rendering g-buffer
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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 GBufferEffect : Effect, TransformEffect
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{
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EffectParameter worldParam;
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EffectParameter worldViewProjectionParam;
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EffectParameter worldInverseTransposeParam;
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EffectParameter albedoTextureParam;
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EffectParameter normalTextureParam;
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EffectParameter metallicRoughnessTextureParam;
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EffectParameter albedoParam;
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EffectParameter metallicParam;
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EffectParameter roughnessParam;
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EffectParameter shaderIndexParam;
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Matrix world = Matrix.Identity;
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Matrix view = Matrix.Identity;
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Matrix projection = Matrix.Identity;
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Vector3 albedo;
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float metallic;
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float roughness;
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bool albedoTextureEnabled = false;
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bool metallicRoughnessMapEnabled = false;
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bool normalMapEnabled = false;
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EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
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public Matrix World
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{
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get { return world; }
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set
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{
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world = value;
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dirtyFlags |= EffectDirtyFlags.World | EffectDirtyFlags.WorldViewProj;
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}
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}
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public Matrix View
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{
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get { return view; }
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set
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{
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view = value;
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dirtyFlags |= EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.EyePosition;
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}
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}
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public Matrix Projection
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{
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get { return projection; }
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set
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{
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projection = value;
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dirtyFlags |= EffectDirtyFlags.WorldViewProj;
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}
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}
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public Vector3 Albedo
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{
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get { return albedo; }
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set
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{
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albedo = value;
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albedoParam.SetValue(albedo);
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}
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}
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public float Metallic
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{
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get { return metallic; }
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set
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{
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metallic = value;
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metallicParam.SetValue(metallic);
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}
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}
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public float Roughness
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{
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get { return roughness; }
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set
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{
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roughness = value;
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roughnessParam.SetValue(roughness);
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}
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}
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public Texture2D AlbedoTexture
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{
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get { return albedoTextureParam.GetValueTexture2D(); }
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set
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{
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albedoTextureParam.SetValue(value);
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albedoTextureEnabled = value != null;
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dirtyFlags |= EffectDirtyFlags.ShaderIndex;
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}
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}
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public Texture2D NormalTexture
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{
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get { return normalTextureParam.GetValueTexture2D(); }
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set
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{
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normalTextureParam.SetValue(value);
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normalMapEnabled = value != null;
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dirtyFlags |= EffectDirtyFlags.ShaderIndex;
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}
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}
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public Texture2D MetallicRoughnessTexture
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{
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get { return metallicRoughnessTextureParam.GetValueTexture2D(); }
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set
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{
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metallicRoughnessTextureParam.SetValue(value);
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metallicRoughnessMapEnabled = value != null;
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dirtyFlags |= EffectDirtyFlags.ShaderIndex;
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}
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}
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public GBufferEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.GBufferEffect)
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{
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CacheEffectParameters();
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}
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protected GBufferEffect(GBufferEffect cloneSource) : base(cloneSource)
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{
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CacheEffectParameters();
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World = cloneSource.World;
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View = cloneSource.View;
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Projection = cloneSource.Projection;
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AlbedoTexture = cloneSource.AlbedoTexture;
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NormalTexture = cloneSource.NormalTexture;
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MetallicRoughnessTexture = cloneSource.MetallicRoughnessTexture;
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Albedo = cloneSource.Albedo;
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Metallic = cloneSource.Metallic;
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Roughness = cloneSource.Roughness;
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}
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public override Effect Clone()
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{
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return new GBufferEffect(this);
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}
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protected override void OnApply()
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{
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if ((dirtyFlags & EffectDirtyFlags.World) != 0)
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{
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worldParam.SetValue(world);
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Matrix.Invert(ref world, out Matrix worldInverse);
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Matrix.Transpose(ref worldInverse, out Matrix worldInverseTranspose);
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worldInverseTransposeParam.SetValue(worldInverseTranspose);
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dirtyFlags &= ~EffectDirtyFlags.World;
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}
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if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0)
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{
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Matrix.Multiply(ref world, ref view, out Matrix worldView);
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Matrix.Multiply(ref worldView, ref projection, out Matrix worldViewProj);
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worldViewProjectionParam.SetValue(worldViewProj);
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dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
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}
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if ((dirtyFlags & EffectDirtyFlags.EyePosition) != 0)
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{
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Matrix.Invert(ref view, out Matrix inverseView);
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dirtyFlags &= ~EffectDirtyFlags.EyePosition;
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}
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if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0)
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{
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int shaderIndex = 0;
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if (albedoTextureEnabled && metallicRoughnessMapEnabled && normalMapEnabled)
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{
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shaderIndex = 7;
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}
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else if (metallicRoughnessMapEnabled && normalMapEnabled)
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{
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shaderIndex = 6;
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}
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else if (albedoTextureEnabled && normalMapEnabled)
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{
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shaderIndex = 5;
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}
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else if (albedoTextureEnabled && metallicRoughnessMapEnabled)
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{
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shaderIndex = 4;
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}
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else if (normalMapEnabled)
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{
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shaderIndex = 3;
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}
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else if (metallicRoughnessMapEnabled)
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{
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shaderIndex = 2;
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}
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else if (albedoTextureEnabled)
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{
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shaderIndex = 1;
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}
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shaderIndexParam.SetValue(shaderIndex);
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dirtyFlags &= ~EffectDirtyFlags.ShaderIndex;
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}
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}
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void CacheEffectParameters()
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{
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worldParam = Parameters["World"];
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worldViewProjectionParam = Parameters["WorldViewProjection"];
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worldInverseTransposeParam = Parameters["WorldInverseTranspose"];
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albedoTextureParam = Parameters["AlbedoTexture"];
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normalTextureParam = Parameters["NormalTexture"];
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metallicRoughnessTextureParam = Parameters["MetallicRoughnessTexture"];
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albedoParam = Parameters["AlbedoValue"];
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metallicParam = Parameters["MetallicValue"];
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roughnessParam = Parameters["RoughnessValue"];
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shaderIndexParam = Parameters["ShaderIndex"];
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}
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}
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}
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@ -0,0 +1,203 @@
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#include "Macros.fxh"
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DECLARE_TEXTURE(AlbedoTexture, 0);
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DECLARE_TEXTURE(NormalTexture, 1);
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DECLARE_TEXTURE(MetallicRoughnessTexture, 2);
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BEGIN_CONSTANTS
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float3 AlbedoValue _ps(c0) _cb(c0);
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float MetallicValue _ps(c1) _cb(c1);
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float RoughnessValue _ps(c2) _cb(c2);
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MATRIX_CONSTANTS
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float4x4 World _vs(c0) _cb(c7);
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float4x4 WorldInverseTranspose _vs(c4) _cb(c11);
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float4x4 WorldViewProjection _vs(c8) _cb(c15);
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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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float3 Normal : NORMAL;
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float2 TexCoord : TEXCOORD0;
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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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float3 PositionWorld : TEXCOORD0;
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float3 NormalWorld : TEXCOORD1;
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float2 TexCoord : TEXCOORD2;
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};
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struct PixelOutput
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{
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float4 gPosition : COLOR0;
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float4 gNormal : COLOR1;
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float4 gAlbedo : COLOR2;
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float4 gMetallicRoughness : COLOR3;
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};
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// Vertex Shader
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PixelInput main_vs(VertexInput input)
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{
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PixelInput output;
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output.PositionWorld = mul(input.Position, World).xyz;
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output.NormalWorld = mul(input.Normal, (float3x3)WorldInverseTranspose).xyz;
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output.TexCoord = input.TexCoord;
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output.Position = mul(input.Position, WorldViewProjection);
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return output;
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}
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// Pixel Shaders
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// Easy trick to get tangent-normals to world-space to keep PBR code simplified.
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float3 GetNormalFromMap(float3 worldPos, float2 texCoords, float3 normal)
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{
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float3 tangentNormal = SAMPLE_TEXTURE(NormalTexture, texCoords).xyz * 2.0 - 1.0;
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float3 Q1 = ddx(worldPos);
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float3 Q2 = ddy(worldPos);
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float2 st1 = ddx(texCoords);
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float2 st2 = ddy(texCoords);
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float3 N = normalize(normal);
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float3 T = normalize(Q1*st2.y - Q2*st1.y);
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float3 B = -normalize(cross(N, T));
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float3x3 TBN = float3x3(T, B, N);
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return normalize(mul(tangentNormal, TBN));
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}
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PixelOutput NonePS(PixelInput input)
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{
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 0.0);
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output.gNormal = float4(normalize(input.NormalWorld), 0.0);
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output.gAlbedo = float4(AlbedoValue, 1.0);
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output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
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return output;
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}
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PixelOutput AlbedoPS(PixelInput input)
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{
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 0.0);
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output.gNormal = float4(normalize(input.NormalWorld), 0.0);
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output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
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output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
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return output;
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}
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PixelOutput MetallicRoughnessPS(PixelInput input)
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{
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 0.0);
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output.gNormal = float4(normalize(input.NormalWorld), 0.0);
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output.gAlbedo = float4(AlbedoValue, 1.0);
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output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
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return output;
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}
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PixelOutput NormalPS(PixelInput input)
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{
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 0.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
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output.gAlbedo = float4(AlbedoValue, 1.0);
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output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
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return output;
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}
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PixelOutput AlbedoMetallicRoughnessPS(PixelInput input)
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{
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 0.0);
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output.gNormal = float4(normalize(input.NormalWorld), 0.0);
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output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
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output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
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return output;
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}
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PixelOutput AlbedoNormalPS(PixelInput input)
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{
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 0.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
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output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
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output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
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return output;
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}
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PixelOutput MetallicRoughnessNormalPS(PixelInput input)
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{
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 0.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
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output.gAlbedo = float4(AlbedoValue, 1.0);
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output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
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return output;
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}
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PixelOutput AlbedoMetallicRoughnessNormalMapPS(PixelInput input)
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{
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 0.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
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output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
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output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
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return output;
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}
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PixelShader PSArray[8] =
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{
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compile ps_3_0 NonePS(),
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compile ps_3_0 AlbedoPS(),
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compile ps_3_0 MetallicRoughnessPS(),
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compile ps_3_0 NormalPS(),
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compile ps_3_0 AlbedoMetallicRoughnessPS(),
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compile ps_3_0 AlbedoNormalPS(),
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compile ps_3_0 MetallicRoughnessNormalPS(),
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compile ps_3_0 AlbedoMetallicRoughnessNormalMapPS()
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};
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int PSIndices[8] =
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{
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0, 1, 2, 3, 4, 5, 6, 7
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};
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int ShaderIndex = 0;
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Technique GBuffer
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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 = (PSArray[PSIndices[ShaderIndex]]);
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}
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}
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@ -15,6 +15,9 @@
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="Effects\FXB\GBufferEffect.fxb">
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<LogicalName>Kav.Resources.GBufferEffect.fxb</LogicalName>
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</EmbeddedResource>
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<EmbeddedResource Include="Effects\FXB\PBREffect.fxb">
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<LogicalName>Kav.Resources.PBREffect.fxb</LogicalName>
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</EmbeddedResource>
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="Effects\FXB\GBufferEffect.fxb">
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<LogicalName>Kav.Resources.GBufferEffect.fxb</LogicalName>
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</EmbeddedResource>
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<EmbeddedResource Include="Effects\FXB\PBREffect.fxb">
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<LogicalName>Kav.Resources.PBREffect.fxb</LogicalName>
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</EmbeddedResource>
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@ -15,7 +15,7 @@ namespace Kav
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foreach (var meshPartData in meshData.MeshParts)
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{
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var effect = new Kav.PBREffect(
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var effect = new Kav.GBufferEffect(
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graphicsDevice
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)
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{
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108
Renderer.cs
108
Renderer.cs
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@ -13,6 +13,17 @@ namespace Kav
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private RenderTarget2D DepthRenderTarget { get; }
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private SimpleDepthEffect SimpleDepthEffect { get; }
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private RenderTarget2D gPosition { get; }
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private RenderTarget2D gNormal { get; }
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private RenderTarget2D gAlbedo { get; }
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private RenderTarget2D gMetallicRoughness { get; }
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private RenderTargetBinding[] GBuffer { get; }
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private GBufferEffect GBufferEffect { get; }
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private SpriteBatch SpriteBatch { get; }
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public Renderer(GraphicsDevice graphicsDevice, int renderDimensionsX, int renderDimensionsY)
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{
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GraphicsDevice = graphicsDevice;
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|
@ -28,7 +39,104 @@ namespace Kav
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DepthFormat.Depth24
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);
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gPosition = new RenderTarget2D(
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GraphicsDevice,
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renderDimensionsX,
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renderDimensionsY,
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false,
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SurfaceFormat.Color,
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DepthFormat.None
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);
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gNormal = new RenderTarget2D(
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GraphicsDevice,
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renderDimensionsX,
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renderDimensionsY,
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false,
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SurfaceFormat.Color,
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DepthFormat.None
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);
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gAlbedo = new RenderTarget2D(
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GraphicsDevice,
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renderDimensionsX,
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renderDimensionsY,
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false,
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SurfaceFormat.Color,
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DepthFormat.None
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);
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gMetallicRoughness = new RenderTarget2D(
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GraphicsDevice,
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renderDimensionsX,
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renderDimensionsY,
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false,
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SurfaceFormat.Color,
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DepthFormat.None
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);
|
||||
|
||||
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(
|
||||
|
|
12
Resources.cs
12
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;
|
||||
|
||||
|
|
Loading…
Reference in New Issue