diff --git a/Effects/FXB/GBufferEffect.fxb b/Effects/FXB/GBufferEffect.fxb
new file mode 100644
index 0000000..9b2d684
Binary files /dev/null and b/Effects/FXB/GBufferEffect.fxb differ
diff --git a/Effects/GBufferEffect.cs b/Effects/GBufferEffect.cs
new file mode 100644
index 0000000..ff8769d
--- /dev/null
+++ b/Effects/GBufferEffect.cs
@@ -0,0 +1,241 @@
+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"];
+ }
+ }
+}
diff --git a/Effects/HLSL/GBufferEffect.fx b/Effects/HLSL/GBufferEffect.fx
new file mode 100644
index 0000000..63cb2ce
--- /dev/null
+++ b/Effects/HLSL/GBufferEffect.fx
@@ -0,0 +1,203 @@
+#include "Macros.fxh"
+
+DECLARE_TEXTURE(AlbedoTexture, 0);
+DECLARE_TEXTURE(NormalTexture, 1);
+DECLARE_TEXTURE(MetallicRoughnessTexture, 2);
+
+BEGIN_CONSTANTS
+
+ float3 AlbedoValue _ps(c0) _cb(c0);
+ float MetallicValue _ps(c1) _cb(c1);
+ float RoughnessValue _ps(c2) _cb(c2);
+
+MATRIX_CONSTANTS
+
+ float4x4 World _vs(c0) _cb(c7);
+ float4x4 WorldInverseTranspose _vs(c4) _cb(c11);
+ float4x4 WorldViewProjection _vs(c8) _cb(c15);
+
+END_CONSTANTS
+
+struct VertexInput
+{
+ float4 Position : POSITION;
+ float3 Normal : NORMAL;
+ float2 TexCoord : TEXCOORD0;
+};
+
+struct PixelInput
+{
+ float4 Position : SV_POSITION;
+ float3 PositionWorld : TEXCOORD0;
+ float3 NormalWorld : TEXCOORD1;
+ float2 TexCoord : TEXCOORD2;
+};
+
+struct PixelOutput
+{
+ float4 gPosition : COLOR0;
+ float4 gNormal : COLOR1;
+ float4 gAlbedo : COLOR2;
+ float4 gMetallicRoughness : COLOR3;
+};
+
+// Vertex Shader
+
+PixelInput main_vs(VertexInput input)
+{
+ PixelInput output;
+
+ output.PositionWorld = mul(input.Position, World).xyz;
+ output.NormalWorld = mul(input.Normal, (float3x3)WorldInverseTranspose).xyz;
+ output.TexCoord = input.TexCoord;
+ output.Position = mul(input.Position, WorldViewProjection);
+
+ return output;
+}
+
+// Pixel Shaders
+
+// Easy trick to get tangent-normals to world-space to keep PBR code simplified.
+float3 GetNormalFromMap(float3 worldPos, float2 texCoords, float3 normal)
+{
+ float3 tangentNormal = SAMPLE_TEXTURE(NormalTexture, texCoords).xyz * 2.0 - 1.0;
+
+ float3 Q1 = ddx(worldPos);
+ float3 Q2 = ddy(worldPos);
+ float2 st1 = ddx(texCoords);
+ float2 st2 = ddy(texCoords);
+
+ float3 N = normalize(normal);
+ float3 T = normalize(Q1*st2.y - Q2*st1.y);
+ float3 B = -normalize(cross(N, T));
+ float3x3 TBN = float3x3(T, B, N);
+
+ return normalize(mul(tangentNormal, TBN));
+}
+
+PixelOutput NonePS(PixelInput input)
+{
+ PixelOutput output;
+
+ output.gPosition = float4(input.PositionWorld, 0.0);
+ output.gNormal = float4(normalize(input.NormalWorld), 0.0);
+ output.gAlbedo = float4(AlbedoValue, 1.0);
+ output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
+
+ return output;
+}
+
+PixelOutput AlbedoPS(PixelInput input)
+{
+ PixelOutput output;
+
+ output.gPosition = float4(input.PositionWorld, 0.0);
+ output.gNormal = float4(normalize(input.NormalWorld), 0.0);
+ output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
+ output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
+
+ return output;
+}
+
+PixelOutput MetallicRoughnessPS(PixelInput input)
+{
+ PixelOutput output;
+
+ output.gPosition = float4(input.PositionWorld, 0.0);
+ output.gNormal = float4(normalize(input.NormalWorld), 0.0);
+ output.gAlbedo = float4(AlbedoValue, 1.0);
+ output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
+
+ return output;
+}
+
+PixelOutput NormalPS(PixelInput input)
+{
+ PixelOutput output;
+
+ output.gPosition = float4(input.PositionWorld, 0.0);
+ output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
+ output.gAlbedo = float4(AlbedoValue, 1.0);
+ output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
+
+ return output;
+}
+
+PixelOutput AlbedoMetallicRoughnessPS(PixelInput input)
+{
+ PixelOutput output;
+
+ output.gPosition = float4(input.PositionWorld, 0.0);
+ output.gNormal = float4(normalize(input.NormalWorld), 0.0);
+ output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
+ output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
+
+ return output;
+}
+
+PixelOutput AlbedoNormalPS(PixelInput input)
+{
+ PixelOutput output;
+
+ output.gPosition = float4(input.PositionWorld, 0.0);
+ output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
+ output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
+ output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
+
+ return output;
+}
+
+PixelOutput MetallicRoughnessNormalPS(PixelInput input)
+{
+ PixelOutput output;
+
+ output.gPosition = float4(input.PositionWorld, 0.0);
+ output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
+ output.gAlbedo = float4(AlbedoValue, 1.0);
+ output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
+
+ return output;
+}
+
+PixelOutput AlbedoMetallicRoughnessNormalMapPS(PixelInput input)
+{
+ PixelOutput output;
+
+ output.gPosition = float4(input.PositionWorld, 0.0);
+ output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
+ output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
+ output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
+
+ return output;
+}
+
+PixelShader PSArray[8] =
+{
+ compile ps_3_0 NonePS(),
+
+ compile ps_3_0 AlbedoPS(),
+ compile ps_3_0 MetallicRoughnessPS(),
+ compile ps_3_0 NormalPS(),
+
+ compile ps_3_0 AlbedoMetallicRoughnessPS(),
+ compile ps_3_0 AlbedoNormalPS(),
+ compile ps_3_0 MetallicRoughnessNormalPS(),
+
+ compile ps_3_0 AlbedoMetallicRoughnessNormalMapPS()
+};
+
+int PSIndices[8] =
+{
+ 0, 1, 2, 3, 4, 5, 6, 7
+};
+
+int ShaderIndex = 0;
+
+Technique GBuffer
+{
+ Pass
+ {
+ VertexShader = compile vs_3_0 main_vs();
+ PixelShader = (PSArray[PSIndices[ShaderIndex]]);
+ }
+}
diff --git a/Kav.Core.csproj b/Kav.Core.csproj
index 812b812..e143f89 100644
--- a/Kav.Core.csproj
+++ b/Kav.Core.csproj
@@ -15,6 +15,9 @@
+
+ Kav.Resources.GBufferEffect.fxb
+
Kav.Resources.PBREffect.fxb
diff --git a/Kav.Framework.csproj b/Kav.Framework.csproj
index 592a8ff..3d70199 100644
--- a/Kav.Framework.csproj
+++ b/Kav.Framework.csproj
@@ -15,6 +15,9 @@
+
+ Kav.Resources.GBufferEffect.fxb
+
Kav.Resources.PBREffect.fxb
diff --git a/Loaders/ModelLoader.cs b/Loaders/ModelLoader.cs
index fc5b206..2655368 100644
--- a/Loaders/ModelLoader.cs
+++ b/Loaders/ModelLoader.cs
@@ -15,7 +15,7 @@ namespace Kav
foreach (var meshPartData in meshData.MeshParts)
{
- var effect = new Kav.PBREffect(
+ var effect = new Kav.GBufferEffect(
graphicsDevice
)
{
diff --git a/Renderer.cs b/Renderer.cs
index 77037b3..f31419e 100644
--- a/Renderer.cs
+++ b/Renderer.cs
@@ -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 pointLights,
+ IEnumerable 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(
diff --git a/Resources.cs b/Resources.cs
index 6ff3806..293307d 100644
--- a/Resources.cs
+++ b/Resources.cs
@@ -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;