deferred pbr shading

pull/1/head
cosmonaut 2020-08-22 17:52:44 -07:00
parent be611687a8
commit ffcb3326e8
9 changed files with 370 additions and 57 deletions

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@ -0,0 +1,88 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class DeferredPBREffect : Effect
{
EffectParameter gPositionParam;
EffectParameter gAlbedoParam;
EffectParameter gNormalParam;
EffectParameter gMetallicRoughnessParam;
EffectParameter eyePositionParam;
PointLightCollection pointLightCollection;
public Texture2D GPosition { get; set; }
public Texture2D GAlbedo { get; set; }
public Texture2D GNormal { get; set; }
public Texture2D GMetallicRoughness { get; set; }
public Vector3 EyePosition { get; set; }
public int MaxPointLights { get; } = 64;
public PointLightCollection PointLights
{
get { return pointLightCollection; }
private set { pointLightCollection = value; }
}
public DeferredPBREffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBREffect)
{
CacheEffectParameters();
pointLightCollection = new PointLightCollection(
Parameters["PointLightPositions"],
Parameters["PointLightColors"],
MaxPointLights
);
}
protected DeferredPBREffect(DeferredPBREffect cloneSource) : base(cloneSource)
{
GPosition = cloneSource.GPosition;
GAlbedo = cloneSource.GAlbedo;
GNormal = cloneSource.GNormal;
GMetallicRoughness = cloneSource.GMetallicRoughness;
EyePosition = cloneSource.EyePosition;
PointLights = new PointLightCollection(
Parameters["LightPositions"],
Parameters["PositionLightColors"],
MaxPointLights
);
for (int i = 0; i < MaxPointLights; i++)
{
PointLights[i] = cloneSource.PointLights[i];
}
}
public override Effect Clone()
{
return new DeferredPBREffect(this);
}
protected override void OnApply()
{
gPositionParam.SetValue(GPosition);
gAlbedoParam.SetValue(GAlbedo);
gNormalParam.SetValue(GNormal);
gMetallicRoughnessParam.SetValue(GMetallicRoughness);
eyePositionParam.SetValue(EyePosition);
}
void CacheEffectParameters()
{
gPositionParam = Parameters["gPosition"];
gAlbedoParam = Parameters["gAlbedo"];
gNormalParam = Parameters["gNormal"];
gMetallicRoughnessParam = Parameters["gMetallicRoughness"];
eyePositionParam = Parameters["EyePosition"];
}
}
}

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@ -0,0 +1,167 @@
#include "Macros.fxh" //from FNA
static const float PI = 3.141592653589793;
static const int MAX_POINT_LIGHTS = 64;
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 PointLightPositions[MAX_POINT_LIGHTS] _ps(c1) _cb(c1);
float3 PointLightColors[MAX_POINT_LIGHTS] _ps(c65) _cb(c65);
MATRIX_CONSTANTS
END_CONSTANTS
struct PixelInput
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD0;
};
// Pixel Shader
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 lightDir,
float3 radiance,
float3 F0,
float3 V,
float3 N,
float3 albedo,
float metallic,
float roughness
) {
float3 L = normalize(lightDir);
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;
}
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 Lo = float3(0.0, 0.0, 0.0);
// point light
for (int i = 0; i < MAX_POINT_LIGHTS; i++)
{
float3 lightDir = PointLightPositions[i] - worldPosition;
float distance = length(lightDir);
float attenuation = 1.0 / (distance * distance);
float3 radiance = PointLightColors[i] * attenuation;
Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness);
}
// // directional light
// for (int i = 0; i < 4; i++)
// {
// float3 lightDir = LightDirections[i];
// float3 radiance = DirectionLightColors[i];
// Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness);
// }
float3 ambient = float3(0.03, 0.03, 0.03) * albedo; // * AO;
float3 color = ambient + Lo;
color = color / (color + float3(1.0, 1.0, 1.0));
float exposureConstant = 1.0 / 2.2;
color = pow(color, float3(exposureConstant, exposureConstant, exposureConstant));
return float4(color, 1.0);
}
float4 main_ps(PixelInput input) : SV_TARGET0
{
float3 fragPosition = 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(
fragPosition,
normal,
albedo,
metallicRoughness.r,
metallicRoughness.g
);
}
Technique DeferredPBR
{
Pass
{
PixelShader = compile ps_3_0 main_ps();
}
}

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@ -3,48 +3,6 @@ using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class PointLightCollection
{
private readonly Vector3[] positions = new Vector3[4];
private readonly Vector3[] colors = new Vector3[4];
private readonly float[] intensities = new float[4];
readonly EffectParameter lightPositionsParam;
readonly EffectParameter lightColorsParam;
public PointLightCollection(EffectParameter lightPositionsParam, EffectParameter lightColorsParam)
{
this.lightPositionsParam = lightPositionsParam;
this.lightColorsParam = lightColorsParam;
}
public PointLight this[int i]
{
get
{
var color = colors[i] / intensities[i];
return new PointLight(
positions[i],
new Color(
color.X,
color.Y,
color.Z,
1f
),
intensities[i]
);
}
set
{
positions[i] = value.Position;
colors[i] = value.Color.ToVector3() * value.Intensity;
intensities[i] = value.Intensity;
lightPositionsParam.SetValue(positions);
lightColorsParam.SetValue(colors);
}
}
}
public class DirectionalLightCollection
{
private readonly Vector3[] directions = new Vector3[4];
@ -285,7 +243,8 @@ namespace Kav
pointLightCollection = new PointLightCollection(
Parameters["LightPositions"],
Parameters["PositionLightColors"]
Parameters["PositionLightColors"],
MaxPointLights
);
directionalLightCollection = new DirectionalLightCollection(
@ -304,7 +263,8 @@ namespace Kav
PointLights = new PointLightCollection(
Parameters["LightPositions"],
Parameters["PositionLightColors"]
Parameters["PositionLightColors"],
MaxPointLights
);
for (int i = 0; i < MaxPointLights; i++)

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@ -0,0 +1,49 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class PointLightCollection
{
private readonly Vector3[] positions;
private readonly Vector3[] colors;
private readonly float[] intensities = new float[4];
readonly EffectParameter lightPositionsParam;
readonly EffectParameter lightColorsParam;
public PointLightCollection(EffectParameter lightPositionsParam, EffectParameter lightColorsParam, int maxLights)
{
this.positions = new Vector3[maxLights];
this.colors = new Vector3[maxLights];
this.lightPositionsParam = lightPositionsParam;
this.lightColorsParam = lightColorsParam;
}
public PointLight this[int i]
{
get
{
var color = colors[i] / intensities[i];
return new PointLight(
positions[i],
new Color(
color.X,
color.Y,
color.Z,
1f
),
intensities[i]
);
}
set
{
positions[i] = value.Position;
colors[i] = value.Color.ToVector3() * value.Intensity;
intensities[i] = value.Intensity;
lightPositionsParam.SetValue(positions);
lightColorsParam.SetValue(colors);
}
}
}
}

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@ -18,6 +18,9 @@
<EmbeddedResource Include="Effects\FXB\GBufferEffect.fxb">
<LogicalName>Kav.Resources.GBufferEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\DeferredPBREffect.fxb">
<LogicalName>Kav.Resources.DeferredPBREffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\PBREffect.fxb">
<LogicalName>Kav.Resources.PBREffect.fxb</LogicalName>
</EmbeddedResource>

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@ -18,6 +18,9 @@
<EmbeddedResource Include="Effects\FXB\GBufferEffect.fxb">
<LogicalName>Kav.Resources.GBufferEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\DeferredPBREffect.fxb">
<LogicalName>Kav.Resources.DeferredPBREffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\PBREffect.fxb">
<LogicalName>Kav.Resources.PBREffect.fxb</LogicalName>
</EmbeddedResource>

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@ -17,10 +17,11 @@ namespace Kav
private RenderTarget2D gNormal { get; }
private RenderTarget2D gAlbedo { get; }
private RenderTarget2D gMetallicRoughness { get; }
private RenderTarget2D deferredRenderTarget { get; }
private RenderTargetBinding[] GBuffer { get; }
private GBufferEffect GBufferEffect { get; }
private DeferredPBREffect DeferredPBREffect { get; }
private SpriteBatch SpriteBatch { get; }
@ -35,7 +36,7 @@ namespace Kav
renderDimensionsX,
renderDimensionsY,
false,
SurfaceFormat.Color,
SurfaceFormat.HalfSingle, // unused
DepthFormat.Depth24
);
@ -44,8 +45,8 @@ namespace Kav
renderDimensionsX,
renderDimensionsY,
false,
SurfaceFormat.Color,
DepthFormat.None
SurfaceFormat.Vector4,
DepthFormat.Depth24
);
gNormal = new RenderTarget2D(
@ -53,7 +54,7 @@ namespace Kav
renderDimensionsX,
renderDimensionsY,
false,
SurfaceFormat.Color,
SurfaceFormat.Vector4,
DepthFormat.None
);
@ -71,7 +72,7 @@ namespace Kav
renderDimensionsX,
renderDimensionsY,
false,
SurfaceFormat.Color,
SurfaceFormat.HalfVector2,
DepthFormat.None
);
@ -82,9 +83,23 @@ namespace Kav
new RenderTargetBinding(gMetallicRoughness)
};
deferredRenderTarget = new RenderTarget2D(
GraphicsDevice,
renderDimensionsX,
renderDimensionsY
);
SimpleDepthEffect = new SimpleDepthEffect(GraphicsDevice);
DeferredPBREffect = new DeferredPBREffect(GraphicsDevice);
SpriteBatch = new SpriteBatch(GraphicsDevice);
Texture2D whitePixel = new Texture2D(GraphicsDevice, 1, 1);
whitePixel.SetData(new[] { Color.White });
GraphicsDevice.SetRenderTarget(deferredRenderTarget);
graphicsDevice.Clear(Color.White);
GraphicsDevice.SetRenderTarget(null);
}
public void DeferredRender(
@ -94,7 +109,9 @@ namespace Kav
IEnumerable<DirectionalLight> directionalLights
) {
GraphicsDevice.SetRenderTargets(GBuffer);
GraphicsDevice.Clear(Color.Black);
GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1f, 0);
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque;
foreach (var (model, transform) in modelTransforms)
{
@ -130,12 +147,24 @@ namespace Kav
}
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);
GraphicsDevice.Clear(Color.CornflowerBlue);
DeferredPBREffect.GPosition = gPosition;
DeferredPBREffect.GAlbedo = gAlbedo;
DeferredPBREffect.GNormal = gNormal;
DeferredPBREffect.GMetallicRoughness = gMetallicRoughness;
DeferredPBREffect.EyePosition = Matrix.Invert(camera.View).Translation;
int i = 0;
foreach (var pointLight in pointLights)
{
if (i > DeferredPBREffect.MaxPointLights) { break; }
DeferredPBREffect.PointLights[i] = pointLight;
i++;
}
SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, null, null, DeferredPBREffect);
SpriteBatch.Draw(deferredRenderTarget, Vector2.Zero, Color.White);
SpriteBatch.End();
}

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@ -15,6 +15,19 @@ namespace Kav
return gBufferEffect;
}
}
public static byte[] DeferredPBREffect
{
get
{
if (deferredPBREffect == null)
{
deferredPBREffect = GetResource("DeferredPBREffect");
}
return deferredPBREffect;
}
}
public static byte[] PBREffect
{
get
@ -40,6 +53,7 @@ namespace Kav
}
private static byte[] gBufferEffect;
private static byte[] deferredPBREffect;
private static byte[] pbrEffect;
private static byte[] simpleDepthEffect;