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palette_cr
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main
Author | SHA1 | Date |
---|---|---|
cosmonaut | f5cdd0b566 | |
cosmonaut | 808d50ccc2 | |
cosmonaut | d537993530 | |
cosmonaut | 3338bf3b06 | |
cosmonaut | 16ecb5afa6 | |
cosmonaut | 51d7f3e772 | |
cosmonaut | 3a0aa8894d | |
cosmonaut | c468d6276d | |
cosmonaut | d476f254e4 | |
cosmonaut | 2ff5cb1ca5 | |
cosmonaut | 40ca0402d6 | |
cosmonaut | 0ebad486c5 | |
cosmonaut | 8ff6e26887 | |
cosmonaut | 7f0bf47f07 | |
cosmonaut | 2f589e584d | |
cosmonaut | 7964d8a171 | |
cosmonaut | d5d0a38ff1 | |
cosmonaut | ee909ba94e | |
cosmonaut | 0060c22d72 |
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@ -10,6 +10,7 @@ namespace Kav
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public Vector3 Position { get; }
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public Vector3 Position { get; }
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public Vector3 Forward { get; }
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public Vector3 Forward { get; }
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public Vector3 Up { get; }
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public Vector3 Up { get; }
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public Vector3 Right { get; }
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public float FieldOfView { get; }
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public float FieldOfView { get; }
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public float AspectRatio { get; }
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public float AspectRatio { get; }
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@ -28,6 +29,7 @@ namespace Kav
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Position = position;
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Position = position;
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Forward = forward;
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Forward = forward;
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Up = up;
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Up = up;
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Right = Vector3.Cross(forward, up);
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View = Matrix.CreateLookAt(Position, Position + Forward, Up);
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View = Matrix.CreateLookAt(Position, Position + Forward, Up);
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FieldOfView = fieldOfView;
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FieldOfView = fieldOfView;
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@ -0,0 +1,14 @@
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namespace Kav
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{
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public struct AtlasAnimation
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{
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public UVData[] Frames { get; }
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public int Framerate { get; }
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public AtlasAnimation(UVData[] frames, int framerate)
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{
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Frames = frames;
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Framerate = framerate;
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}
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}
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}
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@ -0,0 +1,63 @@
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using System.Collections.Generic;
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using Microsoft.Xna.Framework.Graphics;
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namespace Kav
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{
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public class InstanceData<T> where T : struct, IVertexType
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{
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public T[] InstanceDataArray { get; }
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public DynamicVertexBuffer VertexBuffer { get; }
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public int InstanceCount { get; private set; }
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public InstanceData(GraphicsDevice graphicsDevice, int size)
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{
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InstanceDataArray = new T[size];
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VertexBuffer = new DynamicVertexBuffer(
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graphicsDevice,
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typeof(T),
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size,
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BufferUsage.WriteOnly
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);
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InstanceCount = 0;
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}
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public void AddAndSetData(IEnumerable<T> data)
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{
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InstanceCount = 0;
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foreach (var datum in data)
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{
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AddData(datum);
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}
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if (InstanceCount == 0) { throw new System.Exception(); }
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SetData();
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}
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public void AddData(T datum)
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{
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InstanceDataArray[InstanceCount] = datum;
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InstanceCount += 1;
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}
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public void SetData()
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{
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if (InstanceCount > 0)
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{
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VertexBuffer.SetData(
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InstanceDataArray,
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0,
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InstanceCount,
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SetDataOptions.NoOverwrite
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);
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}
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}
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public void Clear()
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{
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InstanceCount = 0;
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}
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}
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}
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@ -0,0 +1,35 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Kav.Data
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{
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public struct MeshSpriteDrawData : IIndexDrawable, ICullable, ITransformable
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{
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public SpriteMesh MeshSprite { get; }
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public Texture2D Texture { get; }
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public Texture2D Normal { get; }
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public SpriteBillboardConstraint BillboardConstraint { get; }
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public Matrix TransformMatrix { get; }
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public UVData UVOffset { get; }
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public IndexBuffer IndexBuffer => MeshSprite.IndexBuffer;
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public VertexBuffer VertexBuffer => MeshSprite.VertexBuffer;
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public BoundingBox BoundingBox => MeshSprite.BoundingBox;
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public MeshSpriteDrawData(
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SpriteMesh meshSprite,
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Texture2D texture,
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Texture2D normal,
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SpriteBillboardConstraint billboardConstraint,
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Matrix transformMatrix,
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UVData offset
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) {
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MeshSprite = meshSprite;
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Texture = texture;
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Normal = normal;
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BillboardConstraint = billboardConstraint;
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TransformMatrix = transformMatrix;
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UVOffset = offset;
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}
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}
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}
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@ -0,0 +1,96 @@
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using Kav.Data;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System.Collections.Generic;
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using System.IO;
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namespace Kav
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{
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public struct TextureAtlasSlice
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{
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public int X { get; }
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public int Y { get; }
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public int W { get; }
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public int H { get; }
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public UVData UVData { get; }
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// for use with tiling
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public Vector2 TiledUVOffset { get; }
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public TextureAtlasSlice(int x, int y, int w, int h, int totalW, int totalH)
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{
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X = x;
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Y = y;
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W = w;
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H = h;
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UVData = new UVData(new Vector2(x, y), new Vector2(w, h), new Vector2(totalW, totalH));
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TiledUVOffset = new Vector2(x / (float)totalW, y / (float)totalH);
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}
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}
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public class TextureAtlas
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{
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public Texture2D Texture { get; }
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protected List<string> Names { get; } = new List<string>();
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protected Dictionary<string, TextureAtlasSlice> Slices { get; } = new Dictionary<string, TextureAtlasSlice>();
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public TextureAtlas(GraphicsDevice graphicsDevice, FileInfo atlasMetadataFile)
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{
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var atlasData = CrunchAtlasReader.ReadTextureAtlas(atlasMetadataFile);
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var textureData = atlasData.Textures[0];
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using var stream = File.OpenRead(Path.Combine(atlasMetadataFile.DirectoryName, textureData.Name + ".png"));
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Texture = Texture2D.FromStream(graphicsDevice, stream);
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foreach (var slice in textureData.Images)
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{
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Names.Add(slice.N);
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Slices.Add(
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slice.N,
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new TextureAtlasSlice(
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slice.X,
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slice.Y,
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slice.W,
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slice.H,
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Texture.Width,
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Texture.Height
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)
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);
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}
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}
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public TextureAtlasSlice Lookup(string name)
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{
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return Slices[name];
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}
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public string Name(int index)
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{
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return Names[index];
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}
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public int Count()
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{
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return Names.Count;
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}
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}
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// Assumes all subimages are the same size
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public class TiledTextureAtlas : TextureAtlas
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{
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public int NumRows { get; }
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public int NumColumns { get; }
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public TiledTextureAtlas(GraphicsDevice graphicsDevice, FileInfo atlasMetadataFile) : base(graphicsDevice, atlasMetadataFile)
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{
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var subImageSlice = Slices[Names[0]];
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NumRows = Texture.Height / subImageSlice.H;
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NumColumns = Texture.Width / subImageSlice.W;
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}
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}
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}
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@ -0,0 +1,19 @@
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using Microsoft.Xna.Framework;
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namespace Kav
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{
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public struct UVData
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{
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public Vector2 Offset { get; }
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public Vector2 Percentage { get; }
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public UVData(
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Vector2 positionInAtlas,
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Vector2 subTextureDimensions,
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Vector2 atlasDimensions
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) {
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Percentage = subTextureDimensions / atlasDimensions;
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Offset = positionInAtlas / atlasDimensions;
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}
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}
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}
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@ -74,32 +74,6 @@ namespace Kav
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);
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);
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}
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}
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protected DeferredPBREffect(DeferredPBREffect cloneSource) : base(cloneSource)
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{
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GPosition = cloneSource.GPosition;
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GAlbedo = cloneSource.GAlbedo;
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GNormal = cloneSource.GNormal;
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GMetallicRoughness = cloneSource.GMetallicRoughness;
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|
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EyePosition = cloneSource.EyePosition;
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|
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PointLights = new PointLightCollection(
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|
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Parameters["LightPositions"],
|
|
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Parameters["PositionLightColors"],
|
|
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MaxPointLights
|
|
||||||
);
|
|
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|
|
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for (int i = 0; i < MaxPointLights; i++)
|
|
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{
|
|
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PointLights[i] = cloneSource.PointLights[i];
|
|
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}
|
|
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}
|
|
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|
|
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public override Effect Clone()
|
|
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{
|
|
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return new DeferredPBREffect(this);
|
|
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}
|
|
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|
|
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protected override void OnApply()
|
protected override void OnApply()
|
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{
|
{
|
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gPositionParam.SetValue(GPosition);
|
gPositionParam.SetValue(GPosition);
|
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|
|
|
@ -16,6 +16,9 @@ namespace Kav
|
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EffectParameter metallicParam;
|
EffectParameter metallicParam;
|
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EffectParameter roughnessParam;
|
EffectParameter roughnessParam;
|
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|
|
||||||
|
EffectParameter uvOffsetAndDimensionsParam;
|
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|
EffectParameter isSpriteParam;
|
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|
|
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EffectParameter numTextureRowsParam;
|
EffectParameter numTextureRowsParam;
|
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EffectParameter numTextureColumnsParam;
|
EffectParameter numTextureColumnsParam;
|
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|
|
||||||
|
@ -30,6 +33,11 @@ namespace Kav
|
||||||
float metallic;
|
float metallic;
|
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float roughness;
|
float roughness;
|
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|
|
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|
Vector2 uvOffset;
|
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|
Vector2 subTextureDimensions;
|
||||||
|
|
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|
bool isSprite = false;
|
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|
|
||||||
int numTextureRows = 1;
|
int numTextureRows = 1;
|
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int numTextureColumns = 1;
|
int numTextureColumns = 1;
|
||||||
|
|
||||||
|
@ -153,6 +161,36 @@ namespace Kav
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public Vector2 UVOffset
|
||||||
|
{
|
||||||
|
get { return uvOffset; }
|
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|
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; }
|
||||||
|
@ -210,6 +248,16 @@ 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;
|
||||||
|
@ -277,6 +325,9 @@ 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"];
|
||||||
}
|
}
|
||||||
|
|
|
@ -18,6 +18,8 @@ namespace Kav
|
||||||
|
|
||||||
EffectParameter farPlaneParam;
|
EffectParameter farPlaneParam;
|
||||||
|
|
||||||
|
EffectParameter worldViewProjectionParam;
|
||||||
|
|
||||||
public Texture2D GPosition { get; set; }
|
public Texture2D GPosition { get; set; }
|
||||||
public Texture2D GAlbedo { get; set; }
|
public Texture2D GAlbedo { get; set; }
|
||||||
public Texture2D GNormal { get; set; }
|
public Texture2D GNormal { get; set; }
|
||||||
|
@ -31,6 +33,42 @@ namespace Kav
|
||||||
|
|
||||||
public float FarPlane { get; set; }
|
public float FarPlane { get; set; }
|
||||||
|
|
||||||
|
Matrix world = Matrix.Identity;
|
||||||
|
Matrix view = Matrix.Identity;
|
||||||
|
Matrix projection = Matrix.Identity;
|
||||||
|
|
||||||
|
EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
|
||||||
|
|
||||||
|
public Matrix World
|
||||||
|
{
|
||||||
|
get { return world; }
|
||||||
|
set
|
||||||
|
{
|
||||||
|
world = value;
|
||||||
|
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Matrix View
|
||||||
|
{
|
||||||
|
get { return view; }
|
||||||
|
set
|
||||||
|
{
|
||||||
|
view = value;
|
||||||
|
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Matrix Projection
|
||||||
|
{
|
||||||
|
get { return projection; }
|
||||||
|
set
|
||||||
|
{
|
||||||
|
projection = value;
|
||||||
|
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public DeferredPBR_PointLightEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBR_PointLightEffect)
|
public DeferredPBR_PointLightEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBR_PointLightEffect)
|
||||||
{
|
{
|
||||||
CacheEffectParameters();
|
CacheEffectParameters();
|
||||||
|
@ -73,6 +111,13 @@ namespace Kav
|
||||||
pointLightColorParam.SetValue(PointLightColor);
|
pointLightColorParam.SetValue(PointLightColor);
|
||||||
|
|
||||||
farPlaneParam.SetValue(FarPlane);
|
farPlaneParam.SetValue(FarPlane);
|
||||||
|
|
||||||
|
if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0)
|
||||||
|
{
|
||||||
|
worldViewProjectionParam.SetValue(world * view * projection);
|
||||||
|
|
||||||
|
dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void CacheEffectParameters()
|
void CacheEffectParameters()
|
||||||
|
@ -89,6 +134,8 @@ namespace Kav
|
||||||
pointLightColorParam = Parameters["PointLightColor"];
|
pointLightColorParam = Parameters["PointLightColor"];
|
||||||
|
|
||||||
farPlaneParam = Parameters["FarPlane"];
|
farPlaneParam = Parameters["FarPlane"];
|
||||||
|
|
||||||
|
worldViewProjectionParam = Parameters["WorldViewProjection"];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,3 +1,4 @@
|
||||||
|
using Kav.Data;
|
||||||
using Microsoft.Xna.Framework;
|
using Microsoft.Xna.Framework;
|
||||||
using Microsoft.Xna.Framework.Graphics;
|
using Microsoft.Xna.Framework.Graphics;
|
||||||
|
|
||||||
|
@ -10,6 +11,8 @@ namespace Kav
|
||||||
EffectParameter directionalLightDirectionParam;
|
EffectParameter directionalLightDirectionParam;
|
||||||
EffectParameter directionalLightColorParam;
|
EffectParameter directionalLightColorParam;
|
||||||
|
|
||||||
|
EffectParameter uvOffsetAndDimensionsParam;
|
||||||
|
|
||||||
EffectParameter worldParam;
|
EffectParameter worldParam;
|
||||||
EffectParameter worldViewProjectionParam;
|
EffectParameter worldViewProjectionParam;
|
||||||
EffectParameter worldInverseTransposeParam;
|
EffectParameter worldInverseTransposeParam;
|
||||||
|
@ -30,6 +33,9 @@ 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
|
||||||
|
@ -109,6 +115,26 @@ 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();
|
||||||
|
@ -142,6 +168,16 @@ 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;
|
||||||
|
@ -166,6 +202,8 @@ namespace Kav
|
||||||
directionalLightDirectionParam = Parameters["DirectionalLightDirection"];
|
directionalLightDirectionParam = Parameters["DirectionalLightDirection"];
|
||||||
directionalLightColorParam = Parameters["DirectionalLightColor"];
|
directionalLightColorParam = Parameters["DirectionalLightColor"];
|
||||||
|
|
||||||
|
uvOffsetAndDimensionsParam = Parameters["UVOffsetAndDimensions"];
|
||||||
|
|
||||||
shaderIndexParam = Parameters["ShaderIndex"];
|
shaderIndexParam = Parameters["ShaderIndex"];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -11,6 +11,7 @@ namespace Kav
|
||||||
VertexShaderIndex = 8,
|
VertexShaderIndex = 8,
|
||||||
PixelShaderIndex = 16,
|
PixelShaderIndex = 16,
|
||||||
ViewProj = 32,
|
ViewProj = 32,
|
||||||
|
UVOrDimensions = 64,
|
||||||
All = -1
|
All = -1
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
BIN
Effects/FXB/DeferredPBR_GBufferEffect.fxb (Stored with Git LFS)
BIN
Effects/FXB/DeferredPBR_GBufferEffect.fxb (Stored with Git LFS)
Binary file not shown.
BIN
Effects/FXB/DeferredPBR_PointLightEffect.fxb (Stored with Git LFS)
BIN
Effects/FXB/DeferredPBR_PointLightEffect.fxb (Stored with Git LFS)
Binary file not shown.
BIN
Effects/FXB/DiffuseLitSpriteEffect.fxb (Stored with Git LFS)
BIN
Effects/FXB/DiffuseLitSpriteEffect.fxb (Stored with Git LFS)
Binary file not shown.
BIN
Effects/FXB/PaletteCrushEffect.fxb (Stored with Git LFS)
BIN
Effects/FXB/PaletteCrushEffect.fxb (Stored with Git LFS)
Binary file not shown.
|
@ -4,6 +4,9 @@ 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);
|
||||||
|
@ -51,7 +54,11 @@ 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);
|
||||||
|
@ -113,7 +120,7 @@ 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), 1.0);
|
output.gNormal = float4(normalize(input.NormalWorld), IsSprite);
|
||||||
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);
|
||||||
|
|
||||||
|
@ -125,10 +132,12 @@ 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), 1.0);
|
output.gNormal = float4(normalize(input.NormalWorld), IsSprite);
|
||||||
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;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -137,7 +146,7 @@ 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), 1.0);
|
output.gNormal = float4(normalize(input.NormalWorld), IsSprite);
|
||||||
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);
|
||||||
|
|
||||||
|
@ -149,7 +158,7 @@ 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), 1.0);
|
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite);
|
||||||
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);
|
||||||
|
|
||||||
|
@ -161,10 +170,12 @@ 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), 1.0);
|
output.gNormal = float4(normalize(input.NormalWorld), IsSprite);
|
||||||
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;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -173,10 +184,12 @@ 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), 1.0);
|
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite);
|
||||||
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;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -185,7 +198,7 @@ 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), 1.0);
|
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite);
|
||||||
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);
|
||||||
|
|
||||||
|
@ -197,10 +210,12 @@ 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), 1.0);
|
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite);
|
||||||
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;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
// Assumes you are drawing a sphere!!
|
||||||
|
|
||||||
#include "Macros.fxh" //from FNA
|
#include "Macros.fxh" //from FNA
|
||||||
#include "Lighting.fxh"
|
#include "Lighting.fxh"
|
||||||
#include "Shadow.fxh"
|
#include "Shadow.fxh"
|
||||||
|
@ -19,26 +21,27 @@ BEGIN_CONSTANTS
|
||||||
|
|
||||||
MATRIX_CONSTANTS
|
MATRIX_CONSTANTS
|
||||||
|
|
||||||
|
float4x4 WorldViewProjection _vs(c0) _cb(c4);
|
||||||
|
|
||||||
END_CONSTANTS
|
END_CONSTANTS
|
||||||
|
|
||||||
struct VertexInput
|
struct VertexInput
|
||||||
{
|
{
|
||||||
float4 Position : POSITION;
|
float4 Position : POSITION;
|
||||||
float2 TexCoord : TEXCOORD;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
struct PixelInput
|
struct PixelInput
|
||||||
{
|
{
|
||||||
float4 Position : SV_POSITION;
|
float4 Position : SV_POSITION;
|
||||||
float2 TexCoord : TEXCOORD0;
|
float4 ScreenPosition : TEXCOORD0;
|
||||||
};
|
};
|
||||||
|
|
||||||
PixelInput main_vs(VertexInput input)
|
PixelInput main_vs(VertexInput input)
|
||||||
{
|
{
|
||||||
PixelInput output;
|
PixelInput output;
|
||||||
|
|
||||||
output.Position = input.Position;
|
output.Position = mul(input.Position, WorldViewProjection);
|
||||||
output.TexCoord = input.TexCoord;
|
output.ScreenPosition = output.Position;
|
||||||
|
|
||||||
return output;
|
return output;
|
||||||
}
|
}
|
||||||
|
@ -73,11 +76,28 @@ float4 ComputeColor(
|
||||||
|
|
||||||
float4 main_ps(PixelInput input) : SV_TARGET0
|
float4 main_ps(PixelInput input) : SV_TARGET0
|
||||||
{
|
{
|
||||||
float3 worldPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
|
input.ScreenPosition.xy /= input.ScreenPosition.w;
|
||||||
float3 normal = SAMPLE_TEXTURE(gNormal, input.TexCoord).xyz;
|
float2 texCoord = 0.5f * float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 0.5f;
|
||||||
float3 albedo = SAMPLE_TEXTURE(gAlbedo, input.TexCoord).rgb;
|
|
||||||
float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, input.TexCoord).rg;
|
|
||||||
|
|
||||||
|
float3 worldPosition = SAMPLE_TEXTURE(gPosition, texCoord).rgb;
|
||||||
|
float4 normalSample = SAMPLE_TEXTURE(gNormal, texCoord);
|
||||||
|
float3 normal = normalSample.xyz;
|
||||||
|
float isSprite = normalSample.a;
|
||||||
|
float3 albedo = SAMPLE_TEXTURE(gAlbedo, texCoord).rgb;
|
||||||
|
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,
|
||||||
|
@ -86,6 +106,7 @@ float4 main_ps(PixelInput input) : SV_TARGET0
|
||||||
metallicRoughness.g
|
metallicRoughness.g
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
Technique DeferredPBR_Point
|
Technique DeferredPBR_Point
|
||||||
{
|
{
|
||||||
|
|
|
@ -5,23 +5,19 @@
|
||||||
DECLARE_TEXTURE(Texture, 0);
|
DECLARE_TEXTURE(Texture, 0);
|
||||||
DECLARE_TEXTURE(Normal, 1);
|
DECLARE_TEXTURE(Normal, 1);
|
||||||
|
|
||||||
BEGIN_CONSTANTS
|
float3 AmbientColor;
|
||||||
|
|
||||||
float3 AmbientColor _ps(c0) _cb(c0);
|
float3 PointLightPositions[8];
|
||||||
|
float3 PointLightColors[8];
|
||||||
|
|
||||||
float3 PointLightPositions[8] _ps(c1) _cb(c1);
|
float3 DirectionalLightDirection;
|
||||||
float3 PointLightColors[8] _ps(c9) _cb(c9);
|
float3 DirectionalLightColor;
|
||||||
|
|
||||||
float3 DirectionalLightDirection _ps(c17) _cb(c17);
|
float4 UVOffsetAndDimensions;
|
||||||
float3 DirectionalLightColor _ps(c18) _cb(c18);
|
|
||||||
|
|
||||||
MATRIX_CONSTANTS
|
float4x4 WorldInverseTranspose;
|
||||||
|
float4x4 World;
|
||||||
float4x4 WorldInverseTranspose _ps(c19) _cb(c19);
|
float4x4 WorldViewProjection;
|
||||||
float4x4 World _vs(c0) _cb(c23);
|
|
||||||
float4x4 WorldViewProjection _vs(c4) _cb(c27);
|
|
||||||
|
|
||||||
END_CONSTANTS
|
|
||||||
|
|
||||||
struct VertexShaderInput
|
struct VertexShaderInput
|
||||||
{
|
{
|
||||||
|
@ -43,10 +39,14 @@ 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 = mul(input.Normal, (float3x3)WorldInverseTranspose).xyz;
|
|
||||||
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;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -98,6 +98,9 @@ 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);
|
||||||
|
@ -106,6 +109,9 @@ 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);
|
||||||
|
|
|
@ -1,7 +1,5 @@
|
||||||
#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);
|
||||||
|
|
||||||
|
@ -40,11 +38,12 @@ 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 = FLT_MAX;
|
float closest_dist = 100000;
|
||||||
|
|
||||||
for (int i = 0; i < PaletteWidth; i++)
|
for (int i = 0; i < PaletteWidth; i++)
|
||||||
{
|
{
|
||||||
float3 palette_color = SAMPLE_TEXTURE(Palette, float2(i / (float)PaletteWidth, 0));
|
float texX = (i / (float)PaletteWidth);
|
||||||
|
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)
|
||||||
{
|
{
|
||||||
|
|
|
@ -197,45 +197,6 @@ namespace Kav
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected PBREffect(PBREffect cloneSource) : base(cloneSource)
|
|
||||||
{
|
|
||||||
CacheEffectParameters();
|
|
||||||
|
|
||||||
World = cloneSource.World;
|
|
||||||
View = cloneSource.View;
|
|
||||||
Projection = cloneSource.Projection;
|
|
||||||
|
|
||||||
PointLights = new PointLightCollection(
|
|
||||||
Parameters["LightPositions"],
|
|
||||||
Parameters["PositionLightColors"],
|
|
||||||
MaxPointLights
|
|
||||||
);
|
|
||||||
|
|
||||||
for (int i = 0; i < MaxPointLights; i++)
|
|
||||||
{
|
|
||||||
PointLights[i] = cloneSource.PointLights[i];
|
|
||||||
}
|
|
||||||
|
|
||||||
AlbedoTexture = cloneSource.AlbedoTexture;
|
|
||||||
NormalTexture = cloneSource.NormalTexture;
|
|
||||||
EmissionTexture = cloneSource.EmissionTexture;
|
|
||||||
OcclusionTexture = cloneSource.OcclusionTexture;
|
|
||||||
MetallicRoughnessTexture = cloneSource.MetallicRoughnessTexture;
|
|
||||||
EnvDiffuseTexture = cloneSource.EnvDiffuseTexture;
|
|
||||||
BRDFLutTexture = cloneSource.BRDFLutTexture;
|
|
||||||
EnvSpecularTexture = cloneSource.EnvSpecularTexture;
|
|
||||||
|
|
||||||
Albedo = cloneSource.Albedo;
|
|
||||||
Metallic = cloneSource.Metallic;
|
|
||||||
Roughness = cloneSource.Roughness;
|
|
||||||
AO = cloneSource.AO;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Effect Clone()
|
|
||||||
{
|
|
||||||
return new PBREffect(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnApply()
|
protected override void OnApply()
|
||||||
{
|
{
|
||||||
if ((dirtyFlags & EffectDirtyFlags.World) != 0)
|
if ((dirtyFlags & EffectDirtyFlags.World) != 0)
|
||||||
|
|
|
@ -7,41 +7,24 @@ namespace Kav
|
||||||
{
|
{
|
||||||
private readonly Vector3[] positions;
|
private readonly Vector3[] positions;
|
||||||
private readonly Vector3[] colors;
|
private readonly Vector3[] colors;
|
||||||
private readonly float[] intensities;
|
|
||||||
|
|
||||||
readonly EffectParameter lightPositionsParam;
|
readonly EffectParameter lightPositionsParam;
|
||||||
readonly EffectParameter lightColorsParam;
|
readonly EffectParameter lightColorsParam;
|
||||||
|
|
||||||
public PointLightCollection(EffectParameter lightPositionsParam, EffectParameter lightColorsParam, int maxLights)
|
public PointLightCollection(EffectParameter lightPositionsParam, EffectParameter lightColorsParam, int maxLights)
|
||||||
{
|
{
|
||||||
this.positions = new Vector3[maxLights];
|
positions = new Vector3[maxLights];
|
||||||
this.colors = new Vector3[maxLights];
|
colors = new Vector3[maxLights];
|
||||||
this.intensities = new float[maxLights];
|
|
||||||
this.lightPositionsParam = lightPositionsParam;
|
this.lightPositionsParam = lightPositionsParam;
|
||||||
this.lightColorsParam = lightColorsParam;
|
this.lightColorsParam = lightColorsParam;
|
||||||
}
|
}
|
||||||
|
|
||||||
public PointLight this[int i]
|
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
|
set
|
||||||
{
|
{
|
||||||
positions[i] = value.Position;
|
positions[i] = value.Position;
|
||||||
colors[i] = value.Color.ToVector3() * value.Intensity;
|
colors[i] = value.Color.ToVector3() * value.Radius;
|
||||||
intensities[i] = value.Intensity;
|
|
||||||
lightPositionsParam.SetValue(positions);
|
lightPositionsParam.SetValue(positions);
|
||||||
lightColorsParam.SetValue(colors);
|
lightColorsParam.SetValue(colors);
|
||||||
}
|
}
|
||||||
|
|
|
@ -0,0 +1,9 @@
|
||||||
|
using Microsoft.Xna.Framework;
|
||||||
|
|
||||||
|
namespace Kav
|
||||||
|
{
|
||||||
|
public interface ITransformable
|
||||||
|
{
|
||||||
|
Matrix TransformMatrix { get; }
|
||||||
|
}
|
||||||
|
}
|
|
@ -1,115 +0,0 @@
|
||||||
using System.Collections.Generic;
|
|
||||||
using Microsoft.Xna.Framework;
|
|
||||||
using Microsoft.Xna.Framework.Graphics;
|
|
||||||
|
|
||||||
namespace Kav
|
|
||||||
{
|
|
||||||
public class MeshSprite : ICullable, IIndexDrawable
|
|
||||||
{
|
|
||||||
private static readonly int PixelScale = 40;
|
|
||||||
private static readonly short[] Indices = new short[]
|
|
||||||
{
|
|
||||||
0,
|
|
||||||
1,
|
|
||||||
2,
|
|
||||||
1,
|
|
||||||
3,
|
|
||||||
2
|
|
||||||
};
|
|
||||||
|
|
||||||
public Texture2D Texture { get; }
|
|
||||||
public Texture2D Normal { get; }
|
|
||||||
|
|
||||||
public IndexBuffer IndexBuffer { get; }
|
|
||||||
public VertexBuffer VertexBuffer { get; }
|
|
||||||
public BoundingBox BoundingBox { get; }
|
|
||||||
|
|
||||||
public MeshSprite(
|
|
||||||
GraphicsDevice graphicsDevice,
|
|
||||||
Texture2D texture
|
|
||||||
) {
|
|
||||||
Texture = texture;
|
|
||||||
Normal = null;
|
|
||||||
|
|
||||||
IndexBuffer = new IndexBuffer(
|
|
||||||
graphicsDevice,
|
|
||||||
IndexElementSize.SixteenBits,
|
|
||||||
6,
|
|
||||||
BufferUsage.WriteOnly
|
|
||||||
);
|
|
||||||
IndexBuffer.SetData(Indices);
|
|
||||||
|
|
||||||
var vertexArray = GenerateVertexArray(Texture);
|
|
||||||
|
|
||||||
VertexBuffer = new VertexBuffer(
|
|
||||||
graphicsDevice,
|
|
||||||
typeof(VertexPositionNormalTexture),
|
|
||||||
4,
|
|
||||||
BufferUsage.WriteOnly
|
|
||||||
);
|
|
||||||
VertexBuffer.SetData(vertexArray);
|
|
||||||
|
|
||||||
BoundingBox = BoundingBox.CreateFromPoints(Positions(vertexArray));
|
|
||||||
}
|
|
||||||
|
|
||||||
public MeshSprite(
|
|
||||||
GraphicsDevice graphicsDevice,
|
|
||||||
Texture2D texture,
|
|
||||||
Texture2D normal
|
|
||||||
) {
|
|
||||||
Texture = texture;
|
|
||||||
Normal = normal;
|
|
||||||
|
|
||||||
IndexBuffer = new IndexBuffer(
|
|
||||||
graphicsDevice,
|
|
||||||
IndexElementSize.SixteenBits,
|
|
||||||
6,
|
|
||||||
BufferUsage.WriteOnly
|
|
||||||
);
|
|
||||||
IndexBuffer.SetData(Indices);
|
|
||||||
|
|
||||||
var vertexArray = GenerateVertexArray(Texture);
|
|
||||||
|
|
||||||
VertexBuffer = new VertexBuffer(
|
|
||||||
graphicsDevice,
|
|
||||||
typeof(VertexPositionNormalTexture),
|
|
||||||
4,
|
|
||||||
BufferUsage.WriteOnly
|
|
||||||
);
|
|
||||||
VertexBuffer.SetData(vertexArray);
|
|
||||||
|
|
||||||
BoundingBox = BoundingBox.CreateFromPoints(Positions(vertexArray));
|
|
||||||
}
|
|
||||||
|
|
||||||
private static VertexPositionNormalTexture[] GenerateVertexArray(Texture2D texture)
|
|
||||||
{
|
|
||||||
VertexPositionNormalTexture[] result = new VertexPositionNormalTexture[4];
|
|
||||||
|
|
||||||
result[0].Position = new Vector3(-texture.Width / 2, texture.Height / 2, 0) / PixelScale;
|
|
||||||
result[0].Normal = new Vector3(0, 0, 1);
|
|
||||||
result[0].TextureCoordinate = new Vector2(0, 0);
|
|
||||||
|
|
||||||
result[1].Position = new Vector3(texture.Width / 2, texture.Height / 2, 0) / PixelScale;
|
|
||||||
result[1].Normal = new Vector3(0, 0, 1);
|
|
||||||
result[1].TextureCoordinate = new Vector2(1, 0);
|
|
||||||
|
|
||||||
result[2].Position = new Vector3(-texture.Width / 2, -texture.Height / 2, 0) / PixelScale;
|
|
||||||
result[2].Normal = new Vector3(0, 0, 1);
|
|
||||||
result[2].TextureCoordinate = new Vector2(0, 1);
|
|
||||||
|
|
||||||
result[3].Position = new Vector3(texture.Width / 2, -texture.Height / 2, 0) / PixelScale;
|
|
||||||
result[3].Normal = new Vector3(0, 0, 1);
|
|
||||||
result[3].TextureCoordinate = new Vector2(1, 1);
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static IEnumerable<Vector3> Positions(IEnumerable<VertexPositionNormalTexture> vertices)
|
|
||||||
{
|
|
||||||
foreach (var vertex in vertices)
|
|
||||||
{
|
|
||||||
yield return vertex.Position;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -0,0 +1,109 @@
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Microsoft.Xna.Framework;
|
||||||
|
using Microsoft.Xna.Framework.Graphics;
|
||||||
|
|
||||||
|
namespace Kav
|
||||||
|
{
|
||||||
|
public class SpriteMesh : ICullable, IIndexDrawable
|
||||||
|
{
|
||||||
|
public enum FlipOptions
|
||||||
|
{
|
||||||
|
None,
|
||||||
|
Horizontal,
|
||||||
|
Vertical,
|
||||||
|
Both
|
||||||
|
}
|
||||||
|
|
||||||
|
private static readonly short[] Indices = new short[]
|
||||||
|
{
|
||||||
|
0,
|
||||||
|
1,
|
||||||
|
2,
|
||||||
|
1,
|
||||||
|
3,
|
||||||
|
2
|
||||||
|
};
|
||||||
|
|
||||||
|
public IndexBuffer IndexBuffer { get; }
|
||||||
|
public VertexBuffer VertexBuffer { get; }
|
||||||
|
public BoundingBox BoundingBox { get; }
|
||||||
|
|
||||||
|
public SpriteMesh(
|
||||||
|
GraphicsDevice graphicsDevice,
|
||||||
|
int width,
|
||||||
|
int height,
|
||||||
|
FlipOptions flipOptions
|
||||||
|
) {
|
||||||
|
IndexBuffer = new IndexBuffer(
|
||||||
|
graphicsDevice,
|
||||||
|
IndexElementSize.SixteenBits,
|
||||||
|
6,
|
||||||
|
BufferUsage.WriteOnly
|
||||||
|
);
|
||||||
|
IndexBuffer.SetData(Indices);
|
||||||
|
|
||||||
|
var vertexArray = GenerateVertexArray(width, height, flipOptions);
|
||||||
|
|
||||||
|
VertexBuffer = new VertexBuffer(
|
||||||
|
graphicsDevice,
|
||||||
|
typeof(VertexPositionNormalTexture),
|
||||||
|
4,
|
||||||
|
BufferUsage.WriteOnly
|
||||||
|
);
|
||||||
|
VertexBuffer.SetData(vertexArray);
|
||||||
|
|
||||||
|
BoundingBox = BoundingBox.CreateFromPoints(Positions(vertexArray));
|
||||||
|
}
|
||||||
|
|
||||||
|
private static VertexPositionNormalTexture[] GenerateVertexArray(int pixelWidth, int pixelHeight, FlipOptions flipOptions)
|
||||||
|
{
|
||||||
|
var width = pixelWidth / (float)40;
|
||||||
|
var height = pixelHeight / (float)40;
|
||||||
|
|
||||||
|
VertexPositionNormalTexture[] result = new VertexPositionNormalTexture[4];
|
||||||
|
|
||||||
|
var xLeft = 0;
|
||||||
|
var xRight = 1;
|
||||||
|
|
||||||
|
var yTop = 0;
|
||||||
|
var yBottom = 1;
|
||||||
|
|
||||||
|
if (flipOptions == FlipOptions.Horizontal || flipOptions == FlipOptions.Both)
|
||||||
|
{
|
||||||
|
xLeft = 1;
|
||||||
|
xRight = 0;
|
||||||
|
}
|
||||||
|
if (flipOptions == FlipOptions.Vertical || flipOptions == FlipOptions.Both)
|
||||||
|
{
|
||||||
|
yTop = 1;
|
||||||
|
yBottom = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
result[0].Position = new Vector3(-width / 2, height / 2, 0);
|
||||||
|
result[0].Normal = new Vector3(0, 0, -1);
|
||||||
|
result[0].TextureCoordinate = new Vector2(xLeft, yTop);
|
||||||
|
|
||||||
|
result[1].Position = new Vector3(width / 2, height / 2, 0);
|
||||||
|
result[1].Normal = new Vector3(0, 0, -1);
|
||||||
|
result[1].TextureCoordinate = new Vector2(xRight, yTop);
|
||||||
|
|
||||||
|
result[2].Position = new Vector3(-width / 2, -height / 2, 0);
|
||||||
|
result[2].Normal = new Vector3(0, 0, -1);
|
||||||
|
result[2].TextureCoordinate = new Vector2(xLeft, yBottom);
|
||||||
|
|
||||||
|
result[3].Position = new Vector3(width / 2, -height / 2, 0);
|
||||||
|
result[3].Normal = new Vector3(0, 0, -1);
|
||||||
|
result[3].TextureCoordinate = new Vector2(xRight, yBottom);
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static IEnumerable<Vector3> Positions(IEnumerable<VertexPositionNormalTexture> vertices)
|
||||||
|
{
|
||||||
|
foreach (var vertex in vertices)
|
||||||
|
{
|
||||||
|
yield return vertex.Position;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -2,6 +2,7 @@
|
||||||
|
|
||||||
<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>
|
||||||
|
@ -64,6 +65,9 @@
|
||||||
<EmbeddedResource Include="Models\UnitCube.glb">
|
<EmbeddedResource Include="Models\UnitCube.glb">
|
||||||
<LogicalName>Kav.Resources.UnitCube.glb</LogicalName>
|
<LogicalName>Kav.Resources.UnitCube.glb</LogicalName>
|
||||||
</EmbeddedResource>
|
</EmbeddedResource>
|
||||||
|
<EmbeddedResource Include="Models\UnitSphere.glb">
|
||||||
|
<LogicalName>Kav.Resources.UnitSphere.glb</LogicalName>
|
||||||
|
</EmbeddedResource>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
</Project>
|
</Project>
|
||||||
|
|
|
@ -2,6 +2,7 @@
|
||||||
|
|
||||||
<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>
|
||||||
|
@ -64,6 +65,9 @@
|
||||||
<EmbeddedResource Include="Models\UnitCube.glb">
|
<EmbeddedResource Include="Models\UnitCube.glb">
|
||||||
<LogicalName>Kav.Resources.UnitCube.glb</LogicalName>
|
<LogicalName>Kav.Resources.UnitCube.glb</LogicalName>
|
||||||
</EmbeddedResource>
|
</EmbeddedResource>
|
||||||
|
<EmbeddedResource Include="Models\UnitSphere.glb">
|
||||||
|
<LogicalName>Kav.Resources.UnitSphere.glb</LogicalName>
|
||||||
|
</EmbeddedResource>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
</Project>
|
</Project>
|
||||||
|
|
|
@ -1,18 +1,55 @@
|
||||||
using Microsoft.Xna.Framework;
|
using Microsoft.Xna.Framework;
|
||||||
|
using Microsoft.Xna.Framework.Graphics;
|
||||||
|
using System;
|
||||||
|
|
||||||
namespace Kav
|
namespace Kav
|
||||||
{
|
{
|
||||||
public struct PointLight
|
public sealed class PointLight : IDisposable
|
||||||
{
|
{
|
||||||
public Vector3 Position { get; }
|
public Vector3 Position { get; }
|
||||||
public Color Color { get; }
|
public Color Color { get; }
|
||||||
public float Intensity { get; }
|
public float Radius { get; }
|
||||||
|
|
||||||
public PointLight(Vector3 position, Color color, float intensity = 1f)
|
public BoundingSphere BoundingSphere { get; }
|
||||||
{
|
|
||||||
|
public RenderTargetCube ShadowMap { get; }
|
||||||
|
|
||||||
|
public PointLight(
|
||||||
|
GraphicsDevice graphicsDevice,
|
||||||
|
Vector3 position,
|
||||||
|
Color color,
|
||||||
|
float radius,
|
||||||
|
int shadowMapSize
|
||||||
|
) {
|
||||||
Position = position;
|
Position = position;
|
||||||
Color = color;
|
Color = color;
|
||||||
Intensity = intensity;
|
Radius = radius;
|
||||||
|
|
||||||
|
BoundingSphere = new BoundingSphere(position, Radius);
|
||||||
|
|
||||||
|
ShadowMap = new RenderTargetCube(
|
||||||
|
graphicsDevice,
|
||||||
|
shadowMapSize,
|
||||||
|
false,
|
||||||
|
SurfaceFormat.Single,
|
||||||
|
DepthFormat.Depth24,
|
||||||
|
0,
|
||||||
|
RenderTargetUsage.PreserveContents
|
||||||
|
);
|
||||||
|
|
||||||
|
var currentRTs = graphicsDevice.GetRenderTargets();
|
||||||
|
foreach (CubeMapFace face in Enum.GetValues(typeof(CubeMapFace)))
|
||||||
|
{
|
||||||
|
graphicsDevice.SetRenderTarget(ShadowMap, face);
|
||||||
|
graphicsDevice.Clear(Color.White);
|
||||||
|
}
|
||||||
|
|
||||||
|
graphicsDevice.SetRenderTargets(currentRTs);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Dispose()
|
||||||
|
{
|
||||||
|
ShadowMap.Dispose();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -0,0 +1,18 @@
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,22 @@
|
||||||
|
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; }
|
||||||
|
}
|
||||||
|
}
|
Binary file not shown.
155
Renderer.cs
155
Renderer.cs
|
@ -1,6 +1,7 @@
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.IO;
|
using System.IO;
|
||||||
|
using Kav.Data;
|
||||||
using Microsoft.Xna.Framework;
|
using Microsoft.Xna.Framework;
|
||||||
using Microsoft.Xna.Framework.Graphics;
|
using Microsoft.Xna.Framework.Graphics;
|
||||||
|
|
||||||
|
@ -28,6 +29,7 @@ namespace Kav
|
||||||
private DiffuseLitSpriteEffect DiffuseLitSpriteEffect { get; }
|
private DiffuseLitSpriteEffect DiffuseLitSpriteEffect { get; }
|
||||||
|
|
||||||
private Kav.Model UnitCube { get; }
|
private Kav.Model UnitCube { get; }
|
||||||
|
private Kav.Model UnitSphere { get; }
|
||||||
|
|
||||||
public Renderer(
|
public Renderer(
|
||||||
GraphicsDevice graphicsDevice
|
GraphicsDevice graphicsDevice
|
||||||
|
@ -61,6 +63,11 @@ namespace Kav
|
||||||
GraphicsDevice,
|
GraphicsDevice,
|
||||||
Smuggler.Importer.ImportGLB(GraphicsDevice, new MemoryStream(Resources.UnitCubeModel))
|
Smuggler.Importer.ImportGLB(GraphicsDevice, new MemoryStream(Resources.UnitCubeModel))
|
||||||
);
|
);
|
||||||
|
|
||||||
|
UnitSphere = Kav.ModelLoader.Load(
|
||||||
|
graphicsDevice,
|
||||||
|
Smuggler.Importer.ImportGLB(graphicsDevice, new MemoryStream(Resources.UnitSphereModel))
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
public static (T[], DynamicVertexBuffer) CreateInstanceVertexBuffer<T>(
|
public static (T[], DynamicVertexBuffer) CreateInstanceVertexBuffer<T>(
|
||||||
|
@ -111,14 +118,14 @@ namespace Kav
|
||||||
public void MeshSpriteRender(
|
public void MeshSpriteRender(
|
||||||
RenderTarget2D renderTarget,
|
RenderTarget2D renderTarget,
|
||||||
PerspectiveCamera camera,
|
PerspectiveCamera camera,
|
||||||
IEnumerable<(MeshSprite, SpriteBillboardConstraint, Matrix)> meshSpriteBillboardTransforms,
|
IEnumerable<MeshSpriteDrawData> meshSpriteDrawDatas,
|
||||||
AmbientLight ambientLight,
|
AmbientLight ambientLight,
|
||||||
IEnumerable<PointLight> pointLights,
|
IEnumerable<PointLight> pointLights,
|
||||||
DirectionalLight? directionalLight
|
DirectionalLight? directionalLight
|
||||||
) {
|
) {
|
||||||
GraphicsDevice.SetRenderTarget(renderTarget);
|
GraphicsDevice.SetRenderTarget(renderTarget);
|
||||||
|
|
||||||
GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
|
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
|
||||||
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;
|
||||||
|
@ -152,17 +159,26 @@ namespace Kav
|
||||||
|
|
||||||
var boundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
|
var boundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
|
||||||
|
|
||||||
foreach (var (sprite, transform) in FrustumCull(boundingFrustum, BillboardTransforms(camera, meshSpriteBillboardTransforms)))
|
foreach (var data in meshSpriteDrawDatas)
|
||||||
{
|
{
|
||||||
DiffuseLitSpriteEffect.NormalMapEnabled = sprite.Normal != null;
|
var matrix = BillboardTransforms(camera, data.TransformMatrix, data.BillboardConstraint);
|
||||||
|
|
||||||
DiffuseLitSpriteEffect.World = transform;
|
if (FrustumCull(boundingFrustum, data.MeshSprite, matrix))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
GraphicsDevice.Textures[0] = sprite.Texture;
|
DiffuseLitSpriteEffect.NormalMapEnabled = data.Normal != null;
|
||||||
GraphicsDevice.Textures[1] = sprite.Normal;
|
|
||||||
|
|
||||||
GraphicsDevice.SetVertexBuffer(sprite.VertexBuffer);
|
DiffuseLitSpriteEffect.World = matrix;
|
||||||
GraphicsDevice.Indices = sprite.IndexBuffer;
|
DiffuseLitSpriteEffect.UVOffset = data.UVOffset.Offset;
|
||||||
|
DiffuseLitSpriteEffect.SubTextureDimensions = data.UVOffset.Percentage;
|
||||||
|
|
||||||
|
GraphicsDevice.Textures[0] = data.Texture;
|
||||||
|
GraphicsDevice.Textures[1] = data.Normal;
|
||||||
|
|
||||||
|
GraphicsDevice.SetVertexBuffer(data.MeshSprite.VertexBuffer);
|
||||||
|
GraphicsDevice.Indices = data.MeshSprite.IndexBuffer;
|
||||||
|
|
||||||
foreach (var pass in DiffuseLitSpriteEffect.CurrentTechnique.Passes)
|
foreach (var pass in DiffuseLitSpriteEffect.CurrentTechnique.Passes)
|
||||||
{
|
{
|
||||||
|
@ -172,7 +188,7 @@ namespace Kav
|
||||||
PrimitiveType.TriangleList,
|
PrimitiveType.TriangleList,
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
sprite.VertexBuffer.VertexCount,
|
data.MeshSprite.VertexBuffer.VertexCount,
|
||||||
0,
|
0,
|
||||||
2
|
2
|
||||||
);
|
);
|
||||||
|
@ -180,36 +196,79 @@ namespace Kav
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private static IEnumerable<(MeshSprite, Matrix)> BillboardTransforms(
|
public void RenderMeshSpriteGBuffer(
|
||||||
|
RenderTargetBinding[] gBuffer,
|
||||||
PerspectiveCamera camera,
|
PerspectiveCamera camera,
|
||||||
IEnumerable<(MeshSprite, SpriteBillboardConstraint, Matrix)> meshSpriteBillboardTransforms
|
IEnumerable<MeshSpriteDrawData> meshSpriteDrawDatas,
|
||||||
|
DepthStencilState depthStencilState
|
||||||
) {
|
) {
|
||||||
foreach (var (sprite, billboardConstraint, transform) in meshSpriteBillboardTransforms)
|
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(
|
||||||
|
PerspectiveCamera camera,
|
||||||
|
Matrix transform,
|
||||||
|
SpriteBillboardConstraint billboardConstraint
|
||||||
|
) {
|
||||||
if (billboardConstraint == SpriteBillboardConstraint.None)
|
if (billboardConstraint == SpriteBillboardConstraint.None)
|
||||||
{
|
{
|
||||||
yield return (sprite, transform);
|
return transform;
|
||||||
}
|
}
|
||||||
else if (billboardConstraint == SpriteBillboardConstraint.Horizontal)
|
else if (billboardConstraint == SpriteBillboardConstraint.Horizontal)
|
||||||
{
|
{
|
||||||
yield return (sprite, Matrix.CreateConstrainedBillboard(
|
return Matrix.CreateConstrainedBillboard(
|
||||||
transform.Translation,
|
transform.Translation,
|
||||||
camera.Position,
|
camera.Position,
|
||||||
Vector3.Up,
|
Vector3.Up,
|
||||||
camera.Forward,
|
camera.Forward,
|
||||||
camera.Position - transform.Translation
|
camera.Position - transform.Translation
|
||||||
));
|
);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
yield return (sprite, Matrix.CreateConstrainedBillboard(
|
return Matrix.CreateConstrainedBillboard(
|
||||||
transform.Translation,
|
transform.Translation,
|
||||||
camera.Position,
|
camera.Position,
|
||||||
Vector3.Up,
|
Vector3.Up,
|
||||||
null,
|
null,
|
||||||
null
|
null
|
||||||
));
|
);
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -319,6 +378,21 @@ 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,
|
||||||
|
@ -362,6 +436,7 @@ 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;
|
||||||
|
@ -409,6 +484,7 @@ 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;
|
||||||
|
@ -461,7 +537,8 @@ namespace Kav
|
||||||
PointLight pointLight
|
PointLight pointLight
|
||||||
) {
|
) {
|
||||||
GraphicsDevice.SetRenderTarget(renderTarget);
|
GraphicsDevice.SetRenderTarget(renderTarget);
|
||||||
GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
|
GraphicsDevice.RasterizerState = RasterizerState.CullClockwise;
|
||||||
|
GraphicsDevice.DepthStencilState = DepthStencilState.None;
|
||||||
GraphicsDevice.BlendState = BlendState.Additive;
|
GraphicsDevice.BlendState = BlendState.Additive;
|
||||||
|
|
||||||
DeferredPointLightEffect.GPosition = gPosition;
|
DeferredPointLightEffect.GPosition = gPosition;
|
||||||
|
@ -474,11 +551,21 @@ namespace Kav
|
||||||
|
|
||||||
DeferredPointLightEffect.PointLightPosition = pointLight.Position;
|
DeferredPointLightEffect.PointLightPosition = pointLight.Position;
|
||||||
DeferredPointLightEffect.PointLightColor =
|
DeferredPointLightEffect.PointLightColor =
|
||||||
pointLight.Color.ToVector3() * pointLight.Intensity;
|
pointLight.Color.ToVector3() * pointLight.Radius;
|
||||||
|
|
||||||
DeferredPointLightEffect.FarPlane = 25f; // FIXME: magic value
|
DeferredPointLightEffect.FarPlane = 25f; // FIXME: magic value
|
||||||
|
|
||||||
RenderFullscreenEffect(DeferredPointLightEffect);
|
DeferredPointLightEffect.World =
|
||||||
|
Matrix.CreateScale(pointLight.Radius) *
|
||||||
|
Matrix.CreateTranslation(pointLight.Position);
|
||||||
|
DeferredPointLightEffect.View = camera.View;
|
||||||
|
DeferredPointLightEffect.Projection = camera.Projection;
|
||||||
|
|
||||||
|
RenderIndexed(
|
||||||
|
GraphicsDevice,
|
||||||
|
UnitSphere.Meshes[0].MeshParts[0],
|
||||||
|
DeferredPointLightEffect
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void RenderDirectionalLight(
|
public void RenderDirectionalLight(
|
||||||
|
@ -492,6 +579,7 @@ namespace Kav
|
||||||
DirectionalLight directionalLight
|
DirectionalLight directionalLight
|
||||||
) {
|
) {
|
||||||
GraphicsDevice.SetRenderTarget(renderTarget);
|
GraphicsDevice.SetRenderTarget(renderTarget);
|
||||||
|
GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise;
|
||||||
GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
|
GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
|
||||||
GraphicsDevice.BlendState = BlendState.Additive;
|
GraphicsDevice.BlendState = BlendState.Additive;
|
||||||
|
|
||||||
|
@ -737,7 +825,6 @@ namespace Kav
|
||||||
|
|
||||||
public void RenderPointShadowMapIndexed<T>(
|
public void RenderPointShadowMapIndexed<T>(
|
||||||
RenderTargetCube pointShadowCubeMap,
|
RenderTargetCube pointShadowCubeMap,
|
||||||
PerspectiveCamera camera,
|
|
||||||
IEnumerable<(T, Matrix)> modelTransforms,
|
IEnumerable<(T, Matrix)> modelTransforms,
|
||||||
PointLight pointLight
|
PointLight pointLight
|
||||||
) where T : ICullable, IIndexDrawable {
|
) where T : ICullable, IIndexDrawable {
|
||||||
|
@ -907,19 +994,27 @@ namespace Kav
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private static IEnumerable<Matrix> FrustumCull<T>(
|
private static bool FrustumCull<T>(
|
||||||
BoundingFrustum boundingFrustum,
|
BoundingFrustum boundingFrustum,
|
||||||
T cullable,
|
T cullable,
|
||||||
IEnumerable<Matrix> transforms
|
Matrix transform
|
||||||
) where T : ICullable
|
) where T : ICullable {
|
||||||
{
|
|
||||||
foreach (var transform in transforms)
|
|
||||||
{
|
|
||||||
var boundingBox = TransformedBoundingBox(cullable.BoundingBox, transform);
|
var boundingBox = TransformedBoundingBox(cullable.BoundingBox, transform);
|
||||||
var containment = boundingFrustum.Contains(boundingBox);
|
var containment = boundingFrustum.Contains(boundingBox);
|
||||||
|
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)
|
if (containment != ContainmentType.Disjoint)
|
||||||
{
|
{
|
||||||
yield return transform;
|
yield return cullableTransformable;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
13
Resources.cs
13
Resources.cs
|
@ -195,6 +195,18 @@ namespace Kav
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public static byte[] UnitSphereModel
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
if (unitSphereModel == null)
|
||||||
|
{
|
||||||
|
unitSphereModel = GetResource("UnitSphere.glb");
|
||||||
|
}
|
||||||
|
return unitSphereModel;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private static byte[] ambientLightEffect;
|
private static byte[] ambientLightEffect;
|
||||||
private static byte[] pointLightEffect;
|
private static byte[] pointLightEffect;
|
||||||
private static byte[] directionalLightEffect;
|
private static byte[] directionalLightEffect;
|
||||||
|
@ -212,6 +224,7 @@ namespace Kav
|
||||||
private static byte[] paletteCrushEffect;
|
private static byte[] paletteCrushEffect;
|
||||||
|
|
||||||
private static byte[] unitCubeModel;
|
private static byte[] unitCubeModel;
|
||||||
|
private static byte[] unitSphereModel;
|
||||||
|
|
||||||
private static byte[] GetResource(string name)
|
private static byte[] GetResource(string name)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue