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25 changed files with 144 additions and 547 deletions

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@ -1,14 +0,0 @@
namespace Kav
{
public struct AtlasAnimation
{
public UVData[] Frames { get; }
public int Framerate { get; }
public AtlasAnimation(UVData[] frames, int framerate)
{
Frames = frames;
Framerate = framerate;
}
}
}

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@ -1,63 +0,0 @@
using System.Collections.Generic;
using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class InstanceData<T> where T : struct, IVertexType
{
public T[] InstanceDataArray { get; }
public DynamicVertexBuffer VertexBuffer { get; }
public int InstanceCount { get; private set; }
public InstanceData(GraphicsDevice graphicsDevice, int size)
{
InstanceDataArray = new T[size];
VertexBuffer = new DynamicVertexBuffer(
graphicsDevice,
typeof(T),
size,
BufferUsage.WriteOnly
);
InstanceCount = 0;
}
public void AddAndSetData(IEnumerable<T> data)
{
InstanceCount = 0;
foreach (var datum in data)
{
AddData(datum);
}
if (InstanceCount == 0) { throw new System.Exception(); }
SetData();
}
public void AddData(T datum)
{
InstanceDataArray[InstanceCount] = datum;
InstanceCount += 1;
}
public void SetData()
{
if (InstanceCount > 0)
{
VertexBuffer.SetData(
InstanceDataArray,
0,
InstanceCount,
SetDataOptions.NoOverwrite
);
}
}
public void Clear()
{
InstanceCount = 0;
}
}
}

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@ -1,35 +1,24 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Kav.Data namespace Kav.Data
{ {
public struct MeshSpriteDrawData : IIndexDrawable, ICullable, ITransformable public struct MeshSpriteDrawData
{ {
public SpriteMesh MeshSprite { get; } public MeshSprite MeshSprite { get; }
public Texture2D Texture { get; }
public Texture2D Normal { get; }
public SpriteBillboardConstraint BillboardConstraint { get; } public SpriteBillboardConstraint BillboardConstraint { get; }
public Matrix TransformMatrix { get; } public Matrix TransformMatrix { get; }
public UVData UVOffset { get; } public UVOffsets UVOffsets { get; }
public IndexBuffer IndexBuffer => MeshSprite.IndexBuffer;
public VertexBuffer VertexBuffer => MeshSprite.VertexBuffer;
public BoundingBox BoundingBox => MeshSprite.BoundingBox;
public MeshSpriteDrawData( public MeshSpriteDrawData(
SpriteMesh meshSprite, MeshSprite meshSprite,
Texture2D texture,
Texture2D normal,
SpriteBillboardConstraint billboardConstraint, SpriteBillboardConstraint billboardConstraint,
Matrix transformMatrix, Matrix transformMatrix,
UVData offset UVOffsets uVOffsets
) { ) {
MeshSprite = meshSprite; MeshSprite = meshSprite;
Texture = texture;
Normal = normal;
BillboardConstraint = billboardConstraint; BillboardConstraint = billboardConstraint;
TransformMatrix = transformMatrix; TransformMatrix = transformMatrix;
UVOffset = offset; UVOffsets = uVOffsets;
} }
} }
} }

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@ -1,96 +0,0 @@
using Kav.Data;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.Collections.Generic;
using System.IO;
namespace Kav
{
public struct TextureAtlasSlice
{
public int X { get; }
public int Y { get; }
public int W { get; }
public int H { get; }
public UVData UVData { get; }
// for use with tiling
public Vector2 TiledUVOffset { get; }
public TextureAtlasSlice(int x, int y, int w, int h, int totalW, int totalH)
{
X = x;
Y = y;
W = w;
H = h;
UVData = new UVData(new Vector2(x, y), new Vector2(w, h), new Vector2(totalW, totalH));
TiledUVOffset = new Vector2(x / (float)totalW, y / (float)totalH);
}
}
public class TextureAtlas
{
public Texture2D Texture { get; }
protected List<string> Names { get; } = new List<string>();
protected Dictionary<string, TextureAtlasSlice> Slices { get; } = new Dictionary<string, TextureAtlasSlice>();
public TextureAtlas(GraphicsDevice graphicsDevice, FileInfo atlasMetadataFile)
{
var atlasData = CrunchAtlasReader.ReadTextureAtlas(atlasMetadataFile);
var textureData = atlasData.Textures[0];
using var stream = File.OpenRead(Path.Combine(atlasMetadataFile.DirectoryName, textureData.Name + ".png"));
Texture = Texture2D.FromStream(graphicsDevice, stream);
foreach (var slice in textureData.Images)
{
Names.Add(slice.N);
Slices.Add(
slice.N,
new TextureAtlasSlice(
slice.X,
slice.Y,
slice.W,
slice.H,
Texture.Width,
Texture.Height
)
);
}
}
public TextureAtlasSlice Lookup(string name)
{
return Slices[name];
}
public string Name(int index)
{
return Names[index];
}
public int Count()
{
return Names.Count;
}
}
// Assumes all subimages are the same size
public class TiledTextureAtlas : TextureAtlas
{
public int NumRows { get; }
public int NumColumns { get; }
public TiledTextureAtlas(GraphicsDevice graphicsDevice, FileInfo atlasMetadataFile) : base(graphicsDevice, atlasMetadataFile)
{
var subImageSlice = Slices[Names[0]];
NumRows = Texture.Height / subImageSlice.H;
NumColumns = Texture.Width / subImageSlice.W;
}
}
}

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@ -1,19 +0,0 @@
using Microsoft.Xna.Framework;
namespace Kav
{
public struct UVData
{
public Vector2 Offset { get; }
public Vector2 Percentage { get; }
public UVData(
Vector2 positionInAtlas,
Vector2 subTextureDimensions,
Vector2 atlasDimensions
) {
Percentage = subTextureDimensions / atlasDimensions;
Offset = positionInAtlas / atlasDimensions;
}
}
}

22
Data/UVOffsets.cs Normal file
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@ -0,0 +1,22 @@
using Microsoft.Xna.Framework;
namespace Kav.Data
{
public struct UVOffsets
{
public static UVOffsets Default { get; } = new UVOffsets(
new Vector2(0, 0), new Vector2(1, 1)
);
// (start / width), (end / width)
public Vector2 StartUV { get; }
// (start / height), (end / height)
public Vector2 EndUV { get; }
public UVOffsets(Vector2 startUV, Vector2 endUV)
{
StartUV = startUV;
EndUV = endUV;
}
}
}

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@ -16,9 +16,6 @@ namespace Kav
EffectParameter metallicParam; EffectParameter metallicParam;
EffectParameter roughnessParam; EffectParameter roughnessParam;
EffectParameter uvOffsetAndDimensionsParam;
EffectParameter isSpriteParam;
EffectParameter numTextureRowsParam; EffectParameter numTextureRowsParam;
EffectParameter numTextureColumnsParam; EffectParameter numTextureColumnsParam;
@ -33,11 +30,6 @@ namespace Kav
float metallic; float metallic;
float roughness; float roughness;
Vector2 uvOffset;
Vector2 subTextureDimensions;
bool isSprite = false;
int numTextureRows = 1; int numTextureRows = 1;
int numTextureColumns = 1; int numTextureColumns = 1;
@ -161,36 +153,6 @@ namespace Kav
} }
} }
public Vector2 UVOffset
{
get { return uvOffset; }
set
{
uvOffset = value;
dirtyFlags |= EffectDirtyFlags.UVOrDimensions;
}
}
public Vector2 SubTextureDimensions
{
get { return subTextureDimensions; }
set
{
subTextureDimensions = value;
dirtyFlags |= EffectDirtyFlags.UVOrDimensions;
}
}
public bool IsSprite
{
get { return isSprite; }
set
{
isSprite = value;
isSpriteParam.SetValue(isSprite ? 1f : 0f);
}
}
public bool HardwareInstancingEnabled public bool HardwareInstancingEnabled
{ {
get { return hardwareInstancingEnabled; } get { return hardwareInstancingEnabled; }
@ -248,16 +210,6 @@ namespace Kav
dirtyFlags &= ~EffectDirtyFlags.ViewProj; dirtyFlags &= ~EffectDirtyFlags.ViewProj;
} }
if ((dirtyFlags & EffectDirtyFlags.UVOrDimensions) != 0)
{
uvOffsetAndDimensionsParam.SetValue(new Vector4(
UVOffset.X, UVOffset.Y,
SubTextureDimensions.X, SubTextureDimensions.Y
));
dirtyFlags &= ~EffectDirtyFlags.UVOrDimensions;
}
if ((dirtyFlags & EffectDirtyFlags.VertexShaderIndex) != 0) if ((dirtyFlags & EffectDirtyFlags.VertexShaderIndex) != 0)
{ {
int vertexShaderIndex = 0; int vertexShaderIndex = 0;
@ -325,9 +277,6 @@ namespace Kav
numTextureRowsParam = Parameters["NumTextureRows"]; numTextureRowsParam = Parameters["NumTextureRows"];
numTextureColumnsParam = Parameters["NumTextureColumns"]; numTextureColumnsParam = Parameters["NumTextureColumns"];
uvOffsetAndDimensionsParam = Parameters["UVOffsetAndDimensions"];
isSpriteParam = Parameters["IsSprite"];
shaderIndexParam = Parameters["PixelShaderIndex"]; shaderIndexParam = Parameters["PixelShaderIndex"];
vertexShaderIndexParam = Parameters["VertexShaderIndex"]; vertexShaderIndexParam = Parameters["VertexShaderIndex"];
} }

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@ -1,4 +1,3 @@
using Kav.Data;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
@ -11,8 +10,6 @@ namespace Kav
EffectParameter directionalLightDirectionParam; EffectParameter directionalLightDirectionParam;
EffectParameter directionalLightColorParam; EffectParameter directionalLightColorParam;
EffectParameter uvOffsetAndDimensionsParam;
EffectParameter worldParam; EffectParameter worldParam;
EffectParameter worldViewProjectionParam; EffectParameter worldViewProjectionParam;
EffectParameter worldInverseTransposeParam; EffectParameter worldInverseTransposeParam;
@ -33,9 +30,6 @@ namespace Kav
Matrix view = Matrix.Identity; Matrix view = Matrix.Identity;
Matrix projection = Matrix.Identity; Matrix projection = Matrix.Identity;
Vector2 uvOffset;
Vector2 subTextureDimensions;
EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All; EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
public bool NormalMapEnabled public bool NormalMapEnabled
@ -115,26 +109,6 @@ namespace Kav
} }
} }
public Vector2 UVOffset
{
get { return uvOffset; }
set
{
uvOffset = value;
dirtyFlags |= EffectDirtyFlags.UVOrDimensions;
}
}
public Vector2 SubTextureDimensions
{
get { return subTextureDimensions; }
set
{
subTextureDimensions = value;
dirtyFlags |= EffectDirtyFlags.UVOrDimensions;
}
}
public DiffuseLitSpriteEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DiffuseLitSpriteEffect) public DiffuseLitSpriteEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DiffuseLitSpriteEffect)
{ {
CacheEffectParameters(); CacheEffectParameters();
@ -168,16 +142,6 @@ namespace Kav
dirtyFlags &= ~EffectDirtyFlags.WorldViewProj; dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
} }
if ((dirtyFlags & EffectDirtyFlags.UVOrDimensions) != 0)
{
uvOffsetAndDimensionsParam.SetValue(new Vector4(
UVOffset.X, UVOffset.Y,
SubTextureDimensions.X, SubTextureDimensions.Y
));
dirtyFlags &= ~EffectDirtyFlags.UVOrDimensions;
}
if ((dirtyFlags & EffectDirtyFlags.PixelShaderIndex) != 0) if ((dirtyFlags & EffectDirtyFlags.PixelShaderIndex) != 0)
{ {
int shaderIndex = 0; int shaderIndex = 0;
@ -202,8 +166,6 @@ namespace Kav
directionalLightDirectionParam = Parameters["DirectionalLightDirection"]; directionalLightDirectionParam = Parameters["DirectionalLightDirection"];
directionalLightColorParam = Parameters["DirectionalLightColor"]; directionalLightColorParam = Parameters["DirectionalLightColor"];
uvOffsetAndDimensionsParam = Parameters["UVOffsetAndDimensions"];
shaderIndexParam = Parameters["ShaderIndex"]; shaderIndexParam = Parameters["ShaderIndex"];
} }
} }

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@ -11,7 +11,6 @@ namespace Kav
VertexShaderIndex = 8, VertexShaderIndex = 8,
PixelShaderIndex = 16, PixelShaderIndex = 16,
ViewProj = 32, ViewProj = 32,
UVOrDimensions = 64,
All = -1 All = -1
} }
} }

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Effects/FXB/DeferredPBR_GBufferEffect.fxb (Stored with Git LFS)

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Effects/FXB/DiffuseLitSpriteEffect.fxb (Stored with Git LFS)

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Effects/FXB/PaletteCrushEffect.fxb (Stored with Git LFS)

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@ -4,9 +4,6 @@ DECLARE_TEXTURE(AlbedoTexture, 0);
DECLARE_TEXTURE(NormalTexture, 1); DECLARE_TEXTURE(NormalTexture, 1);
DECLARE_TEXTURE(MetallicRoughnessTexture, 2); DECLARE_TEXTURE(MetallicRoughnessTexture, 2);
float4 UVOffsetAndDimensions;
float IsSprite;
BEGIN_CONSTANTS BEGIN_CONSTANTS
float3 AlbedoValue _ps(c0) _cb(c0); float3 AlbedoValue _ps(c0) _cb(c0);
@ -54,11 +51,7 @@ PixelInput main_vs(VertexInput input)
output.PositionWorld = mul(input.Position, World).xyz; output.PositionWorld = mul(input.Position, World).xyz;
output.NormalWorld = normalize(mul(input.Normal, World)); output.NormalWorld = normalize(mul(input.Normal, World));
output.TexCoord = input.TexCoord;
float2 texCoord;
texCoord.x = (input.TexCoord.x * UVOffsetAndDimensions.z) + UVOffsetAndDimensions.x;
texCoord.y = (input.TexCoord.y * UVOffsetAndDimensions.w) + UVOffsetAndDimensions.y;
output.TexCoord = texCoord;
float4x4 worldViewProjection = mul(World, ViewProjection); float4x4 worldViewProjection = mul(World, ViewProjection);
output.Position = mul(input.Position, worldViewProjection); output.Position = mul(input.Position, worldViewProjection);
@ -120,7 +113,7 @@ PixelOutput NonePS(PixelInput input)
PixelOutput output; PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0); output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(normalize(input.NormalWorld), IsSprite); output.gNormal = float4(normalize(input.NormalWorld), 1.0);
output.gAlbedo = float4(AlbedoValue, 1.0); output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0); output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
@ -132,12 +125,10 @@ PixelOutput AlbedoPS(PixelInput input)
PixelOutput output; PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0); output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(normalize(input.NormalWorld), IsSprite); output.gNormal = float4(normalize(input.NormalWorld), 1.0);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord); output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0); output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
if (output.gAlbedo.a == 0.0) { discard; }
return output; return output;
} }
@ -146,7 +137,7 @@ PixelOutput MetallicRoughnessPS(PixelInput input)
PixelOutput output; PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0); output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(normalize(input.NormalWorld), IsSprite); output.gNormal = float4(normalize(input.NormalWorld), 1.0);
output.gAlbedo = float4(AlbedoValue, 1.0); output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord); output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
@ -158,7 +149,7 @@ PixelOutput NormalPS(PixelInput input)
PixelOutput output; PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0); output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite); output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
output.gAlbedo = float4(AlbedoValue, 1.0); output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0); output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
@ -170,12 +161,10 @@ PixelOutput AlbedoMetallicRoughnessPS(PixelInput input)
PixelOutput output; PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0); output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(normalize(input.NormalWorld), IsSprite); output.gNormal = float4(normalize(input.NormalWorld), 1.0);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord); output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord); output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
if (output.gAlbedo.a == 0.0) { discard; }
return output; return output;
} }
@ -184,12 +173,10 @@ PixelOutput AlbedoNormalPS(PixelInput input)
PixelOutput output; PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0); output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite); output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord); output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0); output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
if (output.gAlbedo.a == 0.0) { discard; }
return output; return output;
} }
@ -198,7 +185,7 @@ PixelOutput MetallicRoughnessNormalPS(PixelInput input)
PixelOutput output; PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0); output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite); output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
output.gAlbedo = float4(AlbedoValue, 1.0); output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord); output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
@ -210,12 +197,10 @@ PixelOutput AlbedoMetallicRoughnessNormalMapPS(PixelInput input)
PixelOutput output; PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0); output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite); output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord); output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord); output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
if (output.gAlbedo.a == 0.0) { discard; }
return output; return output;
} }

View File

@ -80,24 +80,10 @@ float4 main_ps(PixelInput input) : SV_TARGET0
float2 texCoord = 0.5f * float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 0.5f; float2 texCoord = 0.5f * float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 0.5f;
float3 worldPosition = SAMPLE_TEXTURE(gPosition, texCoord).rgb; float3 worldPosition = SAMPLE_TEXTURE(gPosition, texCoord).rgb;
float4 normalSample = SAMPLE_TEXTURE(gNormal, texCoord); float3 normal = SAMPLE_TEXTURE(gNormal, texCoord).xyz;
float3 normal = normalSample.xyz;
float isSprite = normalSample.a;
float3 albedo = SAMPLE_TEXTURE(gAlbedo, texCoord).rgb; float3 albedo = SAMPLE_TEXTURE(gAlbedo, texCoord).rgb;
float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, texCoord).rg; float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, texCoord).rg;
if (isSprite == 1.0)
{
float3 lightDir = PointLightPosition - worldPosition;
float3 L = normalize(lightDir);
float distance = length(lightDir);
float attenuation = 1.0 / (distance * distance);
float3 radiance = PointLightColor * attenuation;
return float4(albedo * radiance * 0.1, 1.0);
}
else
{
return ComputeColor( return ComputeColor(
worldPosition, worldPosition,
normal, normal,
@ -106,7 +92,6 @@ float4 main_ps(PixelInput input) : SV_TARGET0
metallicRoughness.g metallicRoughness.g
); );
} }
}
Technique DeferredPBR_Point Technique DeferredPBR_Point
{ {

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@ -5,19 +5,23 @@
DECLARE_TEXTURE(Texture, 0); DECLARE_TEXTURE(Texture, 0);
DECLARE_TEXTURE(Normal, 1); DECLARE_TEXTURE(Normal, 1);
float3 AmbientColor; BEGIN_CONSTANTS
float3 PointLightPositions[8]; float3 AmbientColor _ps(c0) _cb(c0);
float3 PointLightColors[8];
float3 DirectionalLightDirection; float3 PointLightPositions[8] _ps(c1) _cb(c1);
float3 DirectionalLightColor; float3 PointLightColors[8] _ps(c9) _cb(c9);
float4 UVOffsetAndDimensions; float3 DirectionalLightDirection _ps(c17) _cb(c17);
float3 DirectionalLightColor _ps(c18) _cb(c18);
float4x4 WorldInverseTranspose; MATRIX_CONSTANTS
float4x4 World;
float4x4 WorldViewProjection; float4x4 WorldInverseTranspose _ps(c19) _cb(c19);
float4x4 World _vs(c0) _cb(c23);
float4x4 WorldViewProjection _vs(c4) _cb(c27);
END_CONSTANTS
struct VertexShaderInput struct VertexShaderInput
{ {
@ -39,14 +43,10 @@ PixelShaderInput main_vs(VertexShaderInput input)
PixelShaderInput output; PixelShaderInput output;
output.Position = mul(input.Position, WorldViewProjection); output.Position = mul(input.Position, WorldViewProjection);
output.TexCoord = input.TexCoord;
output.NormalWS = normalize(mul(input.Normal, (float3x3)WorldInverseTranspose)); output.NormalWS = normalize(mul(input.Normal, (float3x3)WorldInverseTranspose));
output.PositionWS = mul(input.Position, World).xyz; output.PositionWS = mul(input.Position, World).xyz;
float2 texCoord;
texCoord.x = (input.TexCoord.x * UVOffsetAndDimensions.z) + UVOffsetAndDimensions.x;
texCoord.y = (input.TexCoord.y * UVOffsetAndDimensions.w) + UVOffsetAndDimensions.y;
output.TexCoord = texCoord;
return output; return output;
} }
@ -98,9 +98,6 @@ float4 LightColor(float3 worldPosition, float3 worldNormal)
float4 WithoutNormalMap(PixelShaderInput input) : COLOR0 float4 WithoutNormalMap(PixelShaderInput input) : COLOR0
{ {
float4 tex = SAMPLE_TEXTURE(Texture, input.TexCoord); float4 tex = SAMPLE_TEXTURE(Texture, input.TexCoord);
if (tex.a == 0.0) { discard; }
float3 normalWS = normalize(input.NormalWS); float3 normalWS = normalize(input.NormalWS);
return tex * LightColor(input.PositionWS, normalWS); return tex * LightColor(input.PositionWS, normalWS);
@ -109,9 +106,6 @@ float4 WithoutNormalMap(PixelShaderInput input) : COLOR0
float4 WithNormalMap(PixelShaderInput input) : COLOR0 float4 WithNormalMap(PixelShaderInput input) : COLOR0
{ {
float4 tex = SAMPLE_TEXTURE(Texture, input.TexCoord); float4 tex = SAMPLE_TEXTURE(Texture, input.TexCoord);
if (tex.a == 0.0) { discard; }
float3 normalWS = GetNormalFromMap(input.PositionWS, input.TexCoord, input.NormalWS); float3 normalWS = GetNormalFromMap(input.PositionWS, input.TexCoord, input.NormalWS);
return tex * LightColor(input.PositionWS, normalWS); return tex * LightColor(input.PositionWS, normalWS);

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@ -1,5 +1,7 @@
#include "Macros.fxh" #include "Macros.fxh"
#define FLT_MAX 3.402823466e+38
DECLARE_TEXTURE(Texture, 0); DECLARE_TEXTURE(Texture, 0);
DECLARE_TEXTURE(Palette, 1); DECLARE_TEXTURE(Palette, 1);
@ -38,12 +40,11 @@ float4 main_ps(PixelInput input) : SV_TARGET0
float3 sampled_color = sampled.rgb; float3 sampled_color = sampled.rgb;
float3 closest_color = float3(0, 0, 0); float3 closest_color = float3(0, 0, 0);
float closest_dist = 100000; float closest_dist = FLT_MAX;
for (int i = 0; i < PaletteWidth; i++) for (int i = 0; i < PaletteWidth; i++)
{ {
float texX = (i / (float)PaletteWidth); float3 palette_color = SAMPLE_TEXTURE(Palette, float2(i / (float)PaletteWidth, 0));
float3 palette_color = SAMPLE_TEXTURE(Palette, float2(texX, 0));
float dist = distance(palette_color, sampled_color); float dist = distance(palette_color, sampled_color);
if (dist < closest_dist) if (dist < closest_dist)
{ {

View File

@ -1,9 +0,0 @@
using Microsoft.Xna.Framework;
namespace Kav
{
public interface ITransformable
{
Matrix TransformMatrix { get; }
}
}

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@ -4,7 +4,7 @@ using Microsoft.Xna.Framework.Graphics;
namespace Kav namespace Kav
{ {
public class SpriteMesh : ICullable, IIndexDrawable public class MeshSprite : ICullable, IIndexDrawable
{ {
public enum FlipOptions public enum FlipOptions
{ {
@ -14,6 +14,7 @@ namespace Kav
Both Both
} }
private static readonly int PixelScale = 40;
private static readonly short[] Indices = new short[] private static readonly short[] Indices = new short[]
{ {
0, 0,
@ -24,16 +25,21 @@ namespace Kav
2 2
}; };
public Texture2D Texture { get; }
public Texture2D Normal { get; }
public IndexBuffer IndexBuffer { get; } public IndexBuffer IndexBuffer { get; }
public VertexBuffer VertexBuffer { get; } public VertexBuffer VertexBuffer { get; }
public BoundingBox BoundingBox { get; } public BoundingBox BoundingBox { get; }
public SpriteMesh( public MeshSprite(
GraphicsDevice graphicsDevice, GraphicsDevice graphicsDevice,
int width, Texture2D texture,
int height,
FlipOptions flipOptions FlipOptions flipOptions
) { ) {
Texture = texture;
Normal = null;
IndexBuffer = new IndexBuffer( IndexBuffer = new IndexBuffer(
graphicsDevice, graphicsDevice,
IndexElementSize.SixteenBits, IndexElementSize.SixteenBits,
@ -42,7 +48,7 @@ namespace Kav
); );
IndexBuffer.SetData(Indices); IndexBuffer.SetData(Indices);
var vertexArray = GenerateVertexArray(width, height, flipOptions); var vertexArray = GenerateVertexArray(Texture, flipOptions);
VertexBuffer = new VertexBuffer( VertexBuffer = new VertexBuffer(
graphicsDevice, graphicsDevice,
@ -55,11 +61,38 @@ namespace Kav
BoundingBox = BoundingBox.CreateFromPoints(Positions(vertexArray)); BoundingBox = BoundingBox.CreateFromPoints(Positions(vertexArray));
} }
private static VertexPositionNormalTexture[] GenerateVertexArray(int pixelWidth, int pixelHeight, FlipOptions flipOptions) public MeshSprite(
{ GraphicsDevice graphicsDevice,
var width = pixelWidth / (float)40; Texture2D texture,
var height = pixelHeight / (float)40; Texture2D normal,
FlipOptions flipOptions
) {
Texture = texture;
Normal = normal;
IndexBuffer = new IndexBuffer(
graphicsDevice,
IndexElementSize.SixteenBits,
6,
BufferUsage.WriteOnly
);
IndexBuffer.SetData(Indices);
var vertexArray = GenerateVertexArray(Texture, flipOptions);
VertexBuffer = new VertexBuffer(
graphicsDevice,
typeof(VertexPositionNormalTexture),
4,
BufferUsage.WriteOnly
);
VertexBuffer.SetData(vertexArray);
BoundingBox = BoundingBox.CreateFromPoints(Positions(vertexArray));
}
private static VertexPositionNormalTexture[] GenerateVertexArray(Texture2D texture, FlipOptions flipOptions)
{
VertexPositionNormalTexture[] result = new VertexPositionNormalTexture[4]; VertexPositionNormalTexture[] result = new VertexPositionNormalTexture[4];
var xLeft = 0; var xLeft = 0;
@ -79,20 +112,20 @@ namespace Kav
yBottom = 0; yBottom = 0;
} }
result[0].Position = new Vector3(-width / 2, height / 2, 0); result[0].Position = new Vector3(-texture.Width / 2, texture.Height / 2, 0) / PixelScale;
result[0].Normal = new Vector3(0, 0, -1); result[0].Normal = new Vector3(0, 0, 1);
result[0].TextureCoordinate = new Vector2(xLeft, yTop); result[0].TextureCoordinate = new Vector2(xLeft, yTop);
result[1].Position = new Vector3(width / 2, height / 2, 0); result[1].Position = new Vector3(texture.Width / 2, texture.Height / 2, 0) / PixelScale;
result[1].Normal = new Vector3(0, 0, -1); result[1].Normal = new Vector3(0, 0, 1);
result[1].TextureCoordinate = new Vector2(xRight, yTop); result[1].TextureCoordinate = new Vector2(xRight, yTop);
result[2].Position = new Vector3(-width / 2, -height / 2, 0); result[2].Position = new Vector3(-texture.Width / 2, -texture.Height / 2, 0) / PixelScale;
result[2].Normal = new Vector3(0, 0, -1); result[2].Normal = new Vector3(0, 0, 1);
result[2].TextureCoordinate = new Vector2(xLeft, yBottom); result[2].TextureCoordinate = new Vector2(xLeft, yBottom);
result[3].Position = new Vector3(width / 2, -height / 2, 0); result[3].Position = new Vector3(texture.Width / 2, -texture.Height / 2, 0) / PixelScale;
result[3].Normal = new Vector3(0, 0, -1); result[3].Normal = new Vector3(0, 0, 1);
result[3].TextureCoordinate = new Vector2(xRight, yBottom); result[3].TextureCoordinate = new Vector2(xRight, yBottom);
return result; return result;

View File

@ -2,7 +2,6 @@
<PropertyGroup> <PropertyGroup>
<TargetFramework>netstandard2.0</TargetFramework> <TargetFramework>netstandard2.0</TargetFramework>
<LangVersion>8.0</LangVersion>
<RootNamespace>Kav</RootNamespace> <RootNamespace>Kav</RootNamespace>
<Authors>Evan Hemsley</Authors> <Authors>Evan Hemsley</Authors>
<Copyright>Evan Hemsley 2020</Copyright> <Copyright>Evan Hemsley 2020</Copyright>

View File

@ -2,7 +2,6 @@
<PropertyGroup> <PropertyGroup>
<TargetFramework>netstandard2.0</TargetFramework> <TargetFramework>netstandard2.0</TargetFramework>
<LangVersion>8.0</LangVersion>
<RootNamespace>Kav</RootNamespace> <RootNamespace>Kav</RootNamespace>
<Authors>Evan Hemsley</Authors> <Authors>Evan Hemsley</Authors>
<Copyright>Evan Hemsley 2020</Copyright> <Copyright>Evan Hemsley 2020</Copyright>

View File

@ -1,18 +0,0 @@
using System.IO;
using System.Text.Json;
namespace Kav
{
public static class CrunchAtlasReader
{
static JsonSerializerOptions options = new JsonSerializerOptions
{
PropertyNameCaseInsensitive = true
};
public static CrunchTextureAtlasData ReadTextureAtlas(FileInfo file)
{
return JsonSerializer.Deserialize<CrunchTextureAtlasData>(File.ReadAllText(file.FullName), options);
}
}
}

View File

@ -1,22 +0,0 @@
namespace Kav
{
public struct CrunchTextureAtlasData
{
public CrunchTextureAtlasTextureData[] Textures { get; set; }
}
public struct CrunchTextureAtlasTextureData
{
public string Name { get; set; }
public CrunchTextureAtlasImageData[] Images { get; set; }
}
public struct CrunchTextureAtlasImageData
{
public string N { get; set; }
public int X { get; set; }
public int Y { get; set; }
public int W { get; set; }
public int H { get; set; }
}
}

View File

@ -125,7 +125,7 @@ namespace Kav
) { ) {
GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.SetRenderTarget(renderTarget);
GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
GraphicsDevice.RasterizerState = RasterizerState.CullNone; GraphicsDevice.RasterizerState = RasterizerState.CullNone;
GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp; GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp;
GraphicsDevice.SamplerStates[1] = SamplerState.PointClamp; GraphicsDevice.SamplerStates[1] = SamplerState.PointClamp;
@ -168,14 +168,12 @@ namespace Kav
continue; continue;
} }
DiffuseLitSpriteEffect.NormalMapEnabled = data.Normal != null; DiffuseLitSpriteEffect.NormalMapEnabled = data.MeshSprite.Normal != null;
DiffuseLitSpriteEffect.World = matrix; DiffuseLitSpriteEffect.World = matrix;
DiffuseLitSpriteEffect.UVOffset = data.UVOffset.Offset;
DiffuseLitSpriteEffect.SubTextureDimensions = data.UVOffset.Percentage;
GraphicsDevice.Textures[0] = data.Texture; GraphicsDevice.Textures[0] = data.MeshSprite.Texture;
GraphicsDevice.Textures[1] = data.Normal; GraphicsDevice.Textures[1] = data.MeshSprite.Normal;
GraphicsDevice.SetVertexBuffer(data.MeshSprite.VertexBuffer); GraphicsDevice.SetVertexBuffer(data.MeshSprite.VertexBuffer);
GraphicsDevice.Indices = data.MeshSprite.IndexBuffer; GraphicsDevice.Indices = data.MeshSprite.IndexBuffer;
@ -196,51 +194,6 @@ namespace Kav
} }
} }
public void RenderMeshSpriteGBuffer(
RenderTargetBinding[] gBuffer,
PerspectiveCamera camera,
IEnumerable<MeshSpriteDrawData> meshSpriteDrawDatas,
DepthStencilState depthStencilState
) {
GraphicsDevice.SetRenderTargets(gBuffer);
GraphicsDevice.RasterizerState = RasterizerState.CullNone;
GraphicsDevice.DepthStencilState = depthStencilState;
GraphicsDevice.BlendState = BlendState.AlphaBlend;
Deferred_GBufferEffect.HardwareInstancingEnabled = false;
Deferred_GBufferEffect.IsSprite = true;
Deferred_GBufferEffect.View = camera.View;
Deferred_GBufferEffect.Projection = camera.Projection;
var boundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
foreach (var data in meshSpriteDrawDatas)
{
var matrix = BillboardTransforms(camera, data.TransformMatrix, data.BillboardConstraint);
if (FrustumCull(boundingFrustum, data.MeshSprite, matrix))
{
continue;
}
Deferred_GBufferEffect.World = matrix;
Deferred_GBufferEffect.UVOffset = data.UVOffset.Offset;
Deferred_GBufferEffect.SubTextureDimensions = data.UVOffset.Percentage;
Deferred_GBufferEffect.Albedo = Color.White.ToVector3();
Deferred_GBufferEffect.Metallic = 0f;
Deferred_GBufferEffect.Roughness = 1f;
Deferred_GBufferEffect.AlbedoTexture = data.Texture;
Deferred_GBufferEffect.NormalTexture = data.Normal;
Deferred_GBufferEffect.MetallicRoughnessTexture = null;
RenderIndexed(GraphicsDevice, data, Deferred_GBufferEffect);
}
}
private static Matrix BillboardTransforms( private static Matrix BillboardTransforms(
PerspectiveCamera camera, PerspectiveCamera camera,
Matrix transform, Matrix transform,
@ -378,21 +331,6 @@ namespace Kav
); );
} }
public void RenderDepthIndexed<T>(
RenderTarget2D renderTarget,
PerspectiveCamera camera,
T drawable,
DepthStencilState depthStencilState
) where T : IIndexDrawable {
GraphicsDevice.SetRenderTarget(renderTarget);
GraphicsDevice.DepthStencilState = depthStencilState;
SimpleDepthEffect.View = camera.View;
SimpleDepthEffect.Projection = camera.Projection;
RenderIndexed(GraphicsDevice, drawable, SimpleDepthEffect);
}
public void RenderSkybox( public void RenderSkybox(
RenderTarget2D renderTarget, RenderTarget2D renderTarget,
PerspectiveCamera camera, PerspectiveCamera camera,
@ -436,7 +374,6 @@ namespace Kav
GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.BlendState = BlendState.Opaque;
Deferred_GBufferEffect.HardwareInstancingEnabled = true; Deferred_GBufferEffect.HardwareInstancingEnabled = true;
Deferred_GBufferEffect.IsSprite = false;
Deferred_GBufferEffect.Albedo = drawable.Albedo; Deferred_GBufferEffect.Albedo = drawable.Albedo;
Deferred_GBufferEffect.Metallic = drawable.Metallic; Deferred_GBufferEffect.Metallic = drawable.Metallic;
@ -484,7 +421,6 @@ namespace Kav
GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.BlendState = BlendState.Opaque;
Deferred_GBufferEffect.IsSprite = false;
Deferred_GBufferEffect.HardwareInstancingEnabled = false; Deferred_GBufferEffect.HardwareInstancingEnabled = false;
Deferred_GBufferEffect.View = camera.View; Deferred_GBufferEffect.View = camera.View;
Deferred_GBufferEffect.Projection = camera.Projection; Deferred_GBufferEffect.Projection = camera.Projection;
@ -1004,21 +940,6 @@ namespace Kav
return (containment == ContainmentType.Disjoint); return (containment == ContainmentType.Disjoint);
} }
private static IEnumerable<T> FrustumCull<T>(
BoundingFrustum boundingFrustum,
IEnumerable<T> cullableTransformables
) where T : ICullable, ITransformable {
foreach (var cullableTransformable in cullableTransformables)
{
var boundingBox = TransformedBoundingBox(cullableTransformable.BoundingBox, cullableTransformable.TransformMatrix);
var containment = boundingFrustum.Contains(boundingBox);
if (containment != ContainmentType.Disjoint)
{
yield return cullableTransformable;
}
}
}
private static BoundingBox TransformedBoundingBox(BoundingBox boundingBox, Matrix matrix) private static BoundingBox TransformedBoundingBox(BoundingBox boundingBox, Matrix matrix)
{ {
var center = (boundingBox.Min + boundingBox.Max) / 2f; var center = (boundingBox.Min + boundingBox.Max) / 2f;