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tight_frus
Author | SHA1 | Date |
---|---|---|
cosmonaut | 4d562f545b | |
cosmonaut | 9f6a32b8a0 | |
cosmonaut | 3a89e9a091 | |
cosmonaut | 28bc8c79e7 |
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@ -9,16 +9,26 @@ namespace Kav
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EffectParameter gAlbedoParam;
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EffectParameter gNormalParam;
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EffectParameter gMetallicRoughnessParam;
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EffectParameter directionalShadowMapParam;
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EffectParameter directionalLightDirectionParam;
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EffectParameter directionalLightColorParam;
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EffectParameter directionalLightMatrixParam;
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EffectParameter eyePositionParam;
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PointLightCollection pointLightCollection;
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DirectionalLightCollection directionalLightCollection;
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public Texture2D GPosition { get; set; }
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public Texture2D GAlbedo { get; set; }
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public Texture2D GNormal { get; set; }
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public Texture2D GMetallicRoughness { get; set; }
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public Texture2D DirectionalShadowMap { get; set; }
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public Vector3 DirectionalLightDirection { get; set; }
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public Vector3 DirectionalLightColor { get; set; }
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public Matrix DirectionalLightMatrix { get; set; }
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public Vector3 EyePosition { get; set; }
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public int MaxPointLights { get; } = 64;
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@ -29,14 +39,6 @@ namespace Kav
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private set { pointLightCollection = value; }
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}
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public int MaxDirectionalLights { get; } = 4;
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public DirectionalLightCollection DirectionalLights
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{
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get { return directionalLightCollection; }
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private set { directionalLightCollection = value; }
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}
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public DeferredPBREffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBREffect)
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{
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CacheEffectParameters();
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@ -46,11 +48,6 @@ namespace Kav
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Parameters["PointLightColors"],
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MaxPointLights
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);
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DirectionalLights = new DirectionalLightCollection(
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Parameters["DirectionalLightDirections"],
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Parameters["DirectionalLightColors"]
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);
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}
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protected DeferredPBREffect(DeferredPBREffect cloneSource) : base(cloneSource)
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@ -72,16 +69,6 @@ namespace Kav
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{
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PointLights[i] = cloneSource.PointLights[i];
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}
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DirectionalLights = new DirectionalLightCollection(
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Parameters["DirectionalLightDirections"],
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Parameters["DirectionalLightColors"]
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);
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for (int i = 0; i < MaxDirectionalLights; i++)
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{
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DirectionalLights[i] = cloneSource.DirectionalLights[i];
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}
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}
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public override Effect Clone()
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@ -96,6 +83,11 @@ namespace Kav
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gNormalParam.SetValue(GNormal);
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gMetallicRoughnessParam.SetValue(GMetallicRoughness);
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directionalShadowMapParam.SetValue(DirectionalShadowMap);
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directionalLightDirectionParam.SetValue(DirectionalLightDirection);
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directionalLightColorParam.SetValue(DirectionalLightColor);
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directionalLightMatrixParam.SetValue(DirectionalLightMatrix);
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eyePositionParam.SetValue(EyePosition);
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}
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@ -105,6 +97,11 @@ namespace Kav
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gAlbedoParam = Parameters["gAlbedo"];
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gNormalParam = Parameters["gNormal"];
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gMetallicRoughnessParam = Parameters["gMetallicRoughness"];
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directionalShadowMapParam = Parameters["directionalShadowMap"];
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directionalLightDirectionParam = Parameters["DirectionalLightDirection"];
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directionalLightColorParam = Parameters["DirectionalLightColor"];
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directionalLightMatrixParam = Parameters["DirectionalLightMatrix"];
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eyePositionParam = Parameters["EyePosition"];
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}
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@ -5,17 +5,41 @@ namespace Kav
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{
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public class DirectionalLightCollection
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{
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private readonly Vector3[] directions = new Vector3[4];
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private readonly Vector3[] colors = new Vector3[4];
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private readonly float[] intensities = new float[4];
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private readonly Vector3[] directions = new Vector3[6];
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private readonly Vector3[] colors = new Vector3[6];
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private readonly float[] intensities = new float[6];
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private readonly Matrix[] viewMatrices = new Matrix[6];
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private readonly Matrix[] projectionMatrices = new Matrix[6];
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private readonly Matrix[] viewProjectionMatrices = new Matrix[6];
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readonly EffectParameter lightDirectionsParam;
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readonly EffectParameter lightColorsParam;
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readonly EffectParameter lightSpaceMatricesParam;
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public DirectionalLightCollection(EffectParameter lightDirectionsParam, EffectParameter lightColorsParam)
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{
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public DirectionalLightCollection(
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EffectParameter lightDirectionsParam,
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EffectParameter lightColorsParam,
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EffectParameter lightSpaceMatricesParam
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) {
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this.lightDirectionsParam = lightDirectionsParam;
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this.lightColorsParam = lightColorsParam;
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this.lightSpaceMatricesParam = lightSpaceMatricesParam;
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}
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public void SetMatrices(int index, Matrix view, Matrix projection)
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{
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viewMatrices[index] = view;
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projectionMatrices[index] = projection;
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}
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public void Apply()
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{
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for (int i = 0; i < 6; i++)
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{
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viewProjectionMatrices[i] = viewMatrices[i] * projectionMatrices[i];
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}
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lightSpaceMatricesParam.SetValue(viewProjectionMatrices);
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}
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public DirectionalLight this[int i]
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Binary file not shown.
Binary file not shown.
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@ -2,12 +2,12 @@
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static const float PI = 3.141592653589793;
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static const int MAX_POINT_LIGHTS = 64;
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static const int MAX_DIRECTIONAL_LIGHTS = 4;
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DECLARE_TEXTURE(gPosition, 0);
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DECLARE_TEXTURE(gAlbedo, 1);
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DECLARE_TEXTURE(gNormal, 2);
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DECLARE_TEXTURE(gMetallicRoughness, 3);
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DECLARE_TEXTURE(directionalShadowMap, 4);
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BEGIN_CONSTANTS
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@ -16,19 +16,37 @@ BEGIN_CONSTANTS
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float3 PointLightPositions[MAX_POINT_LIGHTS] _ps(c1) _cb(c1);
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float3 PointLightColors[MAX_POINT_LIGHTS] _ps(c65) _cb(c65);
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float3 DirectionalLightDirections[MAX_DIRECTIONAL_LIGHTS] _ps(c129) _cb(c129);
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float3 DirectionalLightColors[MAX_DIRECTIONAL_LIGHTS] _ps(c133) _cb(c133);
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float3 DirectionalLightDirection _ps(c129) _cb(c129);
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float3 DirectionalLightColor _ps(c130) _cb(c130);
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MATRIX_CONSTANTS
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float4x4 DirectionalLightMatrix _ps(c131) _cb(c131);
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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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float2 TexCoord : TEXCOORD;
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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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float2 TexCoord : TEXCOORD0;
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};
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PixelInput main_vs(VertexInput input)
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{
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PixelInput output;
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output.Position = input.Position;
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output.TexCoord = input.TexCoord;
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return output;
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}
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// Pixel Shader
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float3 FresnelSchlick(float cosTheta, float3 F0)
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@ -71,6 +89,26 @@ float GeometrySmith(float3 N, float3 V, float3 L, float roughness)
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return ggx1 * ggx2;
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}
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float ComputeShadow(float4 positionLightSpace)
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{
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float bias = 0.001;
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// maps to [-1, 1]
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float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w;
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//transform to [0, 1] range
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projectionCoords = projectionCoords * 0.5 + 0.5;
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float closestDepth = SAMPLE_TEXTURE(directionalShadowMap, positionLightSpace.xy).r;
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float currentDepth = projectionCoords.z;
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if (projectionCoords.z > 1.0) { return 0.0; }
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float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
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return shadow;
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}
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float3 ComputeLight(
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float3 lightDir,
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float3 radiance,
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@ -79,7 +117,8 @@ float3 ComputeLight(
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float3 N,
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float3 albedo,
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float metallic,
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float roughness
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float roughness,
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float shadow
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) {
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float3 L = normalize(lightDir);
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float3 H = normalize(V + L);
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@ -98,7 +137,7 @@ float3 ComputeLight(
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kD *= 1.0 - metallic;
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float NdotL = max(dot(N, L), 0.0);
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return (kD * albedo / PI + specular) * radiance * NdotL;
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return (kD * albedo / PI + specular) * radiance * NdotL * shadow;
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}
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float4 ComputeColor(
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@ -116,7 +155,7 @@ float4 ComputeColor(
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float3 Lo = float3(0.0, 0.0, 0.0);
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// point light
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// point lights
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for (int i = 0; i < MAX_POINT_LIGHTS; i++)
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{
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float3 lightDir = PointLightPositions[i] - worldPosition;
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@ -124,17 +163,17 @@ float4 ComputeColor(
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float attenuation = 1.0 / (distance * distance);
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float3 radiance = PointLightColors[i] * attenuation;
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Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness);
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Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness, 1.0);
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}
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// directional light
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for (int i = 0; i < MAX_DIRECTIONAL_LIGHTS; i++)
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{
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float3 lightDir = DirectionalLightDirections[i];
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float3 radiance = DirectionalLightColors[i];
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float4 positionLightSpace = mul(float4(worldPosition, 1.0), DirectionalLightMatrix);
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float shadow = ComputeShadow(positionLightSpace);
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Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness);
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}
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float3 lightDir = DirectionalLightDirection;
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float3 radiance = DirectionalLightColor;
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Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness, (1.0 - shadow));
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float3 ambient = float3(0.03, 0.03, 0.03) * albedo; // * AO;
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float3 color = ambient + Lo;
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@ -148,13 +187,13 @@ float4 ComputeColor(
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float4 main_ps(PixelInput input) : SV_TARGET0
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{
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float3 fragPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
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float3 worldPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
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float3 normal = SAMPLE_TEXTURE(gNormal, input.TexCoord).xyz;
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float3 albedo = SAMPLE_TEXTURE(gAlbedo, input.TexCoord).rgb;
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float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, input.TexCoord).rg;
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return ComputeColor(
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fragPosition,
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worldPosition,
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normal,
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albedo,
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metallicRoughness.r,
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@ -166,6 +205,7 @@ Technique DeferredPBR
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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 = compile ps_3_0 main_ps();
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}
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}
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@ -52,6 +52,8 @@
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sampler Name##Sampler : register(s##index) = sampler_state { Texture = (Name); };
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#define SAMPLE_TEXTURE(Name, texCoord) tex2D(Name##Sampler, texCoord)
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#define SAMPLE_TEXTURE_LOD(Name, texCoord) tex2Dlod(Name##Sampler, texCoord)
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#define SAMPLE_VERTEX_TEXTURE(Name, texCoord) tex2Dlod(Name##Sampler, float4(texCoord, 0, 0))
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#define SAMPLE_CUBEMAP(Name, texCoord) texCUBE(Name##Sampler, texCoord)
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#define SAMPLE_CUBEMAP_LOD(Name, texCoord) texCUBElod(Name##Sampler, texCoord)
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#endif
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@ -16,21 +16,29 @@ struct VertexShaderInput
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struct VertexShaderOutput
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{
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float4 Position : SV_Position;
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float Depth : TEXCOORD0;
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};
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VertexShaderOutput main_vs(VertexShaderInput input)
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{
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VertexShaderOutput output;
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output.Position = mul(float4(input.Position.xyz, 1.0), ModelViewProjection);
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output.Position = mul(input.Position, ModelViewProjection);
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output.Depth = output.Position.z / output.Position.w;
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return output;
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}
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float4 main_ps(VertexShaderOutput input) : SV_TARGET0
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{
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return float4(input.Depth, 0.0, 0.0, 0.0);
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}
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Technique SimpleDepth
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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 = compile ps_3_0 main_ps();
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}
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}
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@ -207,7 +207,8 @@ namespace Kav
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directionalLightCollection = new DirectionalLightCollection(
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Parameters["LightDirections"],
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Parameters["DirectionLightColors"]
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Parameters["DirectionLightColors"],
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Parameters["DirectionalLightMatrices"]
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);
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}
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@ -232,7 +233,8 @@ namespace Kav
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DirectionalLights = new DirectionalLightCollection(
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Parameters["LightDirections"],
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Parameters["DirectionLightColors"]
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Parameters["DirectionLightColors"],
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Parameters["DirectionalLightMatrices"]
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);
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for (int i = 0; i < MaxDirectionalLights; i++)
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@ -42,6 +42,7 @@ namespace Kav
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dirtyFlags |= EffectDirtyFlags.WorldViewProj;
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}
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}
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public SimpleDepthEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.SimpleDepthEffect)
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{
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CacheEffectParameters();
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@ -58,6 +59,7 @@ namespace Kav
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dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
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}
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}
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private void CacheEffectParameters()
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@ -0,0 +1,16 @@
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using Microsoft.Xna.Framework;
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namespace Kav.Extensions
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{
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public static class Vector3Extensions
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{
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public static Vector3 Floor(this Vector3 input)
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{
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var x = (float)System.Math.Floor(input.X);
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var y = (float)System.Math.Floor(input.Y);
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var z = (float)System.Math.Floor(input.Z);
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return new Vector3(x, y, z);
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}
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}
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}
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@ -7,11 +7,13 @@
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<Copyright>Evan Hemsley 2020</Copyright>
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<GeneratePackageOnBuild>true</GeneratePackageOnBuild>
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<AssemblyName>Kav</AssemblyName>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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<ItemGroup>
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<ProjectReference Include="../FNA/FNA.Core.csproj" />
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<ProjectReference Include="../Smuggler/Smuggler.Core.csproj" />
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<ProjectReference Include="../MoonTools.Bonk/Bonk/Bonk.csproj" />
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</ItemGroup>
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<ItemGroup>
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|
|
|
@ -7,11 +7,13 @@
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<Copyright>Evan Hemsley 2020</Copyright>
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<GeneratePackageOnBuild>true</GeneratePackageOnBuild>
|
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<AssemblyName>Kav</AssemblyName>
|
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
|
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</PropertyGroup>
|
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|
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<ItemGroup>
|
||||
<ProjectReference Include="../FNA/FNA.csproj" />
|
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<ProjectReference Include="../Smuggler/Smuggler.Framework.csproj" />
|
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<ProjectReference Include="../MoonTools.Bonk/Bonk/Bonk.csproj" />
|
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</ItemGroup>
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<ItemGroup>
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|
|
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@ -4,25 +4,9 @@ namespace Kav
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{
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public struct DirectionalLight
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{
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public Vector3 Direction { get; set; }
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public Color Color { get; set; }
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public float Intensity { get; set; }
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public Matrix View
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{
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get
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{
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return Matrix.CreateLookAt(-Direction * 100f, Vector3.Zero, Vector3.Up);
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}
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}
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public Matrix Projection
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{
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get
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{
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return Matrix.CreateOrthographic(20f, 20f, 1f, 101f);
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}
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}
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public Vector3 Direction { get; }
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public Color Color { get; }
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public float Intensity { get; }
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public DirectionalLight(Vector3 direction, Color color, float intensity = 1f)
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{
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108
Renderer.cs
108
Renderer.cs
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@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using Kav.Extensions;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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@ -10,7 +11,7 @@ namespace Kav
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private int RenderDimensionsX { get; }
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private int RenderDimensionsY { get; }
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private RenderTarget2D DepthRenderTarget { get; }
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private RenderTarget2D DirectionalLightDepthTarget { get; }
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private SimpleDepthEffect SimpleDepthEffect { get; }
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private RenderTarget2D gPosition { get; }
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|
@ -19,6 +20,8 @@ namespace Kav
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private RenderTarget2D gMetallicRoughness { get; }
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private RenderTarget2D deferredRenderTarget { get; }
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||||
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||||
private VertexBuffer fullscreenTriangle { get; }
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||||
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private RenderTargetBinding[] GBuffer { get; }
|
||||
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private DeferredPBREffect DeferredPBREffect { get; }
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||||
|
@ -31,12 +34,12 @@ namespace Kav
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RenderDimensionsX = renderDimensionsX;
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RenderDimensionsY = renderDimensionsY;
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DepthRenderTarget = new RenderTarget2D(
|
||||
DirectionalLightDepthTarget = new RenderTarget2D(
|
||||
GraphicsDevice,
|
||||
renderDimensionsX,
|
||||
renderDimensionsY,
|
||||
1024,
|
||||
1024,
|
||||
false,
|
||||
SurfaceFormat.HalfSingle, // unused
|
||||
SurfaceFormat.Single,
|
||||
DepthFormat.Depth24
|
||||
);
|
||||
|
||||
|
@ -92,10 +95,21 @@ namespace Kav
|
|||
SimpleDepthEffect = new SimpleDepthEffect(GraphicsDevice);
|
||||
DeferredPBREffect = new DeferredPBREffect(GraphicsDevice);
|
||||
|
||||
fullscreenTriangle = new VertexBuffer(GraphicsDevice, typeof(VertexPositionTexture), 3, BufferUsage.WriteOnly);
|
||||
fullscreenTriangle.SetData(new VertexPositionTexture[3] {
|
||||
new VertexPositionTexture(new Vector3(-1, -1, 0), new Vector2(0, 0)),
|
||||
new VertexPositionTexture(new Vector3(-1, 3, 0), new Vector2(0, -2)),
|
||||
new VertexPositionTexture(new Vector3(3, -1, 0), new Vector2(2, 0))
|
||||
});
|
||||
|
||||
SpriteBatch = new SpriteBatch(GraphicsDevice);
|
||||
|
||||
GraphicsDevice.SetRenderTarget(deferredRenderTarget);
|
||||
graphicsDevice.Clear(Color.White);
|
||||
|
||||
GraphicsDevice.SetRenderTarget(DirectionalLightDepthTarget);
|
||||
GraphicsDevice.Clear(Color.White);
|
||||
|
||||
GraphicsDevice.SetRenderTarget(null);
|
||||
}
|
||||
|
||||
|
@ -103,8 +117,16 @@ namespace Kav
|
|||
Camera camera,
|
||||
IEnumerable<(Model, Matrix)> modelTransforms,
|
||||
IEnumerable<PointLight> pointLights,
|
||||
IEnumerable<DirectionalLight> directionalLights
|
||||
DirectionalLight directionalLight
|
||||
) {
|
||||
var cameraViewProjectionMatrix = camera.View * camera.Projection;
|
||||
|
||||
ShadowMapRender(
|
||||
modelTransforms,
|
||||
directionalLight,
|
||||
cameraViewProjectionMatrix
|
||||
);
|
||||
|
||||
GraphicsDevice.SetRenderTargets(GBuffer);
|
||||
GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1f, 0);
|
||||
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
|
||||
|
@ -160,36 +182,53 @@ namespace Kav
|
|||
i++;
|
||||
}
|
||||
|
||||
i = 0;
|
||||
foreach (var directionalLight in directionalLights)
|
||||
DeferredPBREffect.DirectionalShadowMap = DirectionalLightDepthTarget;
|
||||
DeferredPBREffect.DirectionalLightDirection = directionalLight.Direction;
|
||||
DeferredPBREffect.DirectionalLightColor = directionalLight.Color.ToVector3() * directionalLight.Intensity;
|
||||
|
||||
foreach (EffectPass pass in DeferredPBREffect.CurrentTechnique.Passes)
|
||||
{
|
||||
if (i > DeferredPBREffect.MaxDirectionalLights) { break; }
|
||||
DeferredPBREffect.DirectionalLights[i] = directionalLight;
|
||||
i++;
|
||||
pass.Apply();
|
||||
GraphicsDevice.SetVertexBuffer(fullscreenTriangle);
|
||||
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
|
||||
}
|
||||
|
||||
SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, null, null, DeferredPBREffect);
|
||||
SpriteBatch.Draw(deferredRenderTarget, Vector2.Zero, Color.White);
|
||||
SpriteBatch.End();
|
||||
}
|
||||
|
||||
public void Render(
|
||||
Camera camera,
|
||||
IEnumerable<(Model, Matrix)> modelTransforms,
|
||||
IEnumerable<PointLight> pointLights,
|
||||
IEnumerable<DirectionalLight> directionalLights
|
||||
) {
|
||||
Render(camera.View, camera.Projection, modelTransforms, pointLights, directionalLights);
|
||||
}
|
||||
|
||||
// for shadow mapping
|
||||
public void DepthRender(IEnumerable<(Model, Matrix)> modelTransforms, DirectionalLight directionalLight)
|
||||
{
|
||||
GraphicsDevice.SetRenderTarget(DepthRenderTarget);
|
||||
GraphicsDevice.Clear(ClearOptions.DepthBuffer, Color.Black, 1, 0);
|
||||
public void ShadowMapRender(
|
||||
IEnumerable<(Model, Matrix)> modelTransforms,
|
||||
DirectionalLight directionalLight,
|
||||
Matrix cameraViewProjectionMatrix
|
||||
) {
|
||||
GraphicsDevice.SetRenderTarget(DirectionalLightDepthTarget);
|
||||
GraphicsDevice.Clear(Color.White);
|
||||
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
|
||||
GraphicsDevice.BlendState = BlendState.Opaque;
|
||||
|
||||
var right = Vector3.Cross(Vector3.Up, directionalLight.Direction);
|
||||
var up = Vector3.Cross(directionalLight.Direction, right);
|
||||
|
||||
SimpleDepthEffect.View = directionalLight.View;
|
||||
SimpleDepthEffect.Projection = directionalLight.Projection;
|
||||
var lightRotation = Matrix.CreateLookAt(Vector3.Zero, -directionalLight.Direction, up);
|
||||
|
||||
var cameraBoundingFrustum = new BoundingFrustum(cameraViewProjectionMatrix);
|
||||
|
||||
Vector3[] frustumCorners = cameraBoundingFrustum.GetCorners();
|
||||
for (var i = 0; i < frustumCorners.Length; i++)
|
||||
{
|
||||
frustumCorners[i] = Vector3.Transform(frustumCorners[i], lightRotation);
|
||||
}
|
||||
|
||||
BoundingBox lightBox = BoundingBox.CreateFromPoints(frustumCorners);
|
||||
Vector3 boxSize = lightBox.Max - lightBox.Min;
|
||||
Vector3 halfBoxSize = boxSize * 0.5f;
|
||||
|
||||
Vector3 lightPosition = lightBox.Min + halfBoxSize;
|
||||
lightPosition.Z = lightBox.Min.Z;
|
||||
lightPosition = Vector3.Transform(lightPosition, Matrix.Invert(lightRotation));
|
||||
|
||||
SimpleDepthEffect.View = Matrix.CreateLookAt(lightPosition, lightPosition - directionalLight.Direction, up);
|
||||
SimpleDepthEffect.Projection = Matrix.CreateOrthographic(boxSize.X, boxSize.Y, -boxSize.Z, boxSize.Z);
|
||||
DeferredPBREffect.DirectionalLightMatrix = SimpleDepthEffect.View * SimpleDepthEffect.Projection;
|
||||
|
||||
foreach (var (model, transform) in modelTransforms)
|
||||
{
|
||||
|
@ -220,6 +259,15 @@ namespace Kav
|
|||
}
|
||||
}
|
||||
|
||||
public void Render(
|
||||
Camera camera,
|
||||
IEnumerable<(Model, Matrix)> modelTransforms,
|
||||
IEnumerable<PointLight> pointLights,
|
||||
IEnumerable<DirectionalLight> directionalLights
|
||||
) {
|
||||
Render(camera.View, camera.Projection, modelTransforms, pointLights, directionalLights);
|
||||
}
|
||||
|
||||
private void Render(
|
||||
Matrix view,
|
||||
Matrix projection,
|
||||
|
|
Loading…
Reference in New Issue