Directional Light + Shadows + One Pass Per Light #2

Merged
cosmonaut merged 15 commits from directional_light into main 2020-10-01 19:46:26 +00:00
34 changed files with 1399 additions and 228 deletions

1
.gitattributes vendored Normal file
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@ -0,0 +1 @@
*.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)
{
Transform = transform;
Projection = projection;
Position = position;
Forward = forward;
Up = up;
View = Matrix.CreateLookAt(Position, Position + Forward, Up);
FieldOfView = fieldOfView;
AspectRatio = aspectRatio;
NearPlane = nearPlane;
FarPlane = farPlane;
Projection = Matrix.CreatePerspectiveFieldOfView(FieldOfView, AspectRatio, NearPlane, FarPlane);
}
}
}

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@ -1,8 +0,0 @@
namespace Kav
{
public interface DirectionalLightEffect
{
int MaxDirectionalLights { get; }
DirectionalLightCollection DirectionalLights { get; }
}
}

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@ -10,15 +10,47 @@ namespace Kav
EffectParameter gNormalParam;
EffectParameter gMetallicRoughnessParam;
EffectParameter shadowMapOneParam;
EffectParameter shadowMapTwoParam;
EffectParameter shadowMapThreeParam;
EffectParameter shadowMapFourParam;
EffectParameter lightSpaceMatrixOneParam;
EffectParameter lightSpaceMatrixTwoParam;
EffectParameter lightSpaceMatrixThreeParam;
EffectParameter lightSpaceMatrixFourParam;
EffectParameter viewMatrixParam;
EffectParameter cascadeFarPlanesParam;
EffectParameter directionalLightColorParam;
EffectParameter directionalLightDirectionParam;
EffectParameter eyePositionParam;
PointLightCollection pointLightCollection;
DirectionalLightCollection directionalLightCollection;
public Texture2D GPosition { get; set; }
public Texture2D GAlbedo { get; set; }
public Texture2D GNormal { get; set; }
public Texture2D GMetallicRoughness { get; set; }
public Texture2D ShadowMapOne { get; set; }
public Texture2D ShadowMapTwo { get; set; }
public Texture2D ShadowMapThree { get; set; }
public Texture2D ShadowMapFour { get; set; }
public Matrix LightSpaceMatrixOne { get; set; }
public Matrix LightSpaceMatrixTwo { get; set; }
public Matrix LightSpaceMatrixThree { get; set; }
public Matrix LightSpaceMatrixFour { get; set; }
public Matrix ViewMatrix { get; set; }
public readonly float[] CascadeFarPlanes;
public Vector3 DirectionalLightColor { get; set; }
public Vector3 DirectionalLightDirection { get; set; }
public Vector3 EyePosition { get; set; }
public int MaxPointLights { get; } = 64;
@ -29,16 +61,10 @@ namespace Kav
private set { pointLightCollection = value; }
}
public int MaxDirectionalLights { get; } = 4;
public DirectionalLightCollection DirectionalLights
{
get { return directionalLightCollection; }
private set { directionalLightCollection = value; }
}
public DeferredPBREffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBREffect)
{
CascadeFarPlanes = new float[4];
CacheEffectParameters();
pointLightCollection = new PointLightCollection(
@ -46,11 +72,6 @@ namespace Kav
Parameters["PointLightColors"],
MaxPointLights
);
DirectionalLights = new DirectionalLightCollection(
Parameters["DirectionalLightDirections"],
Parameters["DirectionalLightColors"]
);
}
protected DeferredPBREffect(DeferredPBREffect cloneSource) : base(cloneSource)
@ -72,16 +93,6 @@ namespace Kav
{
PointLights[i] = cloneSource.PointLights[i];
}
DirectionalLights = new DirectionalLightCollection(
Parameters["DirectionalLightDirections"],
Parameters["DirectionalLightColors"]
);
for (int i = 0; i < MaxDirectionalLights; i++)
{
DirectionalLights[i] = cloneSource.DirectionalLights[i];
}
}
public override Effect Clone()
@ -96,17 +107,49 @@ namespace Kav
gNormalParam.SetValue(GNormal);
gMetallicRoughnessParam.SetValue(GMetallicRoughness);
shadowMapOneParam.SetValue(ShadowMapOne);
shadowMapTwoParam.SetValue(ShadowMapTwo);
shadowMapThreeParam.SetValue(ShadowMapThree);
shadowMapFourParam.SetValue(ShadowMapFour);
lightSpaceMatrixOneParam.SetValue(LightSpaceMatrixOne);
lightSpaceMatrixTwoParam.SetValue(LightSpaceMatrixTwo);
lightSpaceMatrixThreeParam.SetValue(LightSpaceMatrixThree);
lightSpaceMatrixFourParam.SetValue(LightSpaceMatrixFour);
viewMatrixParam.SetValue(ViewMatrix);
cascadeFarPlanesParam.SetValue(CascadeFarPlanes);
directionalLightColorParam.SetValue(DirectionalLightColor);
directionalLightDirectionParam.SetValue(DirectionalLightDirection);
eyePositionParam.SetValue(EyePosition);
}
void CacheEffectParameters()
{
gPositionParam = Parameters["gPosition"];
gAlbedoParam = Parameters["gAlbedo"];
gNormalParam = Parameters["gNormal"];
gMetallicRoughnessParam = Parameters["gMetallicRoughness"];
gPositionParam = Parameters["gPosition"];
gAlbedoParam = Parameters["gAlbedo"];
gNormalParam = Parameters["gNormal"];
gMetallicRoughnessParam = Parameters["gMetallicRoughness"];
eyePositionParam = Parameters["EyePosition"];
shadowMapOneParam = Parameters["shadowMapOne"];
shadowMapTwoParam = Parameters["shadowMapTwo"];
shadowMapThreeParam = Parameters["shadowMapThree"];
shadowMapFourParam = Parameters["shadowMapFour"];
lightSpaceMatrixOneParam = Parameters["LightSpaceMatrixOne"];
lightSpaceMatrixTwoParam = Parameters["LightSpaceMatrixTwo"];
lightSpaceMatrixThreeParam = Parameters["LightSpaceMatrixThree"];
lightSpaceMatrixFourParam = Parameters["LightSpaceMatrixFour"];
viewMatrixParam = Parameters["ViewMatrix"];
cascadeFarPlanesParam = Parameters["CascadeFarPlanes"];
directionalLightDirectionParam = Parameters["DirectionalLightDirection"];
directionalLightColorParam = Parameters["DirectionalLightColor"];
eyePositionParam = Parameters["EyePosition"];
}
}
}

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@ -0,0 +1,31 @@
using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class DeferredPBR_AmbientLightEffect : Effect
{
EffectParameter gPositionParam;
EffectParameter gAlbedoParam;
public Texture2D GPosition { get; set; }
public Texture2D GAlbedo { get; set; }
public DeferredPBR_AmbientLightEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBR_AmbientLightEffect)
{
CacheEffectParameters();
}
protected override void OnApply()
{
gPositionParam.SetValue(GPosition);
gAlbedoParam.SetValue(GAlbedo);
}
void CacheEffectParameters()
{
gPositionParam = Parameters["gPosition"];
gAlbedoParam = Parameters["gAlbedo"];
}
}
}

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@ -0,0 +1,161 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class DeferredPBR_DirectionalLightEffect : Effect
{
EffectParameter gPositionParam;
EffectParameter gAlbedoParam;
EffectParameter gNormalParam;
EffectParameter gMetallicRoughnessParam;
EffectParameter shadowMapOneParam;
EffectParameter shadowMapTwoParam;
EffectParameter shadowMapThreeParam;
EffectParameter shadowMapFourParam;
EffectParameter eyePositionParam;
EffectParameter directionalLightColorParam;
EffectParameter directionalLightDirectionParam;
EffectParameter cascadeFarPlanesParam;
EffectParameter shadowMapSizeParam;
EffectParameter lightSpaceMatrixOneParam;
EffectParameter lightSpaceMatrixTwoParam;
EffectParameter lightSpaceMatrixThreeParam;
EffectParameter lightSpaceMatrixFourParam;
EffectParameter viewMatrixParam;
public Texture2D GPosition { get; set; }
public Texture2D GAlbedo { get; set; }
public Texture2D GNormal { get; set; }
public Texture2D GMetallicRoughness { get; set; }
public Texture2D ShadowMapOne { get; set; }
public Texture2D ShadowMapTwo { get; set; }
public Texture2D ShadowMapThree { get; set; }
public Texture2D ShadowMapFour { get; set; }
public Vector3 EyePosition { get; set; }
public Vector3 DirectionalLightDirection { get; set; }
public Vector3 DirectionalLightColor { get; set; }
public readonly float[] CascadeFarPlanes;
public int ShadowMapSize { get; set; }
public Matrix LightSpaceMatrixOne { get; set; }
public Matrix LightSpaceMatrixTwo { get; set; }
public Matrix LightSpaceMatrixThree { get; set; }
public Matrix LightSpaceMatrixFour { get; set; }
public Matrix ViewMatrix { get; set; }
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;
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"];
}
}
}

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@ -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"];
}
}
}

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@ -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();
}
}

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@ -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();
}
}

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@ -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();
}
}

View File

@ -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);

View File

@ -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();
}
}

71
Effects/HLSL/Lighting.fxh Normal file
View File

@ -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;
}

View File

@ -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

View File

@ -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();
}
}

View File

@ -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();
}
}

View File

@ -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;

View File

@ -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);

View File

@ -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>

View File

@ -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>

View File

@ -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);
}
}

29
README.md Normal file
View File

@ -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
- [ ]

View File

@ -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(
GraphicsDevice,
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(
@ -82,29 +128,33 @@ namespace Kav
new RenderTargetBinding(gAlbedo),
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)
{
GraphicsDevice.SetRenderTarget(DepthRenderTarget);
GraphicsDevice.Clear(ClearOptions.DepthBuffer, Color.Black, 1, 0);
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++)
{
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();

View File

@ -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;