rendering g-buffer

pull/1/head
cosmonaut 2020-08-22 02:01:41 -07:00
parent cc491f1f5f
commit be611687a8
8 changed files with 571 additions and 1 deletions

Binary file not shown.

241
Effects/GBufferEffect.cs Normal file
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class GBufferEffect : Effect, TransformEffect
{
EffectParameter worldParam;
EffectParameter worldViewProjectionParam;
EffectParameter worldInverseTransposeParam;
EffectParameter albedoTextureParam;
EffectParameter normalTextureParam;
EffectParameter metallicRoughnessTextureParam;
EffectParameter albedoParam;
EffectParameter metallicParam;
EffectParameter roughnessParam;
EffectParameter shaderIndexParam;
Matrix world = Matrix.Identity;
Matrix view = Matrix.Identity;
Matrix projection = Matrix.Identity;
Vector3 albedo;
float metallic;
float roughness;
bool albedoTextureEnabled = false;
bool metallicRoughnessMapEnabled = false;
bool normalMapEnabled = false;
EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
public Matrix World
{
get { return world; }
set
{
world = value;
dirtyFlags |= EffectDirtyFlags.World | EffectDirtyFlags.WorldViewProj;
}
}
public Matrix View
{
get { return view; }
set
{
view = value;
dirtyFlags |= EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.EyePosition;
}
}
public Matrix Projection
{
get { return projection; }
set
{
projection = value;
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
}
}
public Vector3 Albedo
{
get { return albedo; }
set
{
albedo = value;
albedoParam.SetValue(albedo);
}
}
public float Metallic
{
get { return metallic; }
set
{
metallic = value;
metallicParam.SetValue(metallic);
}
}
public float Roughness
{
get { return roughness; }
set
{
roughness = value;
roughnessParam.SetValue(roughness);
}
}
public Texture2D AlbedoTexture
{
get { return albedoTextureParam.GetValueTexture2D(); }
set
{
albedoTextureParam.SetValue(value);
albedoTextureEnabled = value != null;
dirtyFlags |= EffectDirtyFlags.ShaderIndex;
}
}
public Texture2D NormalTexture
{
get { return normalTextureParam.GetValueTexture2D(); }
set
{
normalTextureParam.SetValue(value);
normalMapEnabled = value != null;
dirtyFlags |= EffectDirtyFlags.ShaderIndex;
}
}
public Texture2D MetallicRoughnessTexture
{
get { return metallicRoughnessTextureParam.GetValueTexture2D(); }
set
{
metallicRoughnessTextureParam.SetValue(value);
metallicRoughnessMapEnabled = value != null;
dirtyFlags |= EffectDirtyFlags.ShaderIndex;
}
}
public GBufferEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.GBufferEffect)
{
CacheEffectParameters();
}
protected GBufferEffect(GBufferEffect cloneSource) : base(cloneSource)
{
CacheEffectParameters();
World = cloneSource.World;
View = cloneSource.View;
Projection = cloneSource.Projection;
AlbedoTexture = cloneSource.AlbedoTexture;
NormalTexture = cloneSource.NormalTexture;
MetallicRoughnessTexture = cloneSource.MetallicRoughnessTexture;
Albedo = cloneSource.Albedo;
Metallic = cloneSource.Metallic;
Roughness = cloneSource.Roughness;
}
public override Effect Clone()
{
return new GBufferEffect(this);
}
protected override void OnApply()
{
if ((dirtyFlags & EffectDirtyFlags.World) != 0)
{
worldParam.SetValue(world);
Matrix.Invert(ref world, out Matrix worldInverse);
Matrix.Transpose(ref worldInverse, out Matrix worldInverseTranspose);
worldInverseTransposeParam.SetValue(worldInverseTranspose);
dirtyFlags &= ~EffectDirtyFlags.World;
}
if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0)
{
Matrix.Multiply(ref world, ref view, out Matrix worldView);
Matrix.Multiply(ref worldView, ref projection, out Matrix worldViewProj);
worldViewProjectionParam.SetValue(worldViewProj);
dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
}
if ((dirtyFlags & EffectDirtyFlags.EyePosition) != 0)
{
Matrix.Invert(ref view, out Matrix inverseView);
dirtyFlags &= ~EffectDirtyFlags.EyePosition;
}
if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0)
{
int shaderIndex = 0;
if (albedoTextureEnabled && metallicRoughnessMapEnabled && normalMapEnabled)
{
shaderIndex = 7;
}
else if (metallicRoughnessMapEnabled && normalMapEnabled)
{
shaderIndex = 6;
}
else if (albedoTextureEnabled && normalMapEnabled)
{
shaderIndex = 5;
}
else if (albedoTextureEnabled && metallicRoughnessMapEnabled)
{
shaderIndex = 4;
}
else if (normalMapEnabled)
{
shaderIndex = 3;
}
else if (metallicRoughnessMapEnabled)
{
shaderIndex = 2;
}
else if (albedoTextureEnabled)
{
shaderIndex = 1;
}
shaderIndexParam.SetValue(shaderIndex);
dirtyFlags &= ~EffectDirtyFlags.ShaderIndex;
}
}
void CacheEffectParameters()
{
worldParam = Parameters["World"];
worldViewProjectionParam = Parameters["WorldViewProjection"];
worldInverseTransposeParam = Parameters["WorldInverseTranspose"];
albedoTextureParam = Parameters["AlbedoTexture"];
normalTextureParam = Parameters["NormalTexture"];
metallicRoughnessTextureParam = Parameters["MetallicRoughnessTexture"];
albedoParam = Parameters["AlbedoValue"];
metallicParam = Parameters["MetallicValue"];
roughnessParam = Parameters["RoughnessValue"];
shaderIndexParam = Parameters["ShaderIndex"];
}
}
}

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#include "Macros.fxh"
DECLARE_TEXTURE(AlbedoTexture, 0);
DECLARE_TEXTURE(NormalTexture, 1);
DECLARE_TEXTURE(MetallicRoughnessTexture, 2);
BEGIN_CONSTANTS
float3 AlbedoValue _ps(c0) _cb(c0);
float MetallicValue _ps(c1) _cb(c1);
float RoughnessValue _ps(c2) _cb(c2);
MATRIX_CONSTANTS
float4x4 World _vs(c0) _cb(c7);
float4x4 WorldInverseTranspose _vs(c4) _cb(c11);
float4x4 WorldViewProjection _vs(c8) _cb(c15);
END_CONSTANTS
struct VertexInput
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
};
struct PixelInput
{
float4 Position : SV_POSITION;
float3 PositionWorld : TEXCOORD0;
float3 NormalWorld : TEXCOORD1;
float2 TexCoord : TEXCOORD2;
};
struct PixelOutput
{
float4 gPosition : COLOR0;
float4 gNormal : COLOR1;
float4 gAlbedo : COLOR2;
float4 gMetallicRoughness : COLOR3;
};
// Vertex Shader
PixelInput main_vs(VertexInput input)
{
PixelInput output;
output.PositionWorld = mul(input.Position, World).xyz;
output.NormalWorld = mul(input.Normal, (float3x3)WorldInverseTranspose).xyz;
output.TexCoord = input.TexCoord;
output.Position = mul(input.Position, WorldViewProjection);
return output;
}
// Pixel Shaders
// Easy trick to get tangent-normals to world-space to keep PBR code simplified.
float3 GetNormalFromMap(float3 worldPos, float2 texCoords, float3 normal)
{
float3 tangentNormal = SAMPLE_TEXTURE(NormalTexture, texCoords).xyz * 2.0 - 1.0;
float3 Q1 = ddx(worldPos);
float3 Q2 = ddy(worldPos);
float2 st1 = ddx(texCoords);
float2 st2 = ddy(texCoords);
float3 N = normalize(normal);
float3 T = normalize(Q1*st2.y - Q2*st1.y);
float3 B = -normalize(cross(N, T));
float3x3 TBN = float3x3(T, B, N);
return normalize(mul(tangentNormal, TBN));
}
PixelOutput NonePS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 0.0);
output.gNormal = float4(normalize(input.NormalWorld), 0.0);
output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
return output;
}
PixelOutput AlbedoPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 0.0);
output.gNormal = float4(normalize(input.NormalWorld), 0.0);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
return output;
}
PixelOutput MetallicRoughnessPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 0.0);
output.gNormal = float4(normalize(input.NormalWorld), 0.0);
output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
return output;
}
PixelOutput NormalPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 0.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
return output;
}
PixelOutput AlbedoMetallicRoughnessPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 0.0);
output.gNormal = float4(normalize(input.NormalWorld), 0.0);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
return output;
}
PixelOutput AlbedoNormalPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 0.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
return output;
}
PixelOutput MetallicRoughnessNormalPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 0.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
return output;
}
PixelOutput AlbedoMetallicRoughnessNormalMapPS(PixelInput input)
{
PixelOutput output;
output.gPosition = float4(input.PositionWorld, 0.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
return output;
}
PixelShader PSArray[8] =
{
compile ps_3_0 NonePS(),
compile ps_3_0 AlbedoPS(),
compile ps_3_0 MetallicRoughnessPS(),
compile ps_3_0 NormalPS(),
compile ps_3_0 AlbedoMetallicRoughnessPS(),
compile ps_3_0 AlbedoNormalPS(),
compile ps_3_0 MetallicRoughnessNormalPS(),
compile ps_3_0 AlbedoMetallicRoughnessNormalMapPS()
};
int PSIndices[8] =
{
0, 1, 2, 3, 4, 5, 6, 7
};
int ShaderIndex = 0;
Technique GBuffer
{
Pass
{
VertexShader = compile vs_3_0 main_vs();
PixelShader = (PSArray[PSIndices[ShaderIndex]]);
}
}

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@ -15,6 +15,9 @@
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Effects\FXB\GBufferEffect.fxb">
<LogicalName>Kav.Resources.GBufferEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\PBREffect.fxb">
<LogicalName>Kav.Resources.PBREffect.fxb</LogicalName>
</EmbeddedResource>

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@ -15,6 +15,9 @@
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Effects\FXB\GBufferEffect.fxb">
<LogicalName>Kav.Resources.GBufferEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\PBREffect.fxb">
<LogicalName>Kav.Resources.PBREffect.fxb</LogicalName>
</EmbeddedResource>

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@ -15,7 +15,7 @@ namespace Kav
foreach (var meshPartData in meshData.MeshParts)
{
var effect = new Kav.PBREffect(
var effect = new Kav.GBufferEffect(
graphicsDevice
)
{

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@ -13,6 +13,17 @@ namespace Kav
private RenderTarget2D DepthRenderTarget { get; }
private SimpleDepthEffect SimpleDepthEffect { get; }
private RenderTarget2D gPosition { get; }
private RenderTarget2D gNormal { get; }
private RenderTarget2D gAlbedo { get; }
private RenderTarget2D gMetallicRoughness { get; }
private RenderTargetBinding[] GBuffer { get; }
private GBufferEffect GBufferEffect { get; }
private SpriteBatch SpriteBatch { get; }
public Renderer(GraphicsDevice graphicsDevice, int renderDimensionsX, int renderDimensionsY)
{
GraphicsDevice = graphicsDevice;
@ -28,7 +39,104 @@ namespace Kav
DepthFormat.Depth24
);
gPosition = new RenderTarget2D(
GraphicsDevice,
renderDimensionsX,
renderDimensionsY,
false,
SurfaceFormat.Color,
DepthFormat.None
);
gNormal = new RenderTarget2D(
GraphicsDevice,
renderDimensionsX,
renderDimensionsY,
false,
SurfaceFormat.Color,
DepthFormat.None
);
gAlbedo = new RenderTarget2D(
GraphicsDevice,
renderDimensionsX,
renderDimensionsY,
false,
SurfaceFormat.Color,
DepthFormat.None
);
gMetallicRoughness = new RenderTarget2D(
GraphicsDevice,
renderDimensionsX,
renderDimensionsY,
false,
SurfaceFormat.Color,
DepthFormat.None
);
GBuffer = new RenderTargetBinding[4] {
new RenderTargetBinding(gPosition),
new RenderTargetBinding(gNormal),
new RenderTargetBinding(gAlbedo),
new RenderTargetBinding(gMetallicRoughness)
};
SimpleDepthEffect = new SimpleDepthEffect(GraphicsDevice);
SpriteBatch = new SpriteBatch(GraphicsDevice);
}
public void DeferredRender(
Camera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
IEnumerable<PointLight> pointLights,
IEnumerable<DirectionalLight> directionalLights
) {
GraphicsDevice.SetRenderTargets(GBuffer);
GraphicsDevice.Clear(Color.Black);
foreach (var (model, transform) in modelTransforms)
{
foreach (var modelMesh in model.Meshes)
{
foreach (var meshPart in modelMesh.MeshParts)
{
GraphicsDevice.SetVertexBuffer(meshPart.VertexBuffer);
GraphicsDevice.Indices = meshPart.IndexBuffer;
if (meshPart.Effect is TransformEffect transformEffect)
{
transformEffect.World = transform;
transformEffect.View = camera.View;
transformEffect.Projection = camera.Projection;
}
foreach (var pass in meshPart.Effect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawIndexedPrimitives(
PrimitiveType.TriangleList,
0,
0,
meshPart.VertexBuffer.VertexCount,
0,
meshPart.Triangles.Length
);
}
}
}
}
GraphicsDevice.SetRenderTarget(null);
GraphicsDevice.Clear(Color.Black);
SpriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null);
SpriteBatch.Draw(gPosition, new Rectangle(0, 0, 640, 360), Color.White);
SpriteBatch.Draw(gAlbedo, new Rectangle(640, 0, 640, 360), Color.White);
SpriteBatch.Draw(gNormal, new Rectangle(0, 360, 640, 360), Color.White);
SpriteBatch.Draw(gMetallicRoughness, new Rectangle(640, 360, 640, 360), Color.White);
SpriteBatch.End();
}
public void Render(

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@ -4,6 +4,17 @@ namespace Kav
{
internal class Resources
{
public static byte[] GBufferEffect
{
get
{
if (gBufferEffect == null)
{
gBufferEffect = GetResource("GBufferEffect");
}
return gBufferEffect;
}
}
public static byte[] PBREffect
{
get
@ -28,6 +39,7 @@ namespace Kav
}
}
private static byte[] gBufferEffect;
private static byte[] pbrEffect;
private static byte[] simpleDepthEffect;