Directional Light + Shadows + One Pass Per Light #2
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@ -0,0 +1 @@
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*.fxb filter=lfs diff=lfs merge=lfs -text
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@ -2,22 +2,32 @@ using Microsoft.Xna.Framework;
|
|||
|
||||
namespace Kav
|
||||
{
|
||||
public struct Camera
|
||||
public struct PerspectiveCamera
|
||||
{
|
||||
public Matrix Transform { get; }
|
||||
public Matrix View
|
||||
{
|
||||
get
|
||||
{
|
||||
return Matrix.CreateLookAt(Transform.Translation, Transform.Translation + Transform.Forward, Transform.Up);
|
||||
}
|
||||
}
|
||||
public Matrix View { get; }
|
||||
public Matrix Projection { get; }
|
||||
|
||||
public Camera(Matrix transform, Matrix projection)
|
||||
public Vector3 Position { get; }
|
||||
public Vector3 Forward { get; }
|
||||
public Vector3 Up { get; }
|
||||
|
||||
public float FieldOfView { get; }
|
||||
public float AspectRatio { get; }
|
||||
public float NearPlane { get; }
|
||||
public float FarPlane { get; }
|
||||
|
||||
public PerspectiveCamera(Vector3 position, Vector3 forward, Vector3 up, float fieldOfView, float aspectRatio, float nearPlane, float farPlane)
|
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{
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Transform = transform;
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Projection = projection;
|
||||
Position = position;
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||||
Forward = forward;
|
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Up = up;
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||||
View = Matrix.CreateLookAt(Position, Position + Forward, Up);
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|
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FieldOfView = fieldOfView;
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AspectRatio = aspectRatio;
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NearPlane = nearPlane;
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FarPlane = farPlane;
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Projection = Matrix.CreatePerspectiveFieldOfView(FieldOfView, AspectRatio, NearPlane, FarPlane);
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}
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}
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}
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@ -1,8 +0,0 @@
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namespace Kav
|
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{
|
||||
public interface DirectionalLightEffect
|
||||
{
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||||
int MaxDirectionalLights { get; }
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DirectionalLightCollection DirectionalLights { get; }
|
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}
|
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}
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@ -10,15 +10,47 @@ namespace Kav
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EffectParameter gNormalParam;
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EffectParameter gMetallicRoughnessParam;
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||||
|
||||
EffectParameter shadowMapOneParam;
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EffectParameter shadowMapTwoParam;
|
||||
EffectParameter shadowMapThreeParam;
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||||
EffectParameter shadowMapFourParam;
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|
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EffectParameter lightSpaceMatrixOneParam;
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||||
EffectParameter lightSpaceMatrixTwoParam;
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||||
EffectParameter lightSpaceMatrixThreeParam;
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EffectParameter lightSpaceMatrixFourParam;
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||||
|
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EffectParameter viewMatrixParam;
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||||
EffectParameter cascadeFarPlanesParam;
|
||||
|
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EffectParameter directionalLightColorParam;
|
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EffectParameter directionalLightDirectionParam;
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||||
|
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EffectParameter eyePositionParam;
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|
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PointLightCollection pointLightCollection;
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DirectionalLightCollection directionalLightCollection;
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public Texture2D GPosition { get; set; }
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public Texture2D GAlbedo { get; set; }
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public Texture2D GNormal { get; set; }
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public Texture2D GMetallicRoughness { get; set; }
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public Texture2D ShadowMapOne { get; set; }
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public Texture2D ShadowMapTwo { get; set; }
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public Texture2D ShadowMapThree { get; set; }
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public Texture2D ShadowMapFour { get; set; }
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public Matrix LightSpaceMatrixOne { get; set; }
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public Matrix LightSpaceMatrixTwo { get; set; }
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public Matrix LightSpaceMatrixThree { get; set; }
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public Matrix LightSpaceMatrixFour { get; set; }
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public Matrix ViewMatrix { get; set; }
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public readonly float[] CascadeFarPlanes;
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public Vector3 DirectionalLightColor { get; set; }
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public Vector3 DirectionalLightDirection { get; set; }
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public Vector3 EyePosition { get; set; }
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public int MaxPointLights { get; } = 64;
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@ -29,16 +61,10 @@ namespace Kav
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private set { pointLightCollection = value; }
|
||||
}
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||||
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public int MaxDirectionalLights { get; } = 4;
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|
||||
public DirectionalLightCollection DirectionalLights
|
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{
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get { return directionalLightCollection; }
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private set { directionalLightCollection = value; }
|
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}
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|
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public DeferredPBREffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBREffect)
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||||
{
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CascadeFarPlanes = new float[4];
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CacheEffectParameters();
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|
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pointLightCollection = new PointLightCollection(
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@ -46,11 +72,6 @@ namespace Kav
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Parameters["PointLightColors"],
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MaxPointLights
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);
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DirectionalLights = new DirectionalLightCollection(
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Parameters["DirectionalLightDirections"],
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Parameters["DirectionalLightColors"]
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);
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}
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protected DeferredPBREffect(DeferredPBREffect cloneSource) : base(cloneSource)
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@ -72,16 +93,6 @@ namespace Kav
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{
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PointLights[i] = cloneSource.PointLights[i];
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}
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DirectionalLights = new DirectionalLightCollection(
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Parameters["DirectionalLightDirections"],
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Parameters["DirectionalLightColors"]
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);
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for (int i = 0; i < MaxDirectionalLights; i++)
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{
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DirectionalLights[i] = cloneSource.DirectionalLights[i];
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}
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}
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public override Effect Clone()
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@ -96,6 +107,22 @@ namespace Kav
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gNormalParam.SetValue(GNormal);
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gMetallicRoughnessParam.SetValue(GMetallicRoughness);
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shadowMapOneParam.SetValue(ShadowMapOne);
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shadowMapTwoParam.SetValue(ShadowMapTwo);
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shadowMapThreeParam.SetValue(ShadowMapThree);
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shadowMapFourParam.SetValue(ShadowMapFour);
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lightSpaceMatrixOneParam.SetValue(LightSpaceMatrixOne);
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lightSpaceMatrixTwoParam.SetValue(LightSpaceMatrixTwo);
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lightSpaceMatrixThreeParam.SetValue(LightSpaceMatrixThree);
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lightSpaceMatrixFourParam.SetValue(LightSpaceMatrixFour);
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viewMatrixParam.SetValue(ViewMatrix);
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cascadeFarPlanesParam.SetValue(CascadeFarPlanes);
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directionalLightColorParam.SetValue(DirectionalLightColor);
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directionalLightDirectionParam.SetValue(DirectionalLightDirection);
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eyePositionParam.SetValue(EyePosition);
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}
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@ -106,6 +133,22 @@ namespace Kav
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gNormalParam = Parameters["gNormal"];
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gMetallicRoughnessParam = Parameters["gMetallicRoughness"];
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shadowMapOneParam = Parameters["shadowMapOne"];
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shadowMapTwoParam = Parameters["shadowMapTwo"];
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shadowMapThreeParam = Parameters["shadowMapThree"];
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shadowMapFourParam = Parameters["shadowMapFour"];
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lightSpaceMatrixOneParam = Parameters["LightSpaceMatrixOne"];
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lightSpaceMatrixTwoParam = Parameters["LightSpaceMatrixTwo"];
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lightSpaceMatrixThreeParam = Parameters["LightSpaceMatrixThree"];
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lightSpaceMatrixFourParam = Parameters["LightSpaceMatrixFour"];
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viewMatrixParam = Parameters["ViewMatrix"];
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cascadeFarPlanesParam = Parameters["CascadeFarPlanes"];
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directionalLightDirectionParam = Parameters["DirectionalLightDirection"];
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directionalLightColorParam = Parameters["DirectionalLightColor"];
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eyePositionParam = Parameters["EyePosition"];
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}
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}
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@ -0,0 +1,31 @@
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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 DeferredPBR_AmbientLightEffect : Effect
|
||||
{
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EffectParameter gPositionParam;
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EffectParameter gAlbedoParam;
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public Texture2D GPosition { get; set; }
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public Texture2D GAlbedo { get; set; }
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public DeferredPBR_AmbientLightEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBR_AmbientLightEffect)
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{
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CacheEffectParameters();
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}
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protected override void OnApply()
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{
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gPositionParam.SetValue(GPosition);
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gAlbedoParam.SetValue(GAlbedo);
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||||
}
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||||
void CacheEffectParameters()
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{
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gPositionParam = Parameters["gPosition"];
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gAlbedoParam = Parameters["gAlbedo"];
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}
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}
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}
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@ -0,0 +1,161 @@
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using Microsoft.Xna.Framework;
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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 DeferredPBR_DirectionalLightEffect : Effect
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{
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EffectParameter gPositionParam;
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EffectParameter gAlbedoParam;
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EffectParameter gNormalParam;
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EffectParameter gMetallicRoughnessParam;
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EffectParameter shadowMapOneParam;
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EffectParameter shadowMapTwoParam;
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EffectParameter shadowMapThreeParam;
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EffectParameter shadowMapFourParam;
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EffectParameter eyePositionParam;
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EffectParameter directionalLightColorParam;
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EffectParameter directionalLightDirectionParam;
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EffectParameter cascadeFarPlanesParam;
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EffectParameter shadowMapSizeParam;
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EffectParameter lightSpaceMatrixOneParam;
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EffectParameter lightSpaceMatrixTwoParam;
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EffectParameter lightSpaceMatrixThreeParam;
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EffectParameter lightSpaceMatrixFourParam;
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|
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EffectParameter viewMatrixParam;
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public Texture2D GPosition { get; set; }
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public Texture2D GAlbedo { get; set; }
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public Texture2D GNormal { get; set; }
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public Texture2D GMetallicRoughness { get; set; }
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public Texture2D ShadowMapOne { get; set; }
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public Texture2D ShadowMapTwo { get; set; }
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public Texture2D ShadowMapThree { get; set; }
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public Texture2D ShadowMapFour { get; set; }
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|
||||
public Vector3 EyePosition { get; set; }
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public Vector3 DirectionalLightDirection { get; set; }
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public Vector3 DirectionalLightColor { get; set; }
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|
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public readonly float[] CascadeFarPlanes;
|
||||
|
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public int ShadowMapSize { get; set; }
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|
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public Matrix LightSpaceMatrixOne { get; set; }
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public Matrix LightSpaceMatrixTwo { get; set; }
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public Matrix LightSpaceMatrixThree { get; set; }
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public Matrix LightSpaceMatrixFour { get; set; }
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public Matrix ViewMatrix { get; set; }
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public DeferredPBR_DirectionalLightEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBR_DirectionalLightEffect)
|
||||
{
|
||||
CascadeFarPlanes = new float[4];
|
||||
CacheEffectParameters();
|
||||
}
|
||||
|
||||
public DeferredPBR_DirectionalLightEffect(DeferredPBR_DirectionalLightEffect cloneSource) : base(cloneSource)
|
||||
{
|
||||
GPosition = cloneSource.GPosition;
|
||||
GAlbedo = cloneSource.GAlbedo;
|
||||
GNormal = cloneSource.GNormal;
|
||||
GMetallicRoughness = cloneSource.GMetallicRoughness;
|
||||
|
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ShadowMapOne = cloneSource.ShadowMapOne;
|
||||
ShadowMapTwo = cloneSource.ShadowMapTwo;
|
||||
ShadowMapThree = cloneSource.ShadowMapThree;
|
||||
ShadowMapFour = cloneSource.ShadowMapFour;
|
||||
|
||||
EyePosition = cloneSource.EyePosition;
|
||||
|
||||
DirectionalLightDirection = cloneSource.DirectionalLightDirection;
|
||||
DirectionalLightColor = cloneSource.DirectionalLightColor;
|
||||
|
||||
CascadeFarPlanes = new float[4];
|
||||
for (int i = 0 ; i < 4; i++)
|
||||
{
|
||||
CascadeFarPlanes[i] = cloneSource.CascadeFarPlanes[i];
|
||||
}
|
||||
|
||||
ShadowMapSize = cloneSource.ShadowMapSize;
|
||||
|
||||
LightSpaceMatrixOne = cloneSource.LightSpaceMatrixOne;
|
||||
LightSpaceMatrixTwo = cloneSource.LightSpaceMatrixTwo;
|
||||
LightSpaceMatrixThree = cloneSource.LightSpaceMatrixThree;
|
||||
LightSpaceMatrixFour = cloneSource.LightSpaceMatrixFour;
|
||||
|
||||
ViewMatrix = cloneSource.ViewMatrix;
|
||||
}
|
||||
|
||||
public override Effect Clone()
|
||||
{
|
||||
return new DeferredPBR_DirectionalLightEffect(this);
|
||||
}
|
||||
|
||||
protected override void OnApply()
|
||||
{
|
||||
gPositionParam.SetValue(GPosition);
|
||||
gAlbedoParam.SetValue(GAlbedo);
|
||||
gNormalParam.SetValue(GNormal);
|
||||
gMetallicRoughnessParam.SetValue(GMetallicRoughness);
|
||||
|
||||
shadowMapOneParam.SetValue(ShadowMapOne);
|
||||
shadowMapTwoParam.SetValue(ShadowMapTwo);
|
||||
shadowMapThreeParam.SetValue(ShadowMapThree);
|
||||
shadowMapFourParam.SetValue(ShadowMapFour);
|
||||
|
||||
eyePositionParam.SetValue(EyePosition);
|
||||
|
||||
directionalLightDirectionParam.SetValue(DirectionalLightDirection);
|
||||
directionalLightColorParam.SetValue(DirectionalLightColor);
|
||||
|
||||
cascadeFarPlanesParam.SetValue(CascadeFarPlanes);
|
||||
shadowMapSizeParam.SetValue(ShadowMapSize);
|
||||
|
||||
lightSpaceMatrixOneParam.SetValue(LightSpaceMatrixOne);
|
||||
lightSpaceMatrixTwoParam.SetValue(LightSpaceMatrixTwo);
|
||||
lightSpaceMatrixThreeParam.SetValue(LightSpaceMatrixThree);
|
||||
lightSpaceMatrixFourParam.SetValue(LightSpaceMatrixFour);
|
||||
|
||||
viewMatrixParam.SetValue(ViewMatrix);
|
||||
}
|
||||
|
||||
void CacheEffectParameters()
|
||||
{
|
||||
gPositionParam = Parameters["gPosition"];
|
||||
gAlbedoParam = Parameters["gAlbedo"];
|
||||
gNormalParam = Parameters["gNormal"];
|
||||
gMetallicRoughnessParam = Parameters["gMetallicRoughness"];
|
||||
|
||||
shadowMapOneParam = Parameters["shadowMapOne"];
|
||||
shadowMapTwoParam = Parameters["shadowMapTwo"];
|
||||
shadowMapThreeParam = Parameters["shadowMapThree"];
|
||||
shadowMapFourParam = Parameters["shadowMapFour"];
|
||||
|
||||
eyePositionParam = Parameters["EyePosition"];
|
||||
|
||||
directionalLightDirectionParam = Parameters["DirectionalLightDirection"];
|
||||
directionalLightColorParam = Parameters["DirectionalLightColor"];
|
||||
|
||||
cascadeFarPlanesParam = Parameters["CascadeFarPlanes"];
|
||||
|
||||
shadowMapSizeParam = Parameters["ShadowMapSize"];
|
||||
|
||||
lightSpaceMatrixOneParam = Parameters["LightSpaceMatrixOne"];
|
||||
lightSpaceMatrixTwoParam = Parameters["LightSpaceMatrixTwo"];
|
||||
lightSpaceMatrixThreeParam = Parameters["LightSpaceMatrixThree"];
|
||||
lightSpaceMatrixFourParam = Parameters["LightSpaceMatrixFour"];
|
||||
|
||||
viewMatrixParam = Parameters["ViewMatrix"];
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,77 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Kav
|
||||
{
|
||||
public class DeferredPBR_PointLightEffect : Effect
|
||||
{
|
||||
EffectParameter gPositionParam;
|
||||
EffectParameter gAlbedoParam;
|
||||
EffectParameter gNormalParam;
|
||||
EffectParameter gMetallicRoughnessParam;
|
||||
|
||||
EffectParameter eyePositionParam;
|
||||
|
||||
EffectParameter pointLightColorParam;
|
||||
EffectParameter pointLightPositionParam;
|
||||
|
||||
public Texture2D GPosition { get; set; }
|
||||
public Texture2D GAlbedo { get; set; }
|
||||
public Texture2D GNormal { get; set; }
|
||||
public Texture2D GMetallicRoughness { get; set; }
|
||||
|
||||
public Vector3 EyePosition { get; set; }
|
||||
|
||||
public Vector3 PointLightPosition { get; set; }
|
||||
public Vector3 PointLightColor { get; set; }
|
||||
|
||||
public DeferredPBR_PointLightEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBR_PointLightEffect)
|
||||
{
|
||||
CacheEffectParameters();
|
||||
}
|
||||
|
||||
public DeferredPBR_PointLightEffect(DeferredPBR_PointLightEffect cloneSource) : base(cloneSource)
|
||||
{
|
||||
GPosition = cloneSource.GPosition;
|
||||
GAlbedo = cloneSource.GAlbedo;
|
||||
GNormal = cloneSource.GNormal;
|
||||
GMetallicRoughness = cloneSource.GMetallicRoughness;
|
||||
|
||||
EyePosition = cloneSource.EyePosition;
|
||||
|
||||
PointLightPosition = cloneSource.PointLightPosition;
|
||||
PointLightColor = cloneSource.PointLightColor;
|
||||
}
|
||||
|
||||
public override Effect Clone()
|
||||
{
|
||||
return new DeferredPBR_PointLightEffect(this);
|
||||
}
|
||||
|
||||
protected override void OnApply()
|
||||
{
|
||||
gPositionParam.SetValue(GPosition);
|
||||
gAlbedoParam.SetValue(GAlbedo);
|
||||
gNormalParam.SetValue(GNormal);
|
||||
gMetallicRoughnessParam.SetValue(GMetallicRoughness);
|
||||
|
||||
eyePositionParam.SetValue(EyePosition);
|
||||
|
||||
pointLightPositionParam.SetValue(PointLightPosition);
|
||||
pointLightColorParam.SetValue(PointLightColor);
|
||||
}
|
||||
|
||||
void CacheEffectParameters()
|
||||
{
|
||||
gPositionParam = Parameters["gPosition"];
|
||||
gAlbedoParam = Parameters["gAlbedo"];
|
||||
gNormalParam = Parameters["gNormal"];
|
||||
gMetallicRoughnessParam = Parameters["gMetallicRoughness"];
|
||||
|
||||
eyePositionParam = Parameters["EyePosition"];
|
||||
|
||||
pointLightPositionParam = Parameters["PointLightPosition"];
|
||||
pointLightColorParam = Parameters["PointLightColor"];
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,47 +0,0 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Kav
|
||||
{
|
||||
public class DirectionalLightCollection
|
||||
{
|
||||
private readonly Vector3[] directions = new Vector3[4];
|
||||
private readonly Vector3[] colors = new Vector3[4];
|
||||
private readonly float[] intensities = new float[4];
|
||||
|
||||
readonly EffectParameter lightDirectionsParam;
|
||||
readonly EffectParameter lightColorsParam;
|
||||
|
||||
public DirectionalLightCollection(EffectParameter lightDirectionsParam, EffectParameter lightColorsParam)
|
||||
{
|
||||
this.lightDirectionsParam = lightDirectionsParam;
|
||||
this.lightColorsParam = lightColorsParam;
|
||||
}
|
||||
|
||||
public DirectionalLight this[int i]
|
||||
{
|
||||
get
|
||||
{
|
||||
var color = colors[i] / intensities[i];
|
||||
return new DirectionalLight(
|
||||
directions[i],
|
||||
new Color(
|
||||
color.X,
|
||||
color.Y,
|
||||
color.Z,
|
||||
1f
|
||||
),
|
||||
intensities[i]
|
||||
);
|
||||
}
|
||||
set
|
||||
{
|
||||
directions[i] = value.Direction;
|
||||
colors[i] = value.Color.ToVector3() * value.Intensity;
|
||||
intensities[i] = value.Intensity;
|
||||
lightDirectionsParam.SetValue(directions);
|
||||
lightColorsParam.SetValue(colors);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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@ -2,12 +2,16 @@
|
|||
|
||||
static const float PI = 3.141592653589793;
|
||||
static const int MAX_POINT_LIGHTS = 64;
|
||||
static const int MAX_DIRECTIONAL_LIGHTS = 4;
|
||||
static const int NUM_SHADOW_CASCADES = 4;
|
||||
|
||||
DECLARE_TEXTURE(gPosition, 0);
|
||||
DECLARE_TEXTURE(gAlbedo, 1);
|
||||
DECLARE_TEXTURE(gNormal, 2);
|
||||
DECLARE_TEXTURE(gMetallicRoughness, 3);
|
||||
DECLARE_TEXTURE(shadowMapOne, 4);
|
||||
DECLARE_TEXTURE(shadowMapTwo, 5);
|
||||
DECLARE_TEXTURE(shadowMapThree, 6);
|
||||
DECLARE_TEXTURE(shadowMapFour, 7);
|
||||
|
||||
BEGIN_CONSTANTS
|
||||
|
||||
|
@ -16,19 +20,45 @@ BEGIN_CONSTANTS
|
|||
float3 PointLightPositions[MAX_POINT_LIGHTS] _ps(c1) _cb(c1);
|
||||
float3 PointLightColors[MAX_POINT_LIGHTS] _ps(c65) _cb(c65);
|
||||
|
||||
float3 DirectionalLightDirections[MAX_DIRECTIONAL_LIGHTS] _ps(c129) _cb(c129);
|
||||
float3 DirectionalLightColors[MAX_DIRECTIONAL_LIGHTS] _ps(c133) _cb(c133);
|
||||
float3 DirectionalLightDirection _ps(c129) _cb(c129);
|
||||
float3 DirectionalLightColor _ps(c130) _cb(c130);
|
||||
|
||||
float CascadeFarPlanes[NUM_SHADOW_CASCADES] _ps(c131) _cb(c131);
|
||||
|
||||
MATRIX_CONSTANTS
|
||||
|
||||
float4x4 LightSpaceMatrixOne _ps(c135) _cb(c135);
|
||||
float4x4 LightSpaceMatrixTwo _ps(c139) _cb(c139);
|
||||
float4x4 LightSpaceMatrixThree _ps(c143) _cb(c143);
|
||||
float4x4 LightSpaceMatrixFour _ps(c147) _cb(c147);
|
||||
|
||||
// used to select shadow cascade
|
||||
float4x4 ViewMatrix _ps(c151) _cb(c151);
|
||||
|
||||
END_CONSTANTS
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float2 TexCoord : TEXCOORD;
|
||||
};
|
||||
|
||||
struct PixelInput
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
PixelInput main_vs(VertexInput input)
|
||||
{
|
||||
PixelInput output;
|
||||
|
||||
output.Position = input.Position;
|
||||
output.TexCoord = input.TexCoord;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
// Pixel Shader
|
||||
|
||||
float3 FresnelSchlick(float cosTheta, float3 F0)
|
||||
|
@ -71,17 +101,119 @@ float GeometrySmith(float3 N, float3 V, float3 L, float roughness)
|
|||
return ggx1 * ggx2;
|
||||
}
|
||||
|
||||
float ComputeShadow(float3 positionWorldSpace, float3 N, float L)
|
||||
{
|
||||
float bias = 0.005 * tan(acos(dot(N, L)));
|
||||
bias = clamp(bias, 0, 0.01);
|
||||
|
||||
float4 positionCameraSpace = mul(float4(positionWorldSpace, 1.0), ViewMatrix);
|
||||
|
||||
int shadowCascadeIndex = 0; // 0 is closest
|
||||
for (int i = 0; i < NUM_SHADOW_CASCADES; i++)
|
||||
{
|
||||
if (abs(positionCameraSpace.z) < CascadeFarPlanes[i])
|
||||
{
|
||||
shadowCascadeIndex = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float4x4 lightSpaceMatrix;
|
||||
|
||||
if (shadowCascadeIndex == 0)
|
||||
{
|
||||
lightSpaceMatrix = LightSpaceMatrixOne;
|
||||
}
|
||||
else if (shadowCascadeIndex == 1)
|
||||
{
|
||||
lightSpaceMatrix = LightSpaceMatrixTwo;
|
||||
}
|
||||
else if (shadowCascadeIndex == 2)
|
||||
{
|
||||
lightSpaceMatrix = LightSpaceMatrixThree;
|
||||
}
|
||||
else
|
||||
{
|
||||
lightSpaceMatrix = LightSpaceMatrixFour;
|
||||
}
|
||||
|
||||
float4 positionLightSpace = mul(float4(positionWorldSpace, 1.0), lightSpaceMatrix);
|
||||
|
||||
// maps to [-1, 1]
|
||||
float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w;
|
||||
|
||||
// maps to [0, 1]
|
||||
projectionCoords.x = (projectionCoords.x * 0.5) + 0.5;
|
||||
projectionCoords.y = (projectionCoords.y * 0.5) + 0.5;
|
||||
projectionCoords.y *= -1;
|
||||
// in XNA clip z is 0 to 1 already
|
||||
|
||||
float inc = 1.0 / 1024.0;
|
||||
|
||||
float shadowFactor = 0;
|
||||
for (int row = -1; row <= 1; row++)
|
||||
{
|
||||
for (int col = -1; col <= 1; col++)
|
||||
{
|
||||
float closestDepth;
|
||||
if (shadowCascadeIndex == 0)
|
||||
{
|
||||
closestDepth = SAMPLE_TEXTURE(shadowMapOne, projectionCoords.xy + float2(row, col) * inc).r;
|
||||
}
|
||||
else if (shadowCascadeIndex == 1)
|
||||
{
|
||||
closestDepth = SAMPLE_TEXTURE(shadowMapTwo, projectionCoords.xy + float2(row, col) * inc).r;
|
||||
}
|
||||
else if (shadowCascadeIndex == 2)
|
||||
{
|
||||
closestDepth = SAMPLE_TEXTURE(shadowMapThree, projectionCoords.xy + float2(row, col) * inc).r;
|
||||
}
|
||||
else
|
||||
{
|
||||
closestDepth = SAMPLE_TEXTURE(shadowMapFour, projectionCoords.xy + float2(row, col) * inc).r;
|
||||
}
|
||||
shadowFactor += projectionCoords.z - bias > closestDepth ? 1.0 : 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
shadowFactor /= 9.0;
|
||||
|
||||
if (projectionCoords.z > 1.0)
|
||||
{
|
||||
shadowFactor = 1.0;
|
||||
}
|
||||
|
||||
return shadowFactor;
|
||||
|
||||
|
||||
// float currentDepth = projectionCoords.z;
|
||||
|
||||
// if (currentDepth > 1.0)
|
||||
// {
|
||||
// return 0.0;
|
||||
// }
|
||||
|
||||
// if (currentDepth - bias > closestDepth)
|
||||
// {
|
||||
// return 1.0;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// return 0.0;
|
||||
// }
|
||||
}
|
||||
|
||||
float3 ComputeLight(
|
||||
float3 lightDir,
|
||||
float3 L,
|
||||
float3 radiance,
|
||||
float3 F0,
|
||||
float3 V,
|
||||
float3 N,
|
||||
float3 albedo,
|
||||
float metallic,
|
||||
float roughness
|
||||
float roughness,
|
||||
float shadow
|
||||
) {
|
||||
float3 L = normalize(lightDir);
|
||||
float3 H = normalize(V + L);
|
||||
|
||||
float NDF = DistributionGGX(N, H, roughness);
|
||||
|
@ -98,7 +230,7 @@ float3 ComputeLight(
|
|||
kD *= 1.0 - metallic;
|
||||
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
return (kD * albedo / PI + specular) * radiance * NdotL;
|
||||
return (kD * albedo / PI + specular) * radiance * NdotL * shadow;
|
||||
}
|
||||
|
||||
float4 ComputeColor(
|
||||
|
@ -120,21 +252,20 @@ float4 ComputeColor(
|
|||
for (int i = 0; i < MAX_POINT_LIGHTS; i++)
|
||||
{
|
||||
float3 lightDir = PointLightPositions[i] - worldPosition;
|
||||
float3 L = normalize(lightDir);
|
||||
float distance = length(lightDir);
|
||||
float attenuation = 1.0 / (distance * distance);
|
||||
float3 radiance = PointLightColors[i] * attenuation;
|
||||
|
||||
Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness);
|
||||
Lo += ComputeLight(L, radiance, F0, V, N, albedo, metallic, roughness, 1.0);
|
||||
}
|
||||
|
||||
// directional light
|
||||
for (int i = 0; i < MAX_DIRECTIONAL_LIGHTS; i++)
|
||||
{
|
||||
float3 lightDir = DirectionalLightDirections[i];
|
||||
float3 radiance = DirectionalLightColors[i];
|
||||
float3 L = normalize(DirectionalLightDirection);
|
||||
float3 radiance = DirectionalLightColor;
|
||||
|
||||
Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness);
|
||||
}
|
||||
float shadow = ComputeShadow(worldPosition, N, L);
|
||||
Lo += ComputeLight(L, radiance, F0, V, N, albedo, metallic, roughness, (1.0 - shadow));
|
||||
|
||||
float3 ambient = float3(0.03, 0.03, 0.03) * albedo; // * AO;
|
||||
float3 color = ambient + Lo;
|
||||
|
@ -148,13 +279,13 @@ float4 ComputeColor(
|
|||
|
||||
float4 main_ps(PixelInput input) : SV_TARGET0
|
||||
{
|
||||
float3 fragPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
|
||||
float3 worldPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
|
||||
float3 normal = SAMPLE_TEXTURE(gNormal, input.TexCoord).xyz;
|
||||
float3 albedo = SAMPLE_TEXTURE(gAlbedo, input.TexCoord).rgb;
|
||||
float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, input.TexCoord).rg;
|
||||
|
||||
return ComputeColor(
|
||||
fragPosition,
|
||||
worldPosition,
|
||||
normal,
|
||||
albedo,
|
||||
metallicRoughness.r,
|
||||
|
@ -166,6 +297,7 @@ Technique DeferredPBR
|
|||
{
|
||||
Pass
|
||||
{
|
||||
VertexShader = compile vs_3_0 main_vs();
|
||||
PixelShader = compile ps_3_0 main_ps();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,54 @@
|
|||
#include "Macros.fxh" // from FNA
|
||||
|
||||
DECLARE_TEXTURE(gPosition, 0);
|
||||
DECLARE_TEXTURE(gAlbedo, 1);
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float2 TexCoord : TEXCOORD;
|
||||
};
|
||||
|
||||
struct PixelInput
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
PixelInput main_vs(VertexInput input)
|
||||
{
|
||||
PixelInput output;
|
||||
|
||||
output.Position = input.Position;
|
||||
output.TexCoord = input.TexCoord;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 ComputeColor(
|
||||
float3 worldPosition,
|
||||
float3 albedo
|
||||
) {
|
||||
float3 color = float3(0.03, 0.03, 0.03) * albedo;
|
||||
return float4(color, 1.0);
|
||||
}
|
||||
|
||||
float4 main_ps(PixelInput input) : SV_TARGET0
|
||||
{
|
||||
float3 worldPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
|
||||
float3 albedo = SAMPLE_TEXTURE(gAlbedo, input.TexCoord).rgb;
|
||||
|
||||
return ComputeColor(
|
||||
worldPosition,
|
||||
albedo
|
||||
);
|
||||
}
|
||||
|
||||
Technique DeferredPBR_Ambient
|
||||
{
|
||||
Pass
|
||||
{
|
||||
VertexShader = compile vs_3_0 main_vs();
|
||||
PixelShader = compile ps_3_0 main_ps();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,252 @@
|
|||
#include "Macros.fxh" //from FNA
|
||||
#include "Lighting.fxh"
|
||||
|
||||
static const int NUM_SHADOW_CASCADES = 4;
|
||||
|
||||
DECLARE_TEXTURE(gPosition, 0);
|
||||
DECLARE_TEXTURE(gAlbedo, 1);
|
||||
DECLARE_TEXTURE(gNormal, 2);
|
||||
DECLARE_TEXTURE(gMetallicRoughness, 3);
|
||||
DECLARE_TEXTURE(shadowMapOne, 4);
|
||||
DECLARE_TEXTURE(shadowMapTwo, 5);
|
||||
DECLARE_TEXTURE(shadowMapThree, 6);
|
||||
DECLARE_TEXTURE(shadowMapFour, 7);
|
||||
|
||||
BEGIN_CONSTANTS
|
||||
|
||||
float3 EyePosition _ps(c0) _cb(c0);
|
||||
|
||||
float3 DirectionalLightDirection _ps(c1) _cb(c1);
|
||||
float3 DirectionalLightColor _ps(c2) _cb(c2);
|
||||
|
||||
float CascadeFarPlanes[NUM_SHADOW_CASCADES] _ps(c3) _cb(c3);
|
||||
|
||||
float ShadowMapSize _ps(c7) _cb(c7);
|
||||
|
||||
MATRIX_CONSTANTS
|
||||
|
||||
float4x4 LightSpaceMatrixOne _ps(c8) _cb(c8);
|
||||
float4x4 LightSpaceMatrixTwo _ps(c12) _cb(c12);
|
||||
float4x4 LightSpaceMatrixThree _ps(c16) _cb(c16);
|
||||
float4x4 LightSpaceMatrixFour _ps(c20) _cb(c20);
|
||||
|
||||
// used to select shadow cascade
|
||||
float4x4 ViewMatrix _ps(c24) _cb(c24);
|
||||
|
||||
END_CONSTANTS
|
||||
|
||||
static float2 poissonDisk[16] =
|
||||
{
|
||||
float2( -0.94201624, -0.39906216 ),
|
||||
float2( 0.94558609, -0.76890725 ),
|
||||
float2( -0.094184101, -0.92938870 ),
|
||||
float2( 0.34495938, 0.29387760 ),
|
||||
float2( -0.91588581, 0.45771432 ),
|
||||
float2( -0.81544232, -0.87912464 ),
|
||||
float2( -0.38277543, 0.27676845 ),
|
||||
float2( 0.97484398, 0.75648379 ),
|
||||
float2( 0.44323325, -0.97511554 ),
|
||||
float2( 0.53742981, -0.47373420 ),
|
||||
float2( -0.26496911, -0.41893023 ),
|
||||
float2( 0.79197514, 0.19090188 ),
|
||||
float2( -0.24188840, 0.99706507 ),
|
||||
float2( -0.81409955, 0.91437590 ),
|
||||
float2( 0.19984126, 0.78641367 ),
|
||||
float2( 0.14383161, -0.14100790 )
|
||||
};
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float2 TexCoord : TEXCOORD;
|
||||
};
|
||||
|
||||
struct PixelInput
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
PixelInput main_vs(VertexInput input)
|
||||
{
|
||||
PixelInput output;
|
||||
|
||||
output.Position = input.Position;
|
||||
output.TexCoord = input.TexCoord;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
// Pixel Shader
|
||||
|
||||
// Returns a random number based on a vec3 and an int.
|
||||
float random(float3 seed, int i){
|
||||
float4 seed4 = float4(seed, i);
|
||||
float dot_product = dot(seed4, float4(12.9898,78.233,45.164,94.673));
|
||||
return frac(sin(dot_product) * 43758.5453);
|
||||
}
|
||||
|
||||
float PoissonCoord(sampler shadowMap, float3 worldPosition, float2 texCoord, float fragmentDepth, float bias)
|
||||
{
|
||||
float visibility = 1.0;
|
||||
|
||||
for (int i = 0; i < 16; i++)
|
||||
{
|
||||
int index = int(16.0 * random(floor(worldPosition * 1000.0), i)) % 16;
|
||||
|
||||
if (tex2D(shadowMap, texCoord + poissonDisk[index] / 1024.0).r < fragmentDepth - bias)
|
||||
{
|
||||
visibility -= 0.05;
|
||||
}
|
||||
}
|
||||
|
||||
return visibility;
|
||||
}
|
||||
|
||||
float ComputeShadow(float3 positionWorldSpace, float3 N, float3 L)
|
||||
{
|
||||
float bias = 0.005 * tan(acos(dot(N, L)));
|
||||
bias = clamp(bias, 0, 0.01);
|
||||
|
||||
float4 positionCameraSpace = mul(float4(positionWorldSpace, 1.0), ViewMatrix);
|
||||
|
||||
int shadowCascadeIndex = 0; // 0 is closest
|
||||
for (int i = 0; i < NUM_SHADOW_CASCADES; i++)
|
||||
{
|
||||
if (abs(positionCameraSpace.z) < CascadeFarPlanes[i])
|
||||
{
|
||||
shadowCascadeIndex = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
float4x4 lightSpaceMatrix;
|
||||
|
||||
if (shadowCascadeIndex == 0)
|
||||
{
|
||||
lightSpaceMatrix = LightSpaceMatrixOne;
|
||||
}
|
||||
else if (shadowCascadeIndex == 1)
|
||||
{
|
||||
lightSpaceMatrix = LightSpaceMatrixTwo;
|
||||
}
|
||||
else if (shadowCascadeIndex == 2)
|
||||
{
|
||||
lightSpaceMatrix = LightSpaceMatrixThree;
|
||||
}
|
||||
else
|
||||
{
|
||||
lightSpaceMatrix = LightSpaceMatrixFour;
|
||||
}
|
||||
|
||||
float4 positionLightSpace = mul(float4(positionWorldSpace, 1.0), lightSpaceMatrix);
|
||||
|
||||
// maps to [-1, 1]
|
||||
float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w;
|
||||
|
||||
// maps to [0, 1]
|
||||
projectionCoords.x = (projectionCoords.x * 0.5) + 0.5;
|
||||
projectionCoords.y = (projectionCoords.y * 0.5) + 0.5;
|
||||
projectionCoords.y *= -1;
|
||||
// in XNA clip z is 0 to 1 already
|
||||
|
||||
if (projectionCoords.z > 1.0)
|
||||
{
|
||||
return 1.0;
|
||||
}
|
||||
|
||||
float inc = 1.0 / ShadowMapSize; // TODO: shadow map size uniform
|
||||
|
||||
// PCF + Poisson soft shadows
|
||||
float visibility = 0.0;
|
||||
// for (int row = -1; row <= 1; row++)
|
||||
// {
|
||||
// for (int col = -1; col <= 1; col++)
|
||||
// {
|
||||
// if (shadowCascadeIndex == 0)
|
||||
// {
|
||||
// visibility += PoissonCoord(SAMPLER(shadowMapOne), positionWorldSpace, projectionCoords.xy + float2(row, col) * inc, projectionCoords.z, bias);
|
||||
// }
|
||||
// else if (shadowCascadeIndex == 1)
|
||||
// {
|
||||
// visibility += PoissonCoord(SAMPLER(shadowMapTwo), positionWorldSpace, projectionCoords.xy + float2(row, col) * inc, projectionCoords.z, bias);
|
||||
// }
|
||||
// else if (shadowCascadeIndex == 2)
|
||||
// {
|
||||
// visibility += PoissonCoord(SAMPLER(shadowMapThree), positionWorldSpace, projectionCoords.xy + float2(row, col) * inc, projectionCoords.z, bias);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// visibility += PoissonCoord(SAMPLER(shadowMapFour), positionWorldSpace, projectionCoords.xy + float2(row, col) * inc, projectionCoords.z, bias);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// visibility /= 9.0;
|
||||
|
||||
if (shadowCascadeIndex == 0)
|
||||
{
|
||||
visibility = PoissonCoord(SAMPLER(shadowMapOne), positionWorldSpace, projectionCoords.xy, projectionCoords.z, bias);
|
||||
}
|
||||
else if (shadowCascadeIndex == 1)
|
||||
{
|
||||
visibility = PoissonCoord(SAMPLER(shadowMapTwo), positionWorldSpace, projectionCoords.xy, projectionCoords.z, bias);
|
||||
}
|
||||
else if (shadowCascadeIndex == 2)
|
||||
{
|
||||
visibility = PoissonCoord(SAMPLER(shadowMapThree), positionWorldSpace, projectionCoords.xy, projectionCoords.z, bias);
|
||||
}
|
||||
else
|
||||
{
|
||||
visibility = PoissonCoord(SAMPLER(shadowMapFour), positionWorldSpace, projectionCoords.xy, projectionCoords.z, bias);
|
||||
}
|
||||
|
||||
return visibility;
|
||||
}
|
||||
|
||||
float4 ComputeColor(
|
||||
float3 worldPosition,
|
||||
float3 worldNormal,
|
||||
float3 albedo,
|
||||
float metallic,
|
||||
float roughness
|
||||
) {
|
||||
float3 V = normalize(EyePosition - worldPosition);
|
||||
float3 N = normalize(worldNormal);
|
||||
|
||||
float3 F0 = float3(0.04, 0.04, 0.04);
|
||||
F0 = lerp(F0, albedo, metallic);
|
||||
|
||||
float3 L = normalize(DirectionalLightDirection);
|
||||
float3 radiance = DirectionalLightColor;
|
||||
|
||||
float shadow = ComputeShadow(worldPosition, N, L);
|
||||
float3 color = ComputeLight(L, radiance, F0, V, N, albedo, metallic, roughness, shadow);
|
||||
|
||||
return float4(color, 1.0);
|
||||
}
|
||||
|
||||
float4 main_ps(PixelInput input) : SV_TARGET0
|
||||
{
|
||||
float3 worldPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
|
||||
float3 normal = SAMPLE_TEXTURE(gNormal, input.TexCoord).xyz;
|
||||
float3 albedo = SAMPLE_TEXTURE(gAlbedo, input.TexCoord).rgb;
|
||||
float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, input.TexCoord).rg;
|
||||
|
||||
return ComputeColor(
|
||||
worldPosition,
|
||||
normal,
|
||||
albedo,
|
||||
metallicRoughness.r,
|
||||
metallicRoughness.g
|
||||
);
|
||||
}
|
||||
|
||||
Technique DeferredPBR_Directional
|
||||
{
|
||||
Pass
|
||||
{
|
||||
VertexShader = compile vs_3_0 main_vs();
|
||||
PixelShader = compile ps_3_0 main_ps();
|
||||
}
|
||||
}
|
|
@ -79,10 +79,10 @@ PixelOutput NonePS(PixelInput input)
|
|||
{
|
||||
PixelOutput output;
|
||||
|
||||
output.gPosition = float4(input.PositionWorld, 0.0);
|
||||
output.gNormal = float4(normalize(input.NormalWorld), 0.0);
|
||||
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||
output.gNormal = float4(normalize(input.NormalWorld), 1.0);
|
||||
output.gAlbedo = float4(AlbedoValue, 1.0);
|
||||
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
|
||||
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
@ -91,10 +91,10 @@ PixelOutput AlbedoPS(PixelInput input)
|
|||
{
|
||||
PixelOutput output;
|
||||
|
||||
output.gPosition = float4(input.PositionWorld, 0.0);
|
||||
output.gNormal = float4(normalize(input.NormalWorld), 0.0);
|
||||
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||
output.gNormal = float4(normalize(input.NormalWorld), 1.0);
|
||||
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
|
||||
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
|
||||
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
@ -103,8 +103,8 @@ PixelOutput MetallicRoughnessPS(PixelInput input)
|
|||
{
|
||||
PixelOutput output;
|
||||
|
||||
output.gPosition = float4(input.PositionWorld, 0.0);
|
||||
output.gNormal = float4(normalize(input.NormalWorld), 0.0);
|
||||
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||
output.gNormal = float4(normalize(input.NormalWorld), 1.0);
|
||||
output.gAlbedo = float4(AlbedoValue, 1.0);
|
||||
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
|
||||
|
||||
|
@ -115,10 +115,10 @@ PixelOutput NormalPS(PixelInput input)
|
|||
{
|
||||
PixelOutput output;
|
||||
|
||||
output.gPosition = float4(input.PositionWorld, 0.0);
|
||||
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
|
||||
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
|
||||
output.gAlbedo = float4(AlbedoValue, 1.0);
|
||||
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
|
||||
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
@ -127,8 +127,8 @@ PixelOutput AlbedoMetallicRoughnessPS(PixelInput input)
|
|||
{
|
||||
PixelOutput output;
|
||||
|
||||
output.gPosition = float4(input.PositionWorld, 0.0);
|
||||
output.gNormal = float4(normalize(input.NormalWorld), 0.0);
|
||||
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||
output.gNormal = float4(normalize(input.NormalWorld), 1.0);
|
||||
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
|
||||
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
|
||||
|
||||
|
@ -139,10 +139,10 @@ PixelOutput AlbedoNormalPS(PixelInput input)
|
|||
{
|
||||
PixelOutput output;
|
||||
|
||||
output.gPosition = float4(input.PositionWorld, 0.0);
|
||||
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
|
||||
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
|
||||
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
|
||||
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 0.0);
|
||||
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
@ -151,8 +151,8 @@ PixelOutput MetallicRoughnessNormalPS(PixelInput input)
|
|||
{
|
||||
PixelOutput output;
|
||||
|
||||
output.gPosition = float4(input.PositionWorld, 0.0);
|
||||
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
|
||||
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
|
||||
output.gAlbedo = float4(AlbedoValue, 1.0);
|
||||
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
|
||||
|
||||
|
@ -163,8 +163,8 @@ PixelOutput AlbedoMetallicRoughnessNormalMapPS(PixelInput input)
|
|||
{
|
||||
PixelOutput output;
|
||||
|
||||
output.gPosition = float4(input.PositionWorld, 0.0);
|
||||
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 0.0);
|
||||
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
|
||||
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
|
||||
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
|
||||
|
||||
|
|
|
@ -0,0 +1,91 @@
|
|||
#include "Macros.fxh" //from FNA
|
||||
#include "Lighting.fxh"
|
||||
|
||||
DECLARE_TEXTURE(gPosition, 0);
|
||||
DECLARE_TEXTURE(gAlbedo, 1);
|
||||
DECLARE_TEXTURE(gNormal, 2);
|
||||
DECLARE_TEXTURE(gMetallicRoughness, 3);
|
||||
|
||||
BEGIN_CONSTANTS
|
||||
|
||||
float3 EyePosition _ps(c0) _cb(c0);
|
||||
|
||||
float3 PointLightPosition _ps(c1) _cb(c1);
|
||||
float3 PointLightColor _ps(c2) _cb(c2);
|
||||
|
||||
MATRIX_CONSTANTS
|
||||
|
||||
END_CONSTANTS
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float2 TexCoord : TEXCOORD;
|
||||
};
|
||||
|
||||
struct PixelInput
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
PixelInput main_vs(VertexInput input)
|
||||
{
|
||||
PixelInput output;
|
||||
|
||||
output.Position = input.Position;
|
||||
output.TexCoord = input.TexCoord;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
// Pixel Shader
|
||||
|
||||
float4 ComputeColor(
|
||||
float3 worldPosition,
|
||||
float3 worldNormal,
|
||||
float3 albedo,
|
||||
float metallic,
|
||||
float roughness
|
||||
) {
|
||||
float3 V = normalize(EyePosition - worldPosition);
|
||||
float3 N = normalize(worldNormal);
|
||||
|
||||
float3 F0 = float3(0.04, 0.04, 0.04);
|
||||
F0 = lerp(F0, albedo, metallic);
|
||||
|
||||
float3 lightDir = PointLightPosition - worldPosition;
|
||||
float3 L = normalize(lightDir);
|
||||
float distance = length(lightDir);
|
||||
float attenuation = 1.0 / (distance * distance);
|
||||
float3 radiance = PointLightColor * attenuation;
|
||||
|
||||
float3 color = ComputeLight(L, radiance, F0, V, N, albedo, metallic, roughness, 1.0);
|
||||
|
||||
return float4(color, 1.0);
|
||||
}
|
||||
|
||||
float4 main_ps(PixelInput input) : SV_TARGET0
|
||||
{
|
||||
float3 worldPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
|
||||
float3 normal = SAMPLE_TEXTURE(gNormal, input.TexCoord).xyz;
|
||||
float3 albedo = SAMPLE_TEXTURE(gAlbedo, input.TexCoord).rgb;
|
||||
float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, input.TexCoord).rg;
|
||||
|
||||
return ComputeColor(
|
||||
worldPosition,
|
||||
normal,
|
||||
albedo,
|
||||
metallicRoughness.r,
|
||||
metallicRoughness.g
|
||||
);
|
||||
}
|
||||
|
||||
Technique DeferredPBR_Point
|
||||
{
|
||||
Pass
|
||||
{
|
||||
VertexShader = compile vs_3_0 main_vs();
|
||||
PixelShader = compile ps_3_0 main_ps();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,71 @@
|
|||
static const float PI = 3.141592653589793;
|
||||
|
||||
float3 FresnelSchlick(float cosTheta, float3 F0)
|
||||
{
|
||||
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
|
||||
}
|
||||
|
||||
float DistributionGGX(float3 N, float3 H, float roughness)
|
||||
{
|
||||
float a = roughness * roughness;
|
||||
float a2 = a * a;
|
||||
float NdotH = max(dot(N, H), 0.0);
|
||||
float NdotH2 = NdotH * NdotH;
|
||||
|
||||
float num = a2;
|
||||
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
|
||||
denom = PI * denom * denom;
|
||||
|
||||
return num / denom;
|
||||
}
|
||||
|
||||
float GeometrySchlickGGX(float NdotV, float roughness)
|
||||
{
|
||||
float r = (roughness + 1.0);
|
||||
float k = (r * r) / 8.0;
|
||||
|
||||
float num = NdotV;
|
||||
float denom = NdotV * (1.0 - k) + k;
|
||||
|
||||
return num / denom;
|
||||
}
|
||||
|
||||
float GeometrySmith(float3 N, float3 V, float3 L, float roughness)
|
||||
{
|
||||
float NdotV = max(dot(N, V), 0.0);
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
|
||||
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
|
||||
|
||||
return ggx1 * ggx2;
|
||||
}
|
||||
|
||||
float3 ComputeLight(
|
||||
float3 L,
|
||||
float3 radiance,
|
||||
float3 F0,
|
||||
float3 V,
|
||||
float3 N,
|
||||
float3 albedo,
|
||||
float metallic,
|
||||
float roughness,
|
||||
float visibility
|
||||
) {
|
||||
float3 H = normalize(V + L);
|
||||
|
||||
float NDF = DistributionGGX(N, H, roughness);
|
||||
float G = GeometrySmith(N, V, L, roughness);
|
||||
float3 F = FresnelSchlick(max(dot(H, V), 0.0), F0);
|
||||
|
||||
float3 numerator = NDF * G * F;
|
||||
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
|
||||
float3 specular = numerator / max(denominator, 0.001);
|
||||
|
||||
float3 kS = F;
|
||||
float3 kD = float3(1.0, 1.0, 1.0) - kS;
|
||||
|
||||
kD *= 1.0 - metallic;
|
||||
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
return (kD * albedo / PI + specular) * radiance * NdotL * visibility;
|
||||
}
|
|
@ -54,4 +54,5 @@
|
|||
#define SAMPLE_TEXTURE(Name, texCoord) tex2D(Name##Sampler, texCoord)
|
||||
#define SAMPLE_CUBEMAP(Name, texCoord) texCUBE(Name##Sampler, texCoord)
|
||||
#define SAMPLE_CUBEMAP_LOD(Name, texCoord) texCUBElod(Name##Sampler, texCoord)
|
||||
#define SAMPLER(Name) Name##Sampler
|
||||
#endif
|
||||
|
|
|
@ -16,21 +16,29 @@ struct VertexShaderInput
|
|||
struct VertexShaderOutput
|
||||
{
|
||||
float4 Position : SV_Position;
|
||||
float Depth : TEXCOORD0;
|
||||
};
|
||||
|
||||
VertexShaderOutput main_vs(VertexShaderInput input)
|
||||
{
|
||||
VertexShaderOutput output;
|
||||
|
||||
output.Position = mul(float4(input.Position.xyz, 1.0), ModelViewProjection);
|
||||
output.Position = mul(input.Position, ModelViewProjection);
|
||||
output.Depth = output.Position.z;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 main_ps(VertexShaderOutput input) : SV_TARGET0
|
||||
{
|
||||
return float4(input.Depth, 0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
Technique SimpleDepth
|
||||
{
|
||||
Pass
|
||||
{
|
||||
VertexShader = compile vs_3_0 main_vs();
|
||||
PixelShader = compile ps_3_0 main_ps();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,20 @@
|
|||
sampler TextureSampler : register(s0);
|
||||
|
||||
float4 main_ps(float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float3 color = tex2D(TextureSampler, texCoord).xyz;
|
||||
|
||||
color = color / (color + float3(1.0, 1.0, 1.0));
|
||||
float exposureConstant = 1.0 / 2.2;
|
||||
color = pow(color, float3(exposureConstant, exposureConstant, exposureConstant));
|
||||
|
||||
return float4(color, 1.0);
|
||||
}
|
||||
|
||||
Technique DeferredPBR
|
||||
{
|
||||
Pass
|
||||
{
|
||||
PixelShader = compile ps_3_0 main_ps();
|
||||
}
|
||||
}
|
|
@ -3,7 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
|
|||
|
||||
namespace Kav
|
||||
{
|
||||
public class PBREffect : Effect, TransformEffect, PointLightEffect, DirectionalLightEffect
|
||||
public class PBREffect : Effect, TransformEffect, PointLightEffect
|
||||
{
|
||||
EffectParameter worldParam;
|
||||
EffectParameter worldViewProjectionParam;
|
||||
|
@ -31,7 +31,6 @@ namespace Kav
|
|||
Matrix view = Matrix.Identity;
|
||||
Matrix projection = Matrix.Identity;
|
||||
PointLightCollection pointLightCollection;
|
||||
DirectionalLightCollection directionalLightCollection;
|
||||
|
||||
Vector3 albedo;
|
||||
float metallic;
|
||||
|
@ -84,14 +83,6 @@ namespace Kav
|
|||
private set { pointLightCollection = value; }
|
||||
}
|
||||
|
||||
public int MaxDirectionalLights { get; } = 4;
|
||||
|
||||
public DirectionalLightCollection DirectionalLights
|
||||
{
|
||||
get { return directionalLightCollection; }
|
||||
private set { directionalLightCollection = value; }
|
||||
}
|
||||
|
||||
public Vector3 Albedo
|
||||
{
|
||||
get { return albedo; }
|
||||
|
@ -204,11 +195,6 @@ namespace Kav
|
|||
Parameters["PositionLightColors"],
|
||||
MaxPointLights
|
||||
);
|
||||
|
||||
directionalLightCollection = new DirectionalLightCollection(
|
||||
Parameters["LightDirections"],
|
||||
Parameters["DirectionLightColors"]
|
||||
);
|
||||
}
|
||||
|
||||
protected PBREffect(PBREffect cloneSource) : base(cloneSource)
|
||||
|
@ -230,16 +216,6 @@ namespace Kav
|
|||
PointLights[i] = cloneSource.PointLights[i];
|
||||
}
|
||||
|
||||
DirectionalLights = new DirectionalLightCollection(
|
||||
Parameters["LightDirections"],
|
||||
Parameters["DirectionLightColors"]
|
||||
);
|
||||
|
||||
for (int i = 0; i < MaxDirectionalLights; i++)
|
||||
{
|
||||
DirectionalLights[i] = cloneSource.DirectionalLights[i];
|
||||
}
|
||||
|
||||
AlbedoTexture = cloneSource.AlbedoTexture;
|
||||
NormalTexture = cloneSource.NormalTexture;
|
||||
EmissionTexture = cloneSource.EmissionTexture;
|
||||
|
|
|
@ -42,6 +42,7 @@ namespace Kav
|
|||
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
|
||||
}
|
||||
}
|
||||
|
||||
public SimpleDepthEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.SimpleDepthEffect)
|
||||
{
|
||||
CacheEffectParameters();
|
||||
|
@ -51,8 +52,8 @@ namespace Kav
|
|||
{
|
||||
if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0)
|
||||
{
|
||||
Matrix.Multiply(ref model, ref view, out Matrix modelView);
|
||||
Matrix.Multiply(ref modelView, ref projection, out Matrix worldViewProj);
|
||||
Matrix.Multiply(ref view, ref projection, out Matrix viewProjection);
|
||||
Matrix.Multiply(ref model, ref viewProjection, out Matrix worldViewProj);
|
||||
|
||||
modelViewProjectionParam.SetValue(worldViewProj);
|
||||
|
||||
|
|
|
@ -15,9 +15,21 @@
|
|||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Include="Effects\FXB\DeferredPBR_AmbientLightEffect.fxb">
|
||||
<LogicalName>Kav.Resources.DeferredPBR_AmbientLightEffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\DeferredPBR_PointLightEffect.fxb">
|
||||
<LogicalName>Kav.Resources.DeferredPBR_PointLightEffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\DeferredPBR_DirectionalLightEffect.fxb">
|
||||
<LogicalName>Kav.Resources.DeferredPBR_DirectionalLightEffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\DeferredPBR_GBufferEffect.fxb">
|
||||
<LogicalName>Kav.Resources.DeferredPBR_GBufferEffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\ToneMapEffect.fxb">
|
||||
<LogicalName>Kav.Resources.ToneMapEffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\DeferredPBREffect.fxb">
|
||||
<LogicalName>Kav.Resources.DeferredPBREffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
|
|
|
@ -15,9 +15,21 @@
|
|||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Include="Effects\FXB\DeferredPBR_AmbientLightEffect.fxb">
|
||||
<LogicalName>Kav.Resources.DeferredPBR_AmbientLightEffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\DeferredPBR_PointLightEffect.fxb">
|
||||
<LogicalName>Kav.Resources.DeferredPBR_PointLightEffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\DeferredPBR_DirectionalLightEffect.fxb">
|
||||
<LogicalName>Kav.Resources.DeferredPBR_DirectionalLightEffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\DeferredPBR_GBufferEffect.fxb">
|
||||
<LogicalName>Kav.Resources.DeferredPBR_GBufferEffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\ToneMapEffect.fxb">
|
||||
<LogicalName>Kav.Resources.ToneMapEffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\DeferredPBREffect.fxb">
|
||||
<LogicalName>Kav.Resources.DeferredPBREffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
|
|
|
@ -12,7 +12,7 @@ namespace Kav
|
|||
{
|
||||
get
|
||||
{
|
||||
return Matrix.CreateLookAt(-Direction * 100f, Vector3.Zero, Vector3.Up);
|
||||
return Matrix.CreateLookAt(Direction * 100f, Vector3.Zero, Vector3.Up);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -0,0 +1,29 @@
|
|||
# Kav
|
||||
|
||||
A 3D renderer built on top of FNA.
|
||||
|
||||
## Roadmap
|
||||
|
||||
Essential
|
||||
|
||||
- [x] PBR shading
|
||||
- [x] Deferred rendering
|
||||
- [x] Point lighting
|
||||
- [x] Directional lighting
|
||||
- [x] Directional shadow maps
|
||||
- [x] Cascading shadow maps
|
||||
- [x] Tone map shader
|
||||
- [x] Poisson soft shadowing
|
||||
- [ ] Frustum culling
|
||||
- [ ] Shadow-casting point lights
|
||||
- [ ] Parabolic lights
|
||||
- [ ] Skyboxes
|
||||
- [ ] Screen-space reflection
|
||||
|
||||
Nice-To-Haves
|
||||
|
||||
- [ ] Anti-aliasing
|
||||
- [ ] Image-based lighting
|
||||
- [ ] Volumetric lighting
|
||||
- [ ] Volumetric smoke
|
||||
- [ ]
|
311
Renderer.cs
311
Renderer.cs
|
@ -6,38 +6,84 @@ namespace Kav
|
|||
{
|
||||
public class Renderer
|
||||
{
|
||||
private const int MAX_SHADOW_CASCADES = 4;
|
||||
private int ShadowMapSize { get; }
|
||||
|
||||
private GraphicsDevice GraphicsDevice { get; }
|
||||
private int RenderDimensionsX { get; }
|
||||
private int RenderDimensionsY { get; }
|
||||
|
||||
private RenderTarget2D DepthRenderTarget { get; }
|
||||
private VertexBuffer FullscreenTriangle { get; }
|
||||
private int NumShadowCascades { get; }
|
||||
|
||||
private RenderTarget2D ColorRenderTarget { get; }
|
||||
private RenderTarget2D DirectionalRenderTarget { get; }
|
||||
private RenderTarget2D[] ShadowRenderTargets { get; }
|
||||
|
||||
private DeferredPBREffect DeferredPBREffect { get; }
|
||||
private DeferredPBR_AmbientLightEffect DeferredAmbientLightEffect { get; }
|
||||
private DeferredPBR_PointLightEffect DeferredPointLightEffect { get; }
|
||||
private DeferredPBR_DirectionalLightEffect DeferredDirectionalLightEffect { get; }
|
||||
private SimpleDepthEffect SimpleDepthEffect { get; }
|
||||
private Effect ToneMapEffect { get; }
|
||||
|
||||
private RenderTarget2D gPosition { get; }
|
||||
private RenderTarget2D gNormal { get; }
|
||||
private RenderTarget2D gAlbedo { get; }
|
||||
private RenderTarget2D gMetallicRoughness { get; }
|
||||
private RenderTarget2D deferredRenderTarget { get; }
|
||||
|
||||
private RenderTargetBinding[] GBuffer { get; }
|
||||
|
||||
private DeferredPBREffect DeferredPBREffect { get; }
|
||||
|
||||
private SpriteBatch SpriteBatch { get; }
|
||||
|
||||
public Renderer(GraphicsDevice graphicsDevice, int renderDimensionsX, int renderDimensionsY)
|
||||
{
|
||||
public Renderer(
|
||||
GraphicsDevice graphicsDevice,
|
||||
int renderDimensionsX,
|
||||
int renderDimensionsY,
|
||||
int numShadowCascades,
|
||||
int shadowMapSize
|
||||
) {
|
||||
GraphicsDevice = graphicsDevice;
|
||||
RenderDimensionsX = renderDimensionsX;
|
||||
RenderDimensionsY = renderDimensionsY;
|
||||
|
||||
DepthRenderTarget = new RenderTarget2D(
|
||||
ShadowMapSize = shadowMapSize;
|
||||
|
||||
NumShadowCascades = (int)MathHelper.Clamp(numShadowCascades, 1, MAX_SHADOW_CASCADES);
|
||||
ShadowRenderTargets = new RenderTarget2D[numShadowCascades];
|
||||
|
||||
for (var i = 0; i < numShadowCascades; i++)
|
||||
{
|
||||
ShadowRenderTargets[i] = new RenderTarget2D(
|
||||
GraphicsDevice,
|
||||
ShadowMapSize,
|
||||
ShadowMapSize,
|
||||
false,
|
||||
SurfaceFormat.Single,
|
||||
DepthFormat.Depth24
|
||||
);
|
||||
}
|
||||
|
||||
ColorRenderTarget = new RenderTarget2D(
|
||||
graphicsDevice,
|
||||
renderDimensionsX,
|
||||
renderDimensionsY,
|
||||
false,
|
||||
SurfaceFormat.HalfSingle, // unused
|
||||
DepthFormat.Depth24
|
||||
SurfaceFormat.Color,
|
||||
DepthFormat.None,
|
||||
0,
|
||||
RenderTargetUsage.PreserveContents
|
||||
);
|
||||
|
||||
DirectionalRenderTarget = new RenderTarget2D(
|
||||
graphicsDevice,
|
||||
renderDimensionsX,
|
||||
renderDimensionsY,
|
||||
false,
|
||||
SurfaceFormat.Color,
|
||||
DepthFormat.None,
|
||||
0,
|
||||
RenderTargetUsage.PreserveContents
|
||||
);
|
||||
|
||||
gPosition = new RenderTarget2D(
|
||||
|
@ -83,28 +129,32 @@ namespace Kav
|
|||
new RenderTargetBinding(gMetallicRoughness)
|
||||
};
|
||||
|
||||
deferredRenderTarget = new RenderTarget2D(
|
||||
GraphicsDevice,
|
||||
renderDimensionsX,
|
||||
renderDimensionsY
|
||||
);
|
||||
|
||||
SimpleDepthEffect = new SimpleDepthEffect(GraphicsDevice);
|
||||
DeferredPBREffect = new DeferredPBREffect(GraphicsDevice);
|
||||
DeferredAmbientLightEffect = new DeferredPBR_AmbientLightEffect(GraphicsDevice);
|
||||
DeferredPointLightEffect = new DeferredPBR_PointLightEffect(GraphicsDevice);
|
||||
DeferredDirectionalLightEffect = new DeferredPBR_DirectionalLightEffect(GraphicsDevice);
|
||||
DeferredDirectionalLightEffect.ShadowMapSize = ShadowMapSize;
|
||||
ToneMapEffect = new Effect(graphicsDevice, Resources.ToneMapEffect);
|
||||
|
||||
SpriteBatch = new SpriteBatch(GraphicsDevice);
|
||||
FullscreenTriangle = new VertexBuffer(GraphicsDevice, typeof(VertexPositionTexture), 3, BufferUsage.WriteOnly);
|
||||
FullscreenTriangle.SetData(new VertexPositionTexture[3] {
|
||||
new VertexPositionTexture(new Vector3(-1, -3, 0), new Vector2(0, 2)),
|
||||
new VertexPositionTexture(new Vector3(-1, 1, 0), new Vector2(0, 0)),
|
||||
new VertexPositionTexture(new Vector3(3, 1, 0), new Vector2(2, 0))
|
||||
});
|
||||
|
||||
GraphicsDevice.SetRenderTarget(deferredRenderTarget);
|
||||
graphicsDevice.Clear(Color.White);
|
||||
GraphicsDevice.SetRenderTarget(null);
|
||||
SpriteBatch = new SpriteBatch(graphicsDevice);
|
||||
}
|
||||
|
||||
public void DeferredRender(
|
||||
Camera camera,
|
||||
PerspectiveCamera camera,
|
||||
IEnumerable<(Model, Matrix)> modelTransforms,
|
||||
IEnumerable<PointLight> pointLights,
|
||||
IEnumerable<DirectionalLight> directionalLights
|
||||
DirectionalLight directionalLight
|
||||
) {
|
||||
// g-buffer pass
|
||||
|
||||
GraphicsDevice.SetRenderTargets(GBuffer);
|
||||
GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1f, 0);
|
||||
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
|
||||
|
@ -143,53 +193,186 @@ namespace Kav
|
|||
}
|
||||
}
|
||||
|
||||
GraphicsDevice.SetRenderTarget(null);
|
||||
GraphicsDevice.Clear(Color.CornflowerBlue);
|
||||
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
|
||||
GraphicsDevice.Clear(Color.Black);
|
||||
GraphicsDevice.BlendState = BlendState.Additive;
|
||||
GraphicsDevice.DepthStencilState = DepthStencilState.None;
|
||||
|
||||
DeferredPBREffect.GPosition = gPosition;
|
||||
DeferredPBREffect.GAlbedo = gAlbedo;
|
||||
DeferredPBREffect.GNormal = gNormal;
|
||||
DeferredPBREffect.GMetallicRoughness = gMetallicRoughness;
|
||||
DeferredPBREffect.EyePosition = Matrix.Invert(camera.View).Translation;
|
||||
DeferredAmbientLightEffect.GPosition = gPosition;
|
||||
DeferredAmbientLightEffect.GAlbedo = gAlbedo;
|
||||
|
||||
foreach (var pass in DeferredAmbientLightEffect.CurrentTechnique.Passes)
|
||||
{
|
||||
pass.Apply();
|
||||
GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
|
||||
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
|
||||
}
|
||||
|
||||
DeferredPointLightEffect.EyePosition = camera.Position;
|
||||
|
||||
int i = 0;
|
||||
foreach (var pointLight in pointLights)
|
||||
{
|
||||
if (i > DeferredPBREffect.MaxPointLights) { break; }
|
||||
DeferredPBREffect.PointLights[i] = pointLight;
|
||||
i++;
|
||||
PointLightRender(pointLight);
|
||||
}
|
||||
|
||||
i = 0;
|
||||
foreach (var directionalLight in directionalLights)
|
||||
{
|
||||
if (i > DeferredPBREffect.MaxDirectionalLights) { break; }
|
||||
DeferredPBREffect.DirectionalLights[i] = directionalLight;
|
||||
i++;
|
||||
}
|
||||
DirectionalLightRender(camera, modelTransforms, directionalLight);
|
||||
// return;
|
||||
// GraphicsDevice.SetRenderTarget(null);
|
||||
// SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
|
||||
// SpriteBatch.Draw(DirectionalRenderTarget, Vector2.Zero, Color.White);
|
||||
// SpriteBatch.End();
|
||||
|
||||
SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, null, null, DeferredPBREffect);
|
||||
SpriteBatch.Draw(deferredRenderTarget, Vector2.Zero, Color.White);
|
||||
GraphicsDevice.SetRenderTarget(null);
|
||||
GraphicsDevice.Clear(Color.Black);
|
||||
SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, ToneMapEffect);
|
||||
SpriteBatch.Draw(ColorRenderTarget, Vector2.Zero, Color.White);
|
||||
SpriteBatch.End();
|
||||
}
|
||||
|
||||
public void Render(
|
||||
Camera camera,
|
||||
IEnumerable<(Model, Matrix)> modelTransforms,
|
||||
IEnumerable<PointLight> pointLights,
|
||||
IEnumerable<DirectionalLight> directionalLights
|
||||
) {
|
||||
Render(camera.View, camera.Projection, modelTransforms, pointLights, directionalLights);
|
||||
private void PointLightRender(PointLight pointLight)
|
||||
{
|
||||
DeferredPointLightEffect.GPosition = gPosition;
|
||||
DeferredPointLightEffect.GAlbedo = gAlbedo;
|
||||
DeferredPointLightEffect.GNormal = gNormal;
|
||||
DeferredPointLightEffect.GMetallicRoughness = gMetallicRoughness;
|
||||
|
||||
DeferredPointLightEffect.PointLightPosition = pointLight.Position;
|
||||
DeferredPointLightEffect.PointLightColor =
|
||||
pointLight.Color.ToVector3() * pointLight.Intensity;
|
||||
|
||||
foreach (var pass in DeferredPointLightEffect.CurrentTechnique.Passes)
|
||||
{
|
||||
pass.Apply();
|
||||
GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
|
||||
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
|
||||
}
|
||||
}
|
||||
|
||||
// for shadow mapping
|
||||
public void DepthRender(IEnumerable<(Model, Matrix)> modelTransforms, DirectionalLight directionalLight)
|
||||
private void DirectionalLightRender(
|
||||
PerspectiveCamera camera,
|
||||
IEnumerable<(Model, Matrix)> modelTransforms,
|
||||
DirectionalLight directionalLight
|
||||
) {
|
||||
// render the individual shadow cascades
|
||||
var previousFarPlane = camera.NearPlane;
|
||||
for (var i = 0; i < NumShadowCascades; i++)
|
||||
{
|
||||
GraphicsDevice.SetRenderTarget(DepthRenderTarget);
|
||||
GraphicsDevice.Clear(ClearOptions.DepthBuffer, Color.Black, 1, 0);
|
||||
var farPlane = camera.FarPlane / (MathHelper.Max((NumShadowCascades - i - 1) * 2f, 1f));
|
||||
|
||||
SimpleDepthEffect.View = directionalLight.View;
|
||||
SimpleDepthEffect.Projection = directionalLight.Projection;
|
||||
// divide the view frustum
|
||||
var shadowCamera = new PerspectiveCamera(
|
||||
camera.Position,
|
||||
camera.Forward,
|
||||
camera.Up,
|
||||
camera.FieldOfView,
|
||||
camera.AspectRatio,
|
||||
previousFarPlane,
|
||||
farPlane
|
||||
);
|
||||
|
||||
// TODO: This is tightly coupled to the effect and it sucks
|
||||
RenderShadowMap(shadowCamera, modelTransforms, directionalLight, i);
|
||||
|
||||
previousFarPlane = farPlane;
|
||||
}
|
||||
|
||||
DeferredDirectionalLightEffect.GPosition = gPosition;
|
||||
DeferredDirectionalLightEffect.GAlbedo = gAlbedo;
|
||||
DeferredDirectionalLightEffect.GNormal = gNormal;
|
||||
DeferredDirectionalLightEffect.GMetallicRoughness = gMetallicRoughness;
|
||||
|
||||
DeferredDirectionalLightEffect.ShadowMapOne = ShadowRenderTargets[0];
|
||||
if (NumShadowCascades > 1)
|
||||
{
|
||||
DeferredDirectionalLightEffect.ShadowMapTwo = ShadowRenderTargets[1];
|
||||
}
|
||||
if (NumShadowCascades > 2)
|
||||
{
|
||||
DeferredDirectionalLightEffect.ShadowMapThree = ShadowRenderTargets[2];
|
||||
}
|
||||
if (NumShadowCascades > 3)
|
||||
{
|
||||
DeferredDirectionalLightEffect.ShadowMapFour = ShadowRenderTargets[3];
|
||||
}
|
||||
|
||||
DeferredDirectionalLightEffect.DirectionalLightDirection = directionalLight.Direction;
|
||||
DeferredDirectionalLightEffect.DirectionalLightColor =
|
||||
directionalLight.Color.ToVector3() * directionalLight.Intensity;
|
||||
|
||||
DeferredDirectionalLightEffect.ViewMatrix = camera.View;
|
||||
DeferredDirectionalLightEffect.EyePosition = Matrix.Invert(camera.View).Translation;
|
||||
|
||||
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
|
||||
GraphicsDevice.BlendState = BlendState.Additive;
|
||||
|
||||
foreach (EffectPass pass in DeferredDirectionalLightEffect.CurrentTechnique.Passes)
|
||||
{
|
||||
pass.Apply();
|
||||
GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
|
||||
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
|
||||
}
|
||||
}
|
||||
|
||||
private void RenderShadowMap(
|
||||
PerspectiveCamera camera,
|
||||
IEnumerable<(Model, Matrix)> modelTransforms,
|
||||
DirectionalLight directionalLight,
|
||||
int shadowCascadeIndex
|
||||
) {
|
||||
GraphicsDevice.SetRenderTarget(ShadowRenderTargets[shadowCascadeIndex]);
|
||||
GraphicsDevice.Clear(Color.White);
|
||||
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
|
||||
GraphicsDevice.BlendState = BlendState.Opaque;
|
||||
|
||||
var cameraBoundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
|
||||
Vector3[] frustumCorners = cameraBoundingFrustum.GetCorners();
|
||||
|
||||
Vector3 frustumCenter = Vector3.Zero;
|
||||
for (var i = 0; i < frustumCorners.Length; i++)
|
||||
{
|
||||
frustumCenter += frustumCorners[i];
|
||||
}
|
||||
frustumCenter /= 8f;
|
||||
|
||||
var lightView = Matrix.CreateLookAt(frustumCenter + directionalLight.Direction, frustumCenter, Vector3.Backward);
|
||||
|
||||
for (var i = 0; i < frustumCorners.Length; i++)
|
||||
{
|
||||
frustumCorners[i] = Vector3.Transform(frustumCorners[i], lightView);
|
||||
}
|
||||
|
||||
BoundingBox lightBox = BoundingBox.CreateFromPoints(frustumCorners);
|
||||
|
||||
SimpleDepthEffect.View = lightView;
|
||||
SimpleDepthEffect.Projection = Matrix.CreateOrthographicOffCenter(
|
||||
lightBox.Min.X,
|
||||
lightBox.Max.X,
|
||||
lightBox.Min.Y,
|
||||
lightBox.Max.Y,
|
||||
-lightBox.Max.Z - 10f, // TODO: near clip plane needs scene AABB info to get rid of this magic value
|
||||
-lightBox.Min.Z
|
||||
);
|
||||
|
||||
var lightSpaceMatrix = SimpleDepthEffect.View * SimpleDepthEffect.Projection;
|
||||
|
||||
if (shadowCascadeIndex == 0)
|
||||
{
|
||||
DeferredDirectionalLightEffect.LightSpaceMatrixOne = lightSpaceMatrix;
|
||||
}
|
||||
else if (shadowCascadeIndex == 1)
|
||||
{
|
||||
DeferredDirectionalLightEffect.LightSpaceMatrixTwo = lightSpaceMatrix;
|
||||
}
|
||||
else if (shadowCascadeIndex == 2)
|
||||
{
|
||||
DeferredDirectionalLightEffect.LightSpaceMatrixThree = lightSpaceMatrix;
|
||||
}
|
||||
else if (shadowCascadeIndex == 3)
|
||||
{
|
||||
DeferredDirectionalLightEffect.LightSpaceMatrixFour = lightSpaceMatrix;
|
||||
}
|
||||
|
||||
DeferredDirectionalLightEffect.CascadeFarPlanes[shadowCascadeIndex] = camera.FarPlane;
|
||||
|
||||
foreach (var (model, transform) in modelTransforms)
|
||||
{
|
||||
|
@ -220,6 +403,15 @@ namespace Kav
|
|||
}
|
||||
}
|
||||
|
||||
public void Render(
|
||||
PerspectiveCamera camera,
|
||||
IEnumerable<(Model, Matrix)> modelTransforms,
|
||||
IEnumerable<PointLight> pointLights,
|
||||
IEnumerable<DirectionalLight> directionalLights
|
||||
) {
|
||||
Render(camera.View, camera.Projection, modelTransforms, pointLights, directionalLights);
|
||||
}
|
||||
|
||||
private void Render(
|
||||
Matrix view,
|
||||
Matrix projection,
|
||||
|
@ -254,17 +446,6 @@ namespace Kav
|
|||
}
|
||||
}
|
||||
|
||||
if (meshPart.Effect is DirectionalLightEffect directionalLightEffect)
|
||||
{
|
||||
int i = 0;
|
||||
foreach (var directionalLight in directionalLights)
|
||||
{
|
||||
if (i > directionalLightEffect.MaxDirectionalLights) { break; }
|
||||
directionalLightEffect.DirectionalLights[i] = directionalLight;
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var pass in meshPart.Effect.CurrentTechnique.Passes)
|
||||
{
|
||||
pass.Apply();
|
||||
|
|
51
Resources.cs
51
Resources.cs
|
@ -4,6 +4,41 @@ namespace Kav
|
|||
{
|
||||
internal class Resources
|
||||
{
|
||||
public static byte[] DeferredPBR_AmbientLightEffect
|
||||
{
|
||||
get
|
||||
{
|
||||
if (ambientLightEffect == null)
|
||||
{
|
||||
ambientLightEffect = GetResource("DeferredPBR_AmbientLightEffect");
|
||||
}
|
||||
return ambientLightEffect;
|
||||
}
|
||||
}
|
||||
public static byte[] DeferredPBR_PointLightEffect
|
||||
{
|
||||
get
|
||||
{
|
||||
if (pointLightEffect == null)
|
||||
{
|
||||
pointLightEffect = GetResource("DeferredPBR_PointLightEffect");
|
||||
}
|
||||
return pointLightEffect;
|
||||
}
|
||||
}
|
||||
|
||||
public static byte[] DeferredPBR_DirectionalLightEffect
|
||||
{
|
||||
get
|
||||
{
|
||||
if (directionalLightEffect == null)
|
||||
{
|
||||
directionalLightEffect = GetResource("DeferredPBR_DirectionalLightEffect");
|
||||
}
|
||||
return directionalLightEffect;
|
||||
}
|
||||
}
|
||||
|
||||
public static byte[] DeferredPBR_GBufferEffect
|
||||
{
|
||||
get
|
||||
|
@ -16,6 +51,18 @@ namespace Kav
|
|||
}
|
||||
}
|
||||
|
||||
public static byte[] ToneMapEffect
|
||||
{
|
||||
get
|
||||
{
|
||||
if (toneMapEffect == null)
|
||||
{
|
||||
toneMapEffect = GetResource("ToneMapEffect");
|
||||
}
|
||||
return toneMapEffect;
|
||||
}
|
||||
}
|
||||
|
||||
public static byte[] DeferredPBREffect
|
||||
{
|
||||
get
|
||||
|
@ -52,7 +99,11 @@ namespace Kav
|
|||
}
|
||||
}
|
||||
|
||||
private static byte[] ambientLightEffect;
|
||||
private static byte[] pointLightEffect;
|
||||
private static byte[] directionalLightEffect;
|
||||
private static byte[] gBufferEffect;
|
||||
private static byte[] toneMapEffect;
|
||||
private static byte[] deferredPBREffect;
|
||||
private static byte[] pbrEffect;
|
||||
private static byte[] simpleDepthEffect;
|
||||
|
|
Loading…
Reference in New Issue