diff --git a/Effects/DeferredPBREffect.cs b/Effects/DeferredPBREffect.cs
new file mode 100644
index 0000000..04af0e8
--- /dev/null
+++ b/Effects/DeferredPBREffect.cs
@@ -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"];
+ }
+ }
+}
diff --git a/Effects/FXB/DeferredPBREffect.fxb b/Effects/FXB/DeferredPBREffect.fxb
new file mode 100644
index 0000000..b3cda6c
Binary files /dev/null and b/Effects/FXB/DeferredPBREffect.fxb differ
diff --git a/Effects/HLSL/DeferredPBREffect.fx b/Effects/HLSL/DeferredPBREffect.fx
new file mode 100644
index 0000000..9f4e74e
--- /dev/null
+++ b/Effects/HLSL/DeferredPBREffect.fx
@@ -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();
+ }
+}
diff --git a/Effects/PBREffect.cs b/Effects/PBREffect.cs
index 09e313e..9efe2fe 100644
--- a/Effects/PBREffect.cs
+++ b/Effects/PBREffect.cs
@@ -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++)
diff --git a/Effects/PointLightCollection.cs b/Effects/PointLightCollection.cs
new file mode 100644
index 0000000..708a180
--- /dev/null
+++ b/Effects/PointLightCollection.cs
@@ -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);
+ }
+ }
+ }
+}
diff --git a/Kav.Core.csproj b/Kav.Core.csproj
index e143f89..615ab97 100644
--- a/Kav.Core.csproj
+++ b/Kav.Core.csproj
@@ -18,6 +18,9 @@
Kav.Resources.GBufferEffect.fxb
+
+ Kav.Resources.DeferredPBREffect.fxb
+
Kav.Resources.PBREffect.fxb
diff --git a/Kav.Framework.csproj b/Kav.Framework.csproj
index 3d70199..c0f517d 100644
--- a/Kav.Framework.csproj
+++ b/Kav.Framework.csproj
@@ -18,6 +18,9 @@
Kav.Resources.GBufferEffect.fxb
+
+ Kav.Resources.DeferredPBREffect.fxb
+
Kav.Resources.PBREffect.fxb
diff --git a/Renderer.cs b/Renderer.cs
index f31419e..8c0384f 100644
--- a/Renderer.cs
+++ b/Renderer.cs
@@ -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 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();
}
diff --git a/Resources.cs b/Resources.cs
index 293307d..5c50646 100644
--- a/Resources.cs
+++ b/Resources.cs
@@ -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;