass.Apply();
|
||||||
GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
|
GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
|
||||||
|
@ -205,12 +237,12 @@ namespace Kav
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ShadowMapRender(
|
private void DirectionalLightRender(
|
||||||
PerspectiveCamera camera,
|
PerspectiveCamera camera,
|
||||||
IEnumerable<(Model, Matrix)> modelTransforms,
|
IEnumerable<(Model, Matrix)> modelTransforms,
|
||||||
DirectionalLight directionalLight
|
DirectionalLight directionalLight
|
||||||
) {
|
) {
|
||||||
// render the individual shadow maps
|
// render the individual shadow cascades
|
||||||
var previousFarPlane = camera.NearPlane;
|
var previousFarPlane = camera.NearPlane;
|
||||||
for (var i = 0; i < NumShadowCascades; i++)
|
for (var i = 0; i < NumShadowCascades; i++)
|
||||||
{
|
{
|
||||||
|
@ -227,10 +259,47 @@ namespace Kav
|
||||||
farPlane
|
farPlane
|
||||||
);
|
);
|
||||||
|
|
||||||
|
// TODO: This is tightly coupled to the effect and it sucks
|
||||||
RenderShadowMap(shadowCamera, modelTransforms, directionalLight, i);
|
RenderShadowMap(shadowCamera, modelTransforms, directionalLight, i);
|
||||||
|
|
||||||
previousFarPlane = farPlane;
|
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(
|
private void RenderShadowMap(
|
||||||
|
@ -277,22 +346,22 @@ namespace Kav
|
||||||
|
|
||||||
if (shadowCascadeIndex == 0)
|
if (shadowCascadeIndex == 0)
|
||||||
{
|
{
|
||||||
DeferredPBREffect.LightSpaceMatrixOne = lightSpaceMatrix;
|
DeferredDirectionalLightEffect.LightSpaceMatrixOne = lightSpaceMatrix;
|
||||||
}
|
}
|
||||||
else if (shadowCascadeIndex == 1)
|
else if (shadowCascadeIndex == 1)
|
||||||
{
|
{
|
||||||
DeferredPBREffect.LightSpaceMatrixTwo = lightSpaceMatrix;
|
DeferredDirectionalLightEffect.LightSpaceMatrixTwo = lightSpaceMatrix;
|
||||||
}
|
}
|
||||||
else if (shadowCascadeIndex == 2)
|
else if (shadowCascadeIndex == 2)
|
||||||
{
|
{
|
||||||
DeferredPBREffect.LightSpaceMatrixThree = lightSpaceMatrix;
|
DeferredDirectionalLightEffect.LightSpaceMatrixThree = lightSpaceMatrix;
|
||||||
}
|
}
|
||||||
else if (shadowCascadeIndex == 3)
|
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)
|
foreach (var (model, transform) in modelTransforms)
|
||||||
{
|
{
|
||||||
|
|
38
Resources.cs
38
Resources.cs
|
@ -4,6 +4,41 @@ namespace Kav
|
||||||
{
|
{
|
||||||
internal class Resources
|
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
|
public static byte[] DeferredPBR_GBufferEffect
|
||||||
{
|
{
|
||||||
get
|
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[] gBufferEffect;
|
||||||
private static byte[] deferredPBREffect;
|
private static byte[] deferredPBREffect;
|
||||||
private static byte[] pbrEffect;
|
private static byte[] pbrEffect;
|
||||||
|
|
Loading…
Reference in New Issue