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19 Commits

Author SHA1 Message Date
cosmonaut f5cdd0b566 fix crash on 0 instance 2020-12-14 00:52:40 -08:00
cosmonaut 808d50ccc2 more sprite mesh rendering 2020-12-13 22:03:06 -08:00
cosmonaut d537993530 flat sprite lighting in deferred pipeline 2020-12-13 22:03:06 -08:00
cosmonaut 3338bf3b06 experimenting with g buffer sprites 2020-12-13 22:03:06 -08:00
cosmonaut 16ecb5afa6 fix bad palette crush FLT_MAX 2020-12-12 21:07:22 -08:00
cosmonaut 51d7f3e772 fix diffuse lit effect not discarding transparency 2020-12-12 01:23:08 -08:00
cosmonaut 3a0aa8894d draw zero alpha pixels in g buffer 2020-12-12 00:17:10 -08:00
cosmonaut c468d6276d texture atlas stuff 2020-12-11 21:05:54 -08:00
cosmonaut d476f254e4 fix sprite mesh normals 2020-12-11 18:52:05 -08:00
cosmonaut 2ff5cb1ca5 decouple sprite mesh from textures 2020-12-11 18:22:54 -08:00
cosmonaut 40ca0402d6 instance data struct 2020-12-10 17:38:18 -08:00
cosmonaut 0ebad486c5 diffuse sprite effect takes uv data 2020-12-10 13:53:55 -08:00
cosmonaut 8ff6e26887 tweak to mesh sprite draws 2020-12-10 00:34:06 -08:00
cosmonaut 7f0bf47f07 implement vertical mesh sprite flipping 2020-12-09 22:31:09 -08:00
cosmonaut 2f589e584d allow sprite flipping on meshsprite 2020-12-09 22:28:51 -08:00
cosmonaut 7964d8a171 store right vector on the camera 2020-12-09 17:47:54 -08:00
cosmonaut d5d0a38ff1 turn point lights into classes and give them a shadow map 2020-12-09 17:10:41 -08:00
cosmonaut ee909ba94e tweak point light rendering 2020-12-09 16:28:40 -08:00
cosmonaut 0060c22d72 point light sphere optimization 2020-12-09 16:10:53 -08:00
32 changed files with 841 additions and 320 deletions

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@ -10,6 +10,7 @@ namespace Kav
public Vector3 Position { get; } public Vector3 Position { get; }
public Vector3 Forward { get; } public Vector3 Forward { get; }
public Vector3 Up { get; } public Vector3 Up { get; }
public Vector3 Right { get; }
public float FieldOfView { get; } public float FieldOfView { get; }
public float AspectRatio { get; } public float AspectRatio { get; }
@ -28,6 +29,7 @@ namespace Kav
Position = position; Position = position;
Forward = forward; Forward = forward;
Up = up; Up = up;
Right = Vector3.Cross(forward, up);
View = Matrix.CreateLookAt(Position, Position + Forward, Up); View = Matrix.CreateLookAt(Position, Position + Forward, Up);
FieldOfView = fieldOfView; FieldOfView = fieldOfView;

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

63
Data/InstanceData.cs Normal file
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@ -0,0 +1,63 @@
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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@ -0,0 +1,35 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Kav.Data
{
public struct MeshSpriteDrawData : IIndexDrawable, ICullable, ITransformable
{
public SpriteMesh MeshSprite { get; }
public Texture2D Texture { get; }
public Texture2D Normal { get; }
public SpriteBillboardConstraint BillboardConstraint { get; }
public Matrix TransformMatrix { get; }
public UVData UVOffset { get; }
public IndexBuffer IndexBuffer => MeshSprite.IndexBuffer;
public VertexBuffer VertexBuffer => MeshSprite.VertexBuffer;
public BoundingBox BoundingBox => MeshSprite.BoundingBox;
public MeshSpriteDrawData(
SpriteMesh meshSprite,
Texture2D texture,
Texture2D normal,
SpriteBillboardConstraint billboardConstraint,
Matrix transformMatrix,
UVData offset
) {
MeshSprite = meshSprite;
Texture = texture;
Normal = normal;
BillboardConstraint = billboardConstraint;
TransformMatrix = transformMatrix;
UVOffset = offset;
}
}
}

96
Data/TextureAtlas.cs Normal file
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@ -0,0 +1,96 @@
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;
}
}
}

19
Data/UVData.cs Normal file
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@ -0,0 +1,19 @@
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;
}
}
}

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@ -74,32 +74,6 @@ namespace Kav
); );
} }
protected DeferredPBREffect(DeferredPBREffect cloneSource) : base(cloneSource)
{
GPosition = cloneSource.GPosition;
GAlbedo = cloneSource.GAlbedo;
GNormal = cloneSource.GNormal;
GMetallicRoughness = cloneSource.GMetallicRoughness;
EyePosition = cloneSource.EyePosition;
PointLights = new PointLightCollection(
Parameters["LightPositions"],
Parameters["PositionLightColors"],
MaxPointLights
);
for (int i = 0; i < MaxPointLights; i++)
{
PointLights[i] = cloneSource.PointLights[i];
}
}
public override Effect Clone()
{
return new DeferredPBREffect(this);
}
protected override void OnApply() protected override void OnApply()
{ {
gPositionParam.SetValue(GPosition); gPositionParam.SetValue(GPosition);

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@ -16,6 +16,9 @@ namespace Kav
EffectParameter metallicParam; EffectParameter metallicParam;
EffectParameter roughnessParam; EffectParameter roughnessParam;
EffectParameter uvOffsetAndDimensionsParam;
EffectParameter isSpriteParam;
EffectParameter numTextureRowsParam; EffectParameter numTextureRowsParam;
EffectParameter numTextureColumnsParam; EffectParameter numTextureColumnsParam;
@ -30,6 +33,11 @@ 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;
@ -153,6 +161,36 @@ 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; }
@ -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"];
} }

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@ -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();
@ -39,7 +77,7 @@ namespace Kav
public DeferredPBR_PointLightEffect(DeferredPBR_PointLightEffect cloneSource) : base(cloneSource) public DeferredPBR_PointLightEffect(DeferredPBR_PointLightEffect cloneSource) : base(cloneSource)
{ {
CacheEffectParameters(); CacheEffectParameters();
GPosition = cloneSource.GPosition; GPosition = cloneSource.GPosition;
GAlbedo = cloneSource.GAlbedo; GAlbedo = cloneSource.GAlbedo;
GNormal = cloneSource.GNormal; GNormal = cloneSource.GNormal;
@ -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"];
} }
} }
} }

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@ -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"];
} }
} }

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@ -11,6 +11,7 @@ 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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@ -4,6 +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);
@ -60,7 +67,7 @@ PixelInput main_vs(VertexInput input)
} }
PixelInput instanced_vs( PixelInput instanced_vs(
VertexInput input, VertexInput input,
float3 Translation : TEXCOORD2, float3 Translation : TEXCOORD2,
float2 UVOffset : TEXCOORD5 float2 UVOffset : TEXCOORD5
) { ) {
@ -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;
} }

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@ -1,5 +1,7 @@
// 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"
DECLARE_TEXTURE(gPosition, 0); DECLARE_TEXTURE(gPosition, 0);
@ -11,7 +13,7 @@ DECLARE_CUBEMAP(shadowMap, 4);
BEGIN_CONSTANTS BEGIN_CONSTANTS
float3 EyePosition _ps(c0) _cb(c0); float3 EyePosition _ps(c0) _cb(c0);
float3 PointLightPosition _ps(c1) _cb(c1); float3 PointLightPosition _ps(c1) _cb(c1);
float3 PointLightColor _ps(c2) _cb(c2); float3 PointLightColor _ps(c2) _cb(c2);
@ -19,27 +21,28 @@ 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;
} }
@ -73,18 +76,36 @@ 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;
return ComputeColor( float3 worldPosition = SAMPLE_TEXTURE(gPosition, texCoord).rgb;
worldPosition, float4 normalSample = SAMPLE_TEXTURE(gNormal, texCoord);
normal, float3 normal = normalSample.xyz;
albedo, float isSprite = normalSample.a;
metallicRoughness.r, float3 albedo = SAMPLE_TEXTURE(gAlbedo, texCoord).rgb;
metallicRoughness.g 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(
worldPosition,
normal,
albedo,
metallicRoughness.r,
metallicRoughness.g
);
}
} }
Technique DeferredPBR_Point Technique DeferredPBR_Point

View File

@ -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);

View File

@ -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)
{ {

View File

@ -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)

View File

@ -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);
} }

View File

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

View File

@ -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;
}
}
}
}

109
Geometry/SpriteMesh.cs Normal file
View File

@ -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;
}
}
}
}

View File

@ -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>

View File

@ -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>

View File

@ -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();
} }
} }
} }

View File

@ -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);
}
}
}

View File

@ -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; }
}
}

BIN
Models/UnitSphere.glb Normal file

Binary file not shown.

View File

@ -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;
@ -26,8 +27,9 @@ namespace Kav
private Effect ToneMapEffect { get; } private Effect ToneMapEffect { get; }
private SkyboxEffect SkyboxEffect { get; } private SkyboxEffect SkyboxEffect { get; }
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)
{ {
if (billboardConstraint == SpriteBillboardConstraint.None) var matrix = BillboardTransforms(camera, data.TransformMatrix, data.BillboardConstraint);
if (FrustumCull(boundingFrustum, data.MeshSprite, matrix))
{ {
yield return (sprite, transform); continue;
}
else if (billboardConstraint == SpriteBillboardConstraint.Horizontal)
{
yield return (sprite, Matrix.CreateConstrainedBillboard(
transform.Translation,
camera.Position,
Vector3.Up,
camera.Forward,
camera.Position - transform.Translation
));
}
else
{
yield return (sprite, Matrix.CreateConstrainedBillboard(
transform.Translation,
camera.Position,
Vector3.Up,
null,
null
));
} }
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)
{
return transform;
}
else if (billboardConstraint == SpriteBillboardConstraint.Horizontal)
{
return Matrix.CreateConstrainedBillboard(
transform.Translation,
camera.Position,
Vector3.Up,
camera.Forward,
camera.Position - transform.Translation
);
}
else
{
return Matrix.CreateConstrainedBillboard(
transform.Translation,
camera.Position,
Vector3.Up,
null,
null
);
} }
} }
@ -220,7 +279,7 @@ namespace Kav
BoundingFrustum boundingFrustum, BoundingFrustum boundingFrustum,
IEnumerable<(T, Matrix)> drawableTransformPairs, IEnumerable<(T, Matrix)> drawableTransformPairs,
U effect U effect
) where T : IIndexDrawable, ICullable where U : Effect, IHasWorldMatrix ) where T : IIndexDrawable, ICullable where U : Effect, IHasWorldMatrix
{ {
foreach (var (drawable, transform) in FrustumCull(boundingFrustum, drawableTransformPairs)) foreach (var (drawable, transform) in FrustumCull(boundingFrustum, drawableTransformPairs))
{ {
@ -303,7 +362,7 @@ namespace Kav
RenderTarget2D renderTarget, RenderTarget2D renderTarget,
PerspectiveCamera camera, PerspectiveCamera camera,
IEnumerable<(T, Matrix)> drawableTransforms IEnumerable<(T, Matrix)> drawableTransforms
) where T : ICullable, IIndexDrawable ) where T : ICullable, IIndexDrawable
{ {
GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.SetRenderTarget(renderTarget);
GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.DepthStencilState = DepthStencilState.Default;
@ -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,
@ -338,7 +412,7 @@ namespace Kav
RenderIndexed( RenderIndexed(
GraphicsDevice, GraphicsDevice,
UnitCube.Meshes[0].MeshParts[0], UnitCube.Meshes[0].MeshParts[0],
SkyboxEffect SkyboxEffect
); );
@ -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;
@ -664,8 +752,8 @@ namespace Kav
for (var i = 0; i < shadowMapData.NumShadowCascades; i++) for (var i = 0; i < shadowMapData.NumShadowCascades; i++)
{ {
RenderDirectionalShadowMapIndexed( RenderDirectionalShadowMapIndexed(
shadowMapData, shadowMapData,
i, i,
drawableTransforms drawableTransforms
); );
} }
@ -684,9 +772,9 @@ namespace Kav
SimpleDepthEffect.Projection = shadowMapData.LightSpaceProjections[shadowCascadeIndex]; SimpleDepthEffect.Projection = shadowMapData.LightSpaceProjections[shadowCascadeIndex];
CullAndRenderIndexed( CullAndRenderIndexed(
GraphicsDevice, GraphicsDevice,
new BoundingFrustum(SimpleDepthEffect.View * SimpleDepthEffect.Projection), new BoundingFrustum(SimpleDepthEffect.View * SimpleDepthEffect.Projection),
drawableTransforms, drawableTransforms,
SimpleDepthEffect SimpleDepthEffect
); );
} }
@ -727,7 +815,7 @@ namespace Kav
SimpleDepthEffectInstanced.Projection = shadowMapData.LightSpaceProjections[shadowCascadeIndex]; SimpleDepthEffectInstanced.Projection = shadowMapData.LightSpaceProjections[shadowCascadeIndex];
RenderInstanced( RenderInstanced(
GraphicsDevice, GraphicsDevice,
drawable, drawable,
instanceVertexBuffer, instanceVertexBuffer,
numInstances, numInstances,
@ -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 {
@ -805,8 +892,8 @@ namespace Kav
CullAndRenderIndexed( CullAndRenderIndexed(
GraphicsDevice, GraphicsDevice,
new BoundingFrustum(LinearDepthEffect.View * LinearDepthEffect.Projection), new BoundingFrustum(LinearDepthEffect.View * LinearDepthEffect.Projection),
modelTransforms, modelTransforms,
LinearDepthEffect LinearDepthEffect
); );
} }
@ -818,7 +905,7 @@ namespace Kav
VertexBuffer instanceVertexBuffer, VertexBuffer instanceVertexBuffer,
int numInstances, int numInstances,
PointLight pointLight PointLight pointLight
) where T : ICullable, IIndexDrawable ) where T : ICullable, IIndexDrawable
{ {
GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.BlendState = BlendState.Opaque;
@ -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 {
{ var boundingBox = TransformedBoundingBox(cullable.BoundingBox, transform);
foreach (var transform in transforms) 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(cullable.BoundingBox, transform); var boundingBox = TransformedBoundingBox(cullableTransformable.BoundingBox, cullableTransformable.TransformMatrix);
var containment = boundingFrustum.Contains(boundingBox); var containment = boundingFrustum.Contains(boundingBox);
if (containment != ContainmentType.Disjoint) if (containment != ContainmentType.Disjoint)
{ {
yield return transform; yield return cullableTransformable;
} }
} }
} }

View File

@ -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)
{ {