Toon Shading + Point Shadows #3

Merged
cosmonaut merged 11 commits from point_shadow into main 2020-10-19 22:00:29 +00:00
35 changed files with 1648 additions and 261 deletions

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@ -0,0 +1,14 @@
using Microsoft.Xna.Framework;
namespace Kav
{
public interface ShadowCascadeEffect
{
Matrix LightSpaceMatrixOne { get; set; }
Matrix LightSpaceMatrixTwo { get; set; }
Matrix LightSpaceMatrixThree { get; set; }
Matrix LightSpaceMatrixFour { get; set; }
float[] CascadeFarPlanes { get; }
}
}

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@ -1,3 +1,4 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Kav
@ -8,9 +9,13 @@ namespace Kav
EffectParameter gPositionParam;
EffectParameter gAlbedoParam;
EffectParameter ambientColorParam;
public Texture2D GPosition { get; set; }
public Texture2D GAlbedo { get; set; }
public Vector3 AmbientColor { get; set; }
public DeferredPBR_AmbientLightEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBR_AmbientLightEffect)
{
CacheEffectParameters();
@ -20,12 +25,14 @@ namespace Kav
{
gPositionParam.SetValue(GPosition);
gAlbedoParam.SetValue(GAlbedo);
ambientColorParam.SetValue(AmbientColor);
}
void CacheEffectParameters()
{
gPositionParam = Parameters["gPosition"];
gAlbedoParam = Parameters["gAlbedo"];
gPositionParam = Parameters["gPosition"];
gAlbedoParam = Parameters["gAlbedo"];
ambientColorParam = Parameters["AmbientLightColor"];
}
}
}

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@ -3,7 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class DeferredPBR_DirectionalLightEffect : Effect
public class DeferredPBR_DirectionalLightEffect : Effect, ShadowCascadeEffect
{
EffectParameter gPositionParam;
EffectParameter gAlbedoParam;
@ -46,7 +46,7 @@ namespace Kav
public Vector3 DirectionalLightDirection { get; set; }
public Vector3 DirectionalLightColor { get; set; }
public readonly float[] CascadeFarPlanes;
public float[] CascadeFarPlanes { get; }
public int ShadowMapSize { get; set; }
@ -147,7 +147,6 @@ namespace Kav
directionalLightColorParam = Parameters["DirectionalLightColor"];
cascadeFarPlanesParam = Parameters["CascadeFarPlanes"];
shadowMapSizeParam = Parameters["ShadowMapSize"];
lightSpaceMatrixOneParam = Parameters["LightSpaceMatrixOne"];

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@ -9,22 +9,28 @@ namespace Kav
EffectParameter gAlbedoParam;
EffectParameter gNormalParam;
EffectParameter gMetallicRoughnessParam;
EffectParameter shadowMapParam;
EffectParameter eyePositionParam;
EffectParameter pointLightColorParam;
EffectParameter pointLightPositionParam;
EffectParameter farPlaneParam;
public Texture2D GPosition { get; set; }
public Texture2D GAlbedo { get; set; }
public Texture2D GNormal { get; set; }
public Texture2D GMetallicRoughness { get; set; }
public TextureCube ShadowMap { get; set; }
public Vector3 EyePosition { get; set; }
public Vector3 PointLightPosition { get; set; }
public Vector3 PointLightColor { get; set; }
public float FarPlane { get; set; }
public DeferredPBR_PointLightEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBR_PointLightEffect)
{
CacheEffectParameters();
@ -32,15 +38,20 @@ namespace Kav
public DeferredPBR_PointLightEffect(DeferredPBR_PointLightEffect cloneSource) : base(cloneSource)
{
CacheEffectParameters();
GPosition = cloneSource.GPosition;
GAlbedo = cloneSource.GAlbedo;
GNormal = cloneSource.GNormal;
GMetallicRoughness = cloneSource.GMetallicRoughness;
ShadowMap = cloneSource.ShadowMap;
EyePosition = cloneSource.EyePosition;
PointLightPosition = cloneSource.PointLightPosition;
PointLightColor = cloneSource.PointLightColor;
FarPlane = cloneSource.FarPlane;
}
public override Effect Clone()
@ -54,11 +65,14 @@ namespace Kav
gAlbedoParam.SetValue(GAlbedo);
gNormalParam.SetValue(GNormal);
gMetallicRoughnessParam.SetValue(GMetallicRoughness);
shadowMapParam.SetValue(ShadowMap);
eyePositionParam.SetValue(EyePosition);
pointLightPositionParam.SetValue(PointLightPosition);
pointLightColorParam.SetValue(PointLightColor);
farPlaneParam.SetValue(FarPlane);
}
void CacheEffectParameters()
@ -67,11 +81,14 @@ namespace Kav
gAlbedoParam = Parameters["gAlbedo"];
gNormalParam = Parameters["gNormal"];
gMetallicRoughnessParam = Parameters["gMetallicRoughness"];
shadowMapParam = Parameters["shadowMap"];
eyePositionParam = Parameters["EyePosition"];
pointLightPositionParam = Parameters["PointLightPosition"];
pointLightColorParam = Parameters["PointLightColor"];
farPlaneParam = Parameters["FarPlane"];
}
}
}

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@ -0,0 +1,147 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class Deferred_ToonEffect : Effect, ShadowCascadeEffect
{
EffectParameter gPositionParam;
EffectParameter gAlbedoParam;
EffectParameter gNormalParam;
EffectParameter gMetallicRoughnessParam;
EffectParameter shadowMapOneParam;
EffectParameter shadowMapTwoParam;
EffectParameter shadowMapThreeParam;
EffectParameter shadowMapFourParam;
EffectParameter eyePositionParam;
EffectParameter directionalLightDirectionParam;
EffectParameter directionalLightColorParam;
EffectParameter cascadeFarPlanesParam;
EffectParameter shadowMapSizeParam;
EffectParameter lightSpaceMatrixOneParam;
EffectParameter lightSpaceMatrixTwoParam;
EffectParameter lightSpaceMatrixThreeParam;
EffectParameter lightSpaceMatrixFourParam;
EffectParameter viewMatrixParam;
EffectParameter shaderIndexParam;
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 float[] CascadeFarPlanes { get; }
public float 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; }
private bool ditheredShadowValue = false;
public bool DitheredShadows
{
get { return ditheredShadowValue; }
set
{
ditheredShadowValue = value;
CalculateShaderIndex();
}
}
private int shaderIndex = 0;
public Deferred_ToonEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.Deferred_ToonEffect)
{
CascadeFarPlanes = new float[4];
CacheEffectParameters();
}
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);
shaderIndexParam.SetValue(shaderIndex);
}
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"];
shaderIndexParam = Parameters["ShaderIndex"];
}
private void CalculateShaderIndex()
{
if (ditheredShadowValue)
{
shaderIndex = 1;
}
else
{
shaderIndex = 0;
}
}
}
}

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Effects/FXB/Deferred_ToonEffect.fxb (Stored with Git LFS) Normal file

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@ -0,0 +1,34 @@
float3 HUEtoRGB(in float H)
{
float R = abs(H * 6 - 3) - 1;
float G = 2 - abs(H * 6 - 2);
float B = 2 - abs(H * 6 - 4);
return saturate(float3(R,G,B));
}
float Epsilon = 1e-10;
float3 RGBtoHCV(in float3 RGB)
{
// Based on work by Sam Hocevar and Emil Persson
float4 P = (RGB.g < RGB.b) ? float4(RGB.bg, -1.0, 2.0/3.0) : float4(RGB.gb, 0.0, -1.0/3.0);
float4 Q = (RGB.r < P.x) ? float4(P.xyw, RGB.r) : float4(RGB.r, P.yzx);
float C = Q.x - min(Q.w, Q.y);
float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z);
return float3(H, C, Q.x);
}
float3 RGBtoHSL(float3 RGB)
{
float3 HCV = RGBtoHCV(RGB);
float L = HCV.z - HCV.y * 0.5;
float S = HCV.y / (1 - abs(L * 2 - 1) + Epsilon);
return float3(HCV.x, S, L);
}
float3 HSLtoRGB(float3 HSL)
{
float3 RGB = HUEtoRGB(HSL.x);
float C = (1 - abs(2 * HSL.z - 1)) * HSL.y;
return (RGB - 0.5) * C + HSL.z;
}

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@ -3,6 +3,12 @@
DECLARE_TEXTURE(gPosition, 0);
DECLARE_TEXTURE(gAlbedo, 1);
BEGIN_CONSTANTS
float3 AmbientLightColor _ps(c0) _cb(c0);
END_CONSTANTS
struct VertexInput
{
float4 Position : POSITION;
@ -29,7 +35,7 @@ float4 ComputeColor(
float3 worldPosition,
float3 albedo
) {
float3 color = float3(0.03, 0.03, 0.03) * albedo;
float3 color = AmbientLightColor * albedo;
return float4(color, 1.0);
}

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@ -1,5 +1,6 @@
#include "Macros.fxh" //from FNA
#include "Lighting.fxh"
#include "Shadow.fxh"
static const int NUM_SHADOW_CASCADES = 4;
@ -35,26 +36,6 @@ MATRIX_CONSTANTS
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;
@ -79,35 +60,8 @@ PixelInput main_vs(VertexInput input)
// 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
@ -139,69 +93,52 @@ float ComputeShadow(float3 positionWorldSpace, float3 N, float3 L)
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);
return PoissonShadow(
positionWorldSpace,
N,
L,
lightSpaceMatrix,
SAMPLER(shadowMapOne),
ShadowMapSize
);
}
else if (shadowCascadeIndex == 1)
{
visibility = PoissonCoord(SAMPLER(shadowMapTwo), positionWorldSpace, projectionCoords.xy, projectionCoords.z, bias);
return PoissonShadow(
positionWorldSpace,
N,
L,
lightSpaceMatrix,
SAMPLER(shadowMapTwo),
ShadowMapSize
);
}
else if (shadowCascadeIndex == 2)
{
visibility = PoissonCoord(SAMPLER(shadowMapThree), positionWorldSpace, projectionCoords.xy, projectionCoords.z, bias);
return PoissonShadow(
positionWorldSpace,
N,
L,
lightSpaceMatrix,
SAMPLER(shadowMapThree),
ShadowMapSize
);
}
else
{
visibility = PoissonCoord(SAMPLER(shadowMapFour), positionWorldSpace, projectionCoords.xy, projectionCoords.z, bias);
return PoissonShadow(
positionWorldSpace,
N,
L,
lightSpaceMatrix,
SAMPLER(shadowMapFour),
ShadowMapSize
);
}
return visibility;
}
float4 ComputeColor(

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@ -1,10 +1,12 @@
#include "Macros.fxh" //from FNA
#include "Lighting.fxh"
#include "Shadow.fxh"
DECLARE_TEXTURE(gPosition, 0);
DECLARE_TEXTURE(gAlbedo, 1);
DECLARE_TEXTURE(gNormal, 2);
DECLARE_TEXTURE(gMetallicRoughness, 3);
DECLARE_CUBEMAP(shadowMap, 4);
BEGIN_CONSTANTS
@ -13,6 +15,8 @@ BEGIN_CONSTANTS
float3 PointLightPosition _ps(c1) _cb(c1);
float3 PointLightColor _ps(c2) _cb(c2);
float FarPlane _ps(c3) _cb(c3);
MATRIX_CONSTANTS
END_CONSTANTS
@ -60,9 +64,11 @@ float4 ComputeColor(
float attenuation = 1.0 / (distance * distance);
float3 radiance = PointLightColor * attenuation;
float3 color = ComputeLight(L, radiance, F0, V, N, albedo, metallic, roughness, 1.0);
float shadow = HardPointShadow(worldPosition, N, L, PointLightPosition, SAMPLER(shadowMap), FarPlane);
float3 color = ComputeLight(L, radiance, F0, V, N, albedo, metallic, roughness, shadow);
return float4(color, 1.0);
//return float4(shadow, shadow, shadow, 1.0);
}
float4 main_ps(PixelInput input) : SV_TARGET0

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@ -0,0 +1,285 @@
#include "Macros.fxh"
#include "Shadow.fxh"
#include "Dither.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(c4) _cb(c4);
float ShadowMapSize _ps(c8) _cb(c8);
MATRIX_CONSTANTS
float4x4 LightSpaceMatrixOne _ps(c9) _cb(c9);
float4x4 LightSpaceMatrixTwo _ps(c13) _cb(c13);
float4x4 LightSpaceMatrixThree _ps(c17) _cb(c17);
float4x4 LightSpaceMatrixFour _ps(c21) _cb(c21);
float4x4 ViewMatrix _ps(c25) _cb(c25);
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;
}
float ComputeShadow(float3 positionWorldSpace, float3 N, float3 L)
{
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;
}
if (shadowCascadeIndex == 0)
{
return HardShadow(
positionWorldSpace,
N,
L,
lightSpaceMatrix,
SAMPLER(shadowMapOne),
ShadowMapSize
);
}
else if (shadowCascadeIndex == 1)
{
return HardShadow(
positionWorldSpace,
N,
L,
lightSpaceMatrix,
SAMPLER(shadowMapTwo),
ShadowMapSize
);
}
else if (shadowCascadeIndex == 2)
{
return HardShadow(
positionWorldSpace,
N,
L,
lightSpaceMatrix,
SAMPLER(shadowMapThree),
ShadowMapSize
);
}
else
{
return HardShadow(
positionWorldSpace,
N,
L,
lightSpaceMatrix,
SAMPLER(shadowMapFour),
ShadowMapSize
);
}
}
float IntensityBanding(float NdotL)
{
// if (NdotL > 0.5)
// {
// return 1.0;
// }
// else if (NdotL > 0.25)
// {
// return 0.5;
// }
// else if (NdotL > 0.0)
// {
// return 0.25;
// }
// else
// {
// return 0.0;
// }
if (NdotL > 0)
{
return 1.0;
}
else
{
return 0.25;
}
}
float4 FlatShadow(PixelInput input) : SV_TARGET0
{
float2 screenPosition = input.Position.xy;
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;
// the lower the glossiness, the sharper the specular highlight
float glossiness = lerp(64, 16, 1.0 - metallicRoughness.r);
float3 V = normalize(EyePosition - worldPosition);
float3 L = normalize(DirectionalLightDirection);
float3 N = normalize(normal);
float3 H = normalize(V + L);
float NdotL = dot(N, L);
float NdotH = max(dot(N, H), 0.0);
float lightIntensity = IntensityBanding(NdotL);
float3 light = lightIntensity * DirectionalLightColor;
float specularIntensity = pow(NdotH * lightIntensity, glossiness * glossiness);
float specularSmooth = smoothstep(0.005, 0.01, specularIntensity);
float3 specular = specularSmooth * float3(1.0, 1.0, 1.0);
if (metallicRoughness.r == 0.0) { specular = float3(0.0, 0.0, 0.0); }
float3 rimColor = float3(1.0, 1.0, 1.0);
float rimThreshold = 0.1;
float rimAmount = 1 - metallicRoughness.g;
float rimDot = 1 - dot(V, N);
float rimIntensity = rimDot * pow(max(NdotL, 0.0), rimThreshold);
rimIntensity = smoothstep(rimAmount - 0.01, rimAmount + 0.01, rimIntensity);
float3 rim = rimIntensity * rimColor;
float shadow = ComputeShadow(worldPosition, N, L);
float3 color = albedo * (light + specular + rim) * shadow;
return float4(color, 1.0);
}
// FIXME: organize this
float4 DitheredShadow(PixelInput input) : SV_TARGET0
{
float2 screenPosition = input.Position.xy;
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;
// the lower the glossiness, the sharper the specular highlight
float glossiness = lerp(64, 16, 1.0 - metallicRoughness.r);
float3 V = normalize(EyePosition - worldPosition);
float3 L = normalize(DirectionalLightDirection);
float3 N = normalize(normal);
float3 H = normalize(V + L);
float NdotL = dot(N, L);
float NdotH = max(dot(N, H), 0.0);
float lightIntensity = IntensityBanding(NdotL);
//float3 light = lightIntensity * DirectionalLightColor;
float3 light = DirectionalLightColor;
if (lightIntensity < 1)
{
light *= dither(lightIntensity, screenPosition);
}
float specularIntensity = pow(NdotH * lightIntensity, glossiness * glossiness);
float specularSmooth = smoothstep(0.005, 0.01, specularIntensity);
float3 specular = specularSmooth * float3(1.0, 1.0, 1.0);
if (metallicRoughness.r == 0.0) { specular = float3(0.0, 0.0, 0.0); }
float3 rimColor = float3(1.0, 1.0, 1.0);
float rimThreshold = 0.1;
float rimAmount = 1 - metallicRoughness.g;
float rimDot = 1 - dot(V, N);
float rimIntensity = rimDot * pow(max(NdotL, 0.0), rimThreshold);
rimIntensity = smoothstep(rimAmount - 0.01, rimAmount + 0.01, rimIntensity);
float3 rim = rimIntensity * rimColor;
float shadow = ComputeShadow(worldPosition, N, L);
float3 color = albedo * (light + specular + rim); // * shadow;
if (shadow < 1)
{
color *= dither(shadow, screenPosition);
}
return float4(color, 1.0);
}
PixelShader PSArray[2] =
{
compile ps_3_0 FlatShadow(),
compile ps_3_0 DitheredShadow()
};
int PSIndices[2] =
{
0, 1
};
int ShaderIndex = 0;
Technique Deferred_Toon
{
Pass
{
VertexShader = compile vs_3_0 main_vs();
PixelShader = (PSArray[PSIndices[ShaderIndex]]);
}
}

89
Effects/HLSL/Dither.fxh Normal file
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@ -0,0 +1,89 @@
#include "Conversion.fxh"
// technique from http://alex-charlton.com/posts/Dithering_on_the_GPU/
uniform float3 palette[8];
static const int paletteSize = 8;
static const int indexMatrix4x4[16] =
{
0, 8, 2, 10,
12, 4, 14, 6,
3, 11, 1, 9,
15, 7, 13, 5
};
float indexValue(float2 screenCoords)
{
int x = int(screenCoords.x % 4);
int y = int(screenCoords.y % 4);
return indexMatrix4x4[(x + y * 4)] / 16.0;
}
float hueDistance(float h1, float h2)
{
float diff = abs(h1 - h2);
return min(abs(1.0 - diff), diff);
}
void closestColors(float hue, out float3 ret[2])
{
float3 closest = float3(-2, 0, 0);
float3 secondClosest = float3(-2, 0, 0);
float3 temp;
for (int i = 0; i < paletteSize; i++)
{
temp = palette[i];
float tempDistance = hueDistance(temp.x, hue);
if (tempDistance < hueDistance(closest.x, hue))
{
secondClosest = closest;
closest = temp;
}
else
{
if (tempDistance < hueDistance(secondClosest.x, hue))
{
secondClosest = temp;
}
}
}
ret[0] = closest;
ret[1] = secondClosest;
}
float3 dither(float3 color, float2 screenCoords)
{
float3 colors[2];
float3 hsl = RGBtoHSL(color);
closestColors(hsl.x, colors);
float3 closestColor = colors[0];
float3 secondClosestColor = colors[1];
float d = indexValue(screenCoords);
float hueDiff = hueDistance(hsl.x, closestColor.x) / hueDistance(secondClosestColor.x, secondClosestColor.x);
return HSLtoRGB(hueDiff < d ? closestColor : secondClosestColor);
}
// brightColor refers to undithered max color
// float3 dither(float3 color, float3 brightColor, float2 screenCoords)
// {
// float brightHue = RGBtoHSL(brightColor.x);
// float colorHue = RGBtoHSL(color.x);
// float halfDistance = hueDistance(0.0, brightHue) / 2.0;
// float3 closestColor = (colorHue < halfDistance) ? float3(0.0, 0.0, 0.0) : brightColor;
// float3 secondClosestColor = brightColor - closestColor;
// float d = indexValue(screenCoords);
// float distance = abs(closestColor - color);
// return (distance < d) ? closestColor : secondClosestColor;
// }
float3 dither(float color, float2 screenCoords) {
float closestColor = (color < 0.5) ? 0 : 1;
float secondClosestColor = 1 - closestColor;
float d = indexValue(screenCoords);
float distance = abs(closestColor - color);
return (distance < d) ? closestColor : secondClosestColor;
}

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@ -0,0 +1,47 @@
#include "Macros.fxh"
BEGIN_CONSTANTS
float4x4 Model _vs(c0) _cb(c0);
float4x4 ModelViewProjection _vs(c4) _cb(c4);
float3 LightPosition _ps(c0) _cb(c8);
float FarPlane _ps(c1) _cb(c9);
END_CONSTANTS
struct VertexShaderInput
{
float4 Position : POSITION;
};
struct VertexShaderOutput
{
float4 Position : SV_Position;
float3 PositionWorld : TEXCOORD0;
};
VertexShaderOutput main_vs(VertexShaderInput input)
{
VertexShaderOutput output;
output.Position = mul(input.Position, ModelViewProjection);
output.Position.x *= -1; // otherwise cube map render will be horizontally flipped
output.PositionWorld = mul(input.Position, Model);
return output;
}
float4 main_ps(VertexShaderOutput input) : SV_TARGET0
{
float lightDistance = length(input.PositionWorld - LightPosition);
lightDistance /= FarPlane;
return float4(lightDistance, 0.0, 0.0, 0.0);
}
Technique SimpleDepth
{
Pass
{
VertexShader = compile vs_3_0 main_vs();
PixelShader = compile ps_3_0 main_ps();
}
}

141
Effects/HLSL/Shadow.fxh Normal file
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@ -0,0 +1,141 @@
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 )
};
// TODO: this should probably sample a noise texture instead
// 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 PoissonShadow(
float3 positionWorldSpace,
float3 N,
float3 L,
float4x4 lightSpaceMatrix,
sampler shadowMap,
int shadowMapSize
) {
float bias = 0.005 * tan(acos(dot(N, L)));
bias = clamp(bias, 0, 0.01);
float4 positionLightSpace = mul(float4(positionWorldSpace, 1.0), lightSpaceMatrix);
// maps to [-1, 1]
float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w;
// maps to [0, 1]
// NOTE: In XNA, clip space z is [0, 1] range
projectionCoords.x = (projectionCoords.x * 0.5) + 0.5;
projectionCoords.y = (projectionCoords.y * 0.5) + 0.5;
projectionCoords.y *= -1;
if (projectionCoords.z > 1.0)
{
return 1.0;
}
float inc = 1.0 / shadowMapSize;
// Poisson soft shadows
float visibility = 0.0;
visibility = PoissonCoord(
shadowMap,
positionWorldSpace,
projectionCoords.xy,
projectionCoords.z,
bias
);
return visibility;
}
float HardShadow(
float3 positionWorldSpace,
float3 N,
float3 L,
float4x4 lightSpaceMatrix,
sampler shadowMap,
int shadowMapSize
) {
// float bias = 0.005 * tan(acos(dot(N, L)));
// bias = clamp(bias, 0, 0.01);
float bias = max(0.05 * (1.0 - dot(N, L)), 0.005);
float4 positionLightSpace = mul(float4(positionWorldSpace, 1.0), lightSpaceMatrix);
// maps to [-1, 1]
float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w;
// maps to [0, 1]
// NOTE: In XNA, clip space z is [0, 1] range
projectionCoords.x = (projectionCoords.x * 0.5) + 0.5;
projectionCoords.y = (projectionCoords.y * 0.5) + 0.5;
projectionCoords.y *= -1;
if (projectionCoords.z > 1.0)
{
return 1.0;
}
float closestDepth = tex2D(shadowMap, projectionCoords.xy);
float currentDepth = projectionCoords.z;
return (currentDepth - bias > closestDepth ? 0.25 : 1.0);
}
float HardPointShadow(
float3 positionWorldSpace,
float3 N,
float3 L,
float3 lightPosition,
sampler shadowMap,
float farPlane
) {
float3 lightToFrag = positionWorldSpace - lightPosition;
float closestDepth = texCUBE(shadowMap, lightToFrag).r;
closestDepth *= farPlane;
float currentDepth = length(lightToFrag);
float bias = max(0.05 * (1.0 - dot(N, L)), 0.005);
return (currentDepth - bias > closestDepth ? 0 : 1.0);
}

View File

@ -24,7 +24,7 @@ VertexShaderOutput main_vs(VertexShaderInput input)
VertexShaderOutput output;
output.Position = mul(input.Position, ModelViewProjection);
output.Depth = output.Position.z;
output.Depth = output.Position.z / output.Position.w;
return output;
}

View File

@ -0,0 +1,45 @@
#include "Macros.fxh"
DECLARE_CUBEMAP(skybox, 0);
BEGIN_CONSTANTS
float4x4 ViewProjection _vs(c0) _cb(c0);
END_CONSTANTS
struct VertexShaderInput
{
float3 Position : POSITION;
};
struct VertexShaderOutput
{
float4 Position : SV_POSITION;
float3 TexCoord : TEXCOORD;
};
VertexShaderOutput main_vs(VertexShaderInput input)
{
VertexShaderOutput output;
output.Position = mul(float4(input.Position, 1.0), ViewProjection);
output.Position = output.Position.xyww;
output.TexCoord = input.Position;
return output;
}
float4 main_ps(VertexShaderOutput input) : SV_TARGET0
{
return SAMPLE_CUBEMAP(skybox, input.TexCoord);
}
Technique Skybox
{
Pass
{
VertexShader = compile vs_3_0 main_vs();
PixelShader = compile ps_3_0 main_ps();
}
}

View File

@ -0,0 +1,90 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class LinearDepthEffect : Effect
{
EffectParameter modelParam;
EffectParameter modelViewProjectionParam;
EffectParameter lightPositionParam;
EffectParameter farPlaneParam;
EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
Matrix model;
Matrix view;
Matrix projection;
public Vector3 LightPosition { get; set; }
public float FarPlane { get; set; }
public Matrix Model
{
get { return model; }
set
{
model = value;
dirtyFlags |= EffectDirtyFlags.World;
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
}
}
public Matrix View
{
get { return view; }
set
{
view = value;
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
}
}
public Matrix Projection
{
get { return projection; }
set
{
projection = value;
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
}
}
public LinearDepthEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.LinearDepthEffect)
{
CacheEffectParameters();
}
protected override void OnApply()
{
if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0)
{
Matrix.Multiply(ref view, ref projection, out Matrix viewProjection);
Matrix.Multiply(ref model, ref viewProjection, out Matrix worldViewProj);
modelViewProjectionParam.SetValue(worldViewProj);
dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
}
if ((dirtyFlags & EffectDirtyFlags.World) != 0)
{
modelParam.SetValue(model);
dirtyFlags &= ~EffectDirtyFlags.World;
}
lightPositionParam.SetValue(LightPosition);
farPlaneParam.SetValue(FarPlane);
}
private void CacheEffectParameters()
{
modelParam = Parameters["Model"];
modelViewProjectionParam = Parameters["ModelViewProjection"];
lightPositionParam = Parameters["LightPosition"];
farPlaneParam = Parameters["FarPlane"];
}
}
}

77
Effects/SkyboxEffect.cs Normal file
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@ -0,0 +1,77 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
public class SkyboxEffect : Effect
{
EffectParameter viewProjectionParam;
EffectParameter skyboxParam;
Matrix view;
Matrix projection;
TextureCube skybox;
EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
public Matrix View
{
get { return view; }
set
{
view = value;
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
}
}
public Matrix Projection
{
get { return projection; }
set
{
projection = value;
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
}
}
public TextureCube Skybox
{
get { return skybox; }
set
{
skybox = value;
dirtyFlags |= EffectDirtyFlags.World; // hack flag but whatever
}
}
public SkyboxEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.SkyboxEffect)
{
CacheEffectParameters();
}
protected override void OnApply()
{
if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0)
{
Matrix.Multiply(ref view, ref projection, out Matrix viewProjection);
viewProjectionParam.SetValue(viewProjection);
dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
}
if ((dirtyFlags & EffectDirtyFlags.World) != 0)
{
skyboxParam.SetValue(skybox);
dirtyFlags &= ~EffectDirtyFlags.World;
}
}
private void CacheEffectParameters()
{
viewProjectionParam = Parameters["ViewProjection"];
skyboxParam = Parameters["skybox"];
}
}
}

View File

@ -9,15 +9,47 @@ namespace Kav
public VertexBuffer VertexBuffer { get; }
public Triangle[] Triangles { get; }
public Vector3[] Positions { get; }
public Effect Effect { get; }
private Texture2D albedoTexture = null;
private Texture2D normalTexture = null;
private Texture2D metallicRoughnessTexture = null;
public MeshPart(VertexBuffer vertexBuffer, IndexBuffer indexBuffer, Vector3[] positions, Triangle[] triangles, Effect effect)
{
public Texture2D AlbedoTexture
{
get { return DisableAlbedoMap ? null : albedoTexture; }
set { albedoTexture = value; }
}
public Texture2D NormalTexture
{
get { return DisableNormalMap ? null : normalTexture; }
set { normalTexture = value; }
}
public Texture2D MetallicRoughnessTexture
{
get { return DisableMetallicRoughnessMap ? null : metallicRoughnessTexture; }
set { metallicRoughnessTexture = value; }
}
public Vector3 Albedo { get; set; } = Vector3.One;
public float Metallic { get; set; } = 0.5f;
public float Roughness { get; set; } = 0.5f;
public bool DisableAlbedoMap { get; set; } = false;
public bool DisableNormalMap { get; set; } = false;
public bool DisableMetallicRoughnessMap { get; set; } = false;
public MeshPart(
VertexBuffer vertexBuffer,
IndexBuffer indexBuffer,
Vector3[] positions,
Triangle[] triangles
) {
VertexBuffer = vertexBuffer;
IndexBuffer = indexBuffer;
Positions = positions;
Triangles = triangles;
Effect = effect;
}
}
}

View File

@ -6,9 +6,84 @@ namespace Kav
{
public Mesh[] Meshes { get; }
public Color Albedo
{
set
{
foreach (var mesh in Meshes)
{
foreach (var meshPart in mesh.MeshParts)
{
meshPart.Albedo = value.ToVector3();
}
}
}
}
public float Metallic
{
set
{
foreach (var mesh in Meshes)
{
foreach (var meshPart in mesh.MeshParts)
{
meshPart.Metallic = value;
}
}
}
}
public float Roughness
{
set
{
foreach (var mesh in Meshes)
{
foreach (var meshPart in mesh.MeshParts)
{
meshPart.Roughness = value;
}
}
}
}
public Model(Mesh[] meshes)
{
Meshes = meshes;
}
public void DisableAlbedoMaps()
{
foreach (var mesh in Meshes)
{
foreach (var meshPart in mesh.MeshParts)
{
meshPart.DisableAlbedoMap = true;
}
}
}
public void DisableNormalMaps()
{
foreach (var mesh in Meshes)
{
foreach (var meshPart in mesh.MeshParts)
{
meshPart.DisableNormalMap = true;
}
}
}
public void DisableMetallicRoughnessMaps()
{
foreach (var mesh in Meshes)
{
foreach (var meshPart in mesh.MeshParts)
{
meshPart.DisableMetallicRoughnessMap = true;
}
}
}
}
}

View File

@ -30,6 +30,9 @@
<EmbeddedResource Include="Effects\FXB\ToneMapEffect.fxb">
<LogicalName>Kav.Resources.ToneMapEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\Deferred_ToonEffect.fxb">
<LogicalName>Kav.Resources.Deferred_ToonEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\DeferredPBREffect.fxb">
<LogicalName>Kav.Resources.DeferredPBREffect.fxb</LogicalName>
</EmbeddedResource>
@ -39,6 +42,15 @@
<EmbeddedResource Include="Effects\FXB\SimpleDepthEffect.fxb">
<LogicalName>Kav.Resources.SimpleDepthEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\LinearDepthEffect.fxb">
<LogicalName>Kav.Resources.LinearDepthEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\SkyboxEffect.fxb">
<LogicalName>Kav.Resources.SkyboxEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Models\UnitCube.glb">
<LogicalName>Kav.Resources.UnitCube.glb</LogicalName>
</EmbeddedResource>
</ItemGroup>
</Project>

View File

@ -30,6 +30,9 @@
<EmbeddedResource Include="Effects\FXB\ToneMapEffect.fxb">
<LogicalName>Kav.Resources.ToneMapEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\Deferred_ToonEffect.fxb">
<LogicalName>Kav.Resources.Deferred_ToonEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\DeferredPBREffect.fxb">
<LogicalName>Kav.Resources.DeferredPBREffect.fxb</LogicalName>
</EmbeddedResource>
@ -39,6 +42,15 @@
<EmbeddedResource Include="Effects\FXB\SimpleDepthEffect.fxb">
<LogicalName>Kav.Resources.SimpleDepthEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\LinearDepthEffect.fxb">
<LogicalName>Kav.Resources.LinearDepthEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Effects\FXB\SkyboxEffect.fxb">
<LogicalName>Kav.Resources.SkyboxEffect.fxb</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Models\UnitCube.glb">
<LogicalName>Kav.Resources.UnitCube.glb</LogicalName>
</EmbeddedResource>
</ItemGroup>
</Project>

14
Lights/AmbientLight.cs Normal file
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@ -0,0 +1,14 @@
using Microsoft.Xna.Framework;
namespace Kav
{
public struct AmbientLight
{
public Color Color { get; set; }
public AmbientLight(Color color)
{
Color = color;
}
}
}

View File

@ -4,9 +4,9 @@ namespace Kav
{
public struct DirectionalLight
{
public Vector3 Direction { get; set; }
public Color Color { get; set; }
public float Intensity { get; set; }
public Vector3 Direction { get; }
public Color Color { get; }
public float Intensity { get; }
public Matrix View
{

View File

@ -15,19 +15,6 @@ namespace Kav
foreach (var meshPartData in meshData.MeshParts)
{
var effect = new Kav.DeferredPBR_GBufferEffect(
graphicsDevice
)
{
Albedo = meshPartData.Albedo,
Metallic = meshPartData.Metallic,
Roughness = meshPartData.Roughness,
AlbedoTexture = meshPartData.AlbedoTexture,
NormalTexture = meshPartData.NormalTexture,
MetallicRoughnessTexture = meshPartData.MetallicRoughnessTexture
};
var triangles = new Kav.Triangle[meshPartData.Triangles.Length];
for (int i = 0; i < meshPartData.Triangles.Length; i++)
{
@ -40,13 +27,22 @@ namespace Kav
);
}
meshParts.Add(new Kav.MeshPart(
var meshPart = new Kav.MeshPart(
meshPartData.VertexBuffer,
meshPartData.IndexBuffer,
meshPartData.Positions,
triangles,
effect
));
triangles
);
meshPart.Albedo = meshPartData.Albedo;
meshPart.Metallic = meshPartData.Metallic;
meshPart.Roughness = meshPartData.Roughness;
meshPart.AlbedoTexture = meshPartData.AlbedoTexture;
meshPart.NormalTexture = meshPartData.NormalTexture;
meshPart.MetallicRoughnessTexture = meshPartData.MetallicRoughnessTexture;
meshParts.Add(meshPart);
}
meshes.Add(new Kav.Mesh(meshParts.ToArray()));

BIN
Models/UnitCube.glb Normal file

Binary file not shown.

View File

@ -15,9 +15,9 @@ Essential
- [x] Tone map shader
- [x] Poisson soft shadowing
- [ ] Frustum culling
- [ ] Shadow-casting point lights
- [x] Shadow-casting point lights
- [ ] Parabolic lights
- [ ] Skyboxes
- [x] Skyboxes
- [ ] Screen-space reflection
Nice-To-Haves

View File

@ -1,4 +1,6 @@
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
@ -21,19 +23,27 @@ namespace Kav
private RenderTarget2D[] ShadowRenderTargets { get; }
private DeferredPBREffect DeferredPBREffect { get; }
/* FIXME: these next two dont actually have anything to do with PBR */
private DeferredPBR_GBufferEffect Deferred_GBufferEffect { get; }
private DeferredPBR_AmbientLightEffect DeferredAmbientLightEffect { get; }
private DeferredPBR_PointLightEffect DeferredPointLightEffect { get; }
private DeferredPBR_DirectionalLightEffect DeferredDirectionalLightEffect { get; }
private Deferred_ToonEffect Deferred_ToonEffect { get; }
private SimpleDepthEffect SimpleDepthEffect { get; }
private LinearDepthEffect LinearDepthEffect { get; }
private Effect ToneMapEffect { get; }
private SkyboxEffect SkyboxEffect { get; }
private RenderTarget2D gPosition { get; }
private RenderTarget2D gNormal { get; }
private RenderTarget2D gAlbedo { get; }
private RenderTarget2D gMetallicRoughness { get; }
private RenderTargetCube PointShadowCubeMap { get; }
private RenderTargetBinding[] GBuffer { get; }
private Kav.Model UnitCube { get; }
private SpriteBatch SpriteBatch { get; }
public Renderer(
@ -70,7 +80,7 @@ namespace Kav
renderDimensionsY,
false,
SurfaceFormat.Color,
DepthFormat.None,
DepthFormat.Depth24,
0,
RenderTargetUsage.PreserveContents
);
@ -129,13 +139,26 @@ namespace Kav
new RenderTargetBinding(gMetallicRoughness)
};
PointShadowCubeMap = new RenderTargetCube(
GraphicsDevice,
shadowMapSize,
false,
SurfaceFormat.Single,
DepthFormat.Depth24
);
SimpleDepthEffect = new SimpleDepthEffect(GraphicsDevice);
LinearDepthEffect = new LinearDepthEffect(GraphicsDevice);
DeferredPBREffect = new DeferredPBREffect(GraphicsDevice);
Deferred_GBufferEffect = new DeferredPBR_GBufferEffect(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);
Deferred_ToonEffect = new Deferred_ToonEffect(GraphicsDevice);
SkyboxEffect = new SkyboxEffect(GraphicsDevice);
FullscreenTriangle = new VertexBuffer(GraphicsDevice, typeof(VertexPositionTexture), 3, BufferUsage.WriteOnly);
FullscreenTriangle.SetData(new VertexPositionTexture[3] {
@ -144,39 +167,93 @@ namespace Kav
new VertexPositionTexture(new Vector3(3, 1, 0), new Vector2(2, 0))
});
UnitCube = Kav.ModelLoader.Load(
GraphicsDevice,
Smuggler.Importer.ImportGLB(GraphicsDevice, new MemoryStream(Resources.UnitCubeModel))
);
SpriteBatch = new SpriteBatch(graphicsDevice);
}
public void DeferredRender(
PerspectiveCamera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
AmbientLight ambientLight,
IEnumerable<PointLight> pointLights,
DirectionalLight directionalLight
) {
// g-buffer pass
GBufferRender(camera, modelTransforms);
GraphicsDevice.SetRenderTargets(GBuffer);
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
GraphicsDevice.Clear(Color.Black);
AmbientLightRender(ambientLight);
DeferredPointLightEffect.EyePosition = camera.Position;
foreach (var pointLight in pointLights)
{
PointLightRender(camera, modelTransforms, pointLight);
}
DirectionalLightRender(camera, modelTransforms, directionalLight);
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 DeferredToonRender(
PerspectiveCamera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
AmbientLight ambientLight,
IEnumerable<PointLight> pointLights,
DirectionalLight directionalLight,
TextureCube skybox
) {
GBufferRender(camera, modelTransforms);
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1f, 0);
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque;
DepthRender(camera, modelTransforms);
GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
AmbientLightRender(ambientLight);
foreach (var pointLight in pointLights)
{
PointLightRender(camera, modelTransforms, pointLight);
}
DirectionalLightToonRender(camera, modelTransforms, directionalLight);
SkyboxRender(camera, skybox);
GraphicsDevice.SetRenderTarget(null);
SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, null);
SpriteBatch.Draw(ColorRenderTarget, Vector2.Zero, Color.White);
SpriteBatch.End();
}
private void DepthRender(
PerspectiveCamera camera,
IEnumerable<(Model, Matrix)> modelTransforms
) {
foreach (var (model, transform) in modelTransforms)
{
foreach (var modelMesh in model.Meshes)
{
foreach (var meshPart in modelMesh.MeshParts)
{
SimpleDepthEffect.Model = transform;
SimpleDepthEffect.View = camera.View;
SimpleDepthEffect.Projection = camera.Projection;
GraphicsDevice.SetVertexBuffer(meshPart.VertexBuffer);
GraphicsDevice.Indices = meshPart.IndexBuffer;
if (meshPart.Effect is TransformEffect transformEffect)
{
transformEffect.World = transform;
transformEffect.View = camera.View;
transformEffect.Projection = camera.Projection;
}
foreach (var pass in meshPart.Effect.CurrentTechnique.Passes)
foreach (var pass in SimpleDepthEffect.CurrentTechnique.Passes)
{
pass.Apply();
@ -192,14 +269,96 @@ namespace Kav
}
}
}
}
private void SkyboxRender(
PerspectiveCamera camera,
TextureCube skybox
) {
GraphicsDevice.RasterizerState.CullMode = CullMode.CullClockwiseFace;
SkyboxEffect.Skybox = skybox;
var view = camera.View;
view.Translation = Vector3.Zero;
SkyboxEffect.View = view;
SkyboxEffect.Projection = camera.Projection;
GraphicsDevice.SetVertexBuffer(UnitCube.Meshes[0].MeshParts[0].VertexBuffer);
GraphicsDevice.Indices = UnitCube.Meshes[0].MeshParts[0].IndexBuffer;
foreach (var pass in SkyboxEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawIndexedPrimitives(
PrimitiveType.TriangleList,
0,
0,
UnitCube.Meshes[0].MeshParts[0].VertexBuffer.VertexCount,
0,
UnitCube.Meshes[0].MeshParts[0].Triangles.Length
);
}
GraphicsDevice.RasterizerState.CullMode = CullMode.CullCounterClockwiseFace;
}
private void GBufferRender(
PerspectiveCamera camera,
IEnumerable<(Model, Matrix)> modelTransforms
) {
GraphicsDevice.SetRenderTargets(GBuffer);
GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1f, 0);
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque;
foreach (var (model, transform) in modelTransforms)
{
foreach (var modelMesh in model.Meshes)
{
foreach (var meshPart in modelMesh.MeshParts)
{
Deferred_GBufferEffect.World = transform;
Deferred_GBufferEffect.View = camera.View;
Deferred_GBufferEffect.Projection = camera.Projection;
Deferred_GBufferEffect.Albedo = meshPart.Albedo;
Deferred_GBufferEffect.Metallic = meshPart.Metallic;
Deferred_GBufferEffect.Roughness = meshPart.Roughness;
Deferred_GBufferEffect.AlbedoTexture = meshPart.AlbedoTexture;
Deferred_GBufferEffect.NormalTexture = meshPart.NormalTexture;
Deferred_GBufferEffect.MetallicRoughnessTexture = meshPart.MetallicRoughnessTexture;
GraphicsDevice.SetVertexBuffer(meshPart.VertexBuffer);
GraphicsDevice.Indices = meshPart.IndexBuffer;
foreach (var pass in Deferred_GBufferEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawIndexedPrimitives(
PrimitiveType.TriangleList,
0,
0,
meshPart.VertexBuffer.VertexCount,
0,
meshPart.Triangles.Length
);
}
}
}
}
}
private void AmbientLightRender(AmbientLight ambientLight)
{
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
GraphicsDevice.Clear(Color.Black);
GraphicsDevice.BlendState = BlendState.Additive;
GraphicsDevice.DepthStencilState = DepthStencilState.None;
GraphicsDevice.BlendState = BlendState.Opaque;
DeferredAmbientLightEffect.GPosition = gPosition;
DeferredAmbientLightEffect.GAlbedo = gAlbedo;
DeferredAmbientLightEffect.AmbientColor = ambientLight.Color.ToVector3();
foreach (var pass in DeferredAmbientLightEffect.CurrentTechnique.Passes)
{
@ -207,39 +366,31 @@ namespace Kav
GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
}
DeferredPointLightEffect.EyePosition = camera.Position;
foreach (var pointLight in pointLights)
{
PointLightRender(pointLight);
}
DirectionalLightRender(camera, modelTransforms, directionalLight);
// return;
// GraphicsDevice.SetRenderTarget(null);
// SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied);
// SpriteBatch.Draw(DirectionalRenderTarget, Vector2.Zero, Color.White);
// SpriteBatch.End();
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();
}
private void PointLightRender(PointLight pointLight)
{
private void PointLightRender(
PerspectiveCamera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
PointLight pointLight
) {
RenderPointShadows(camera, modelTransforms, pointLight);
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
GraphicsDevice.BlendState = BlendState.Additive;
DeferredPointLightEffect.GPosition = gPosition;
DeferredPointLightEffect.GAlbedo = gAlbedo;
DeferredPointLightEffect.GNormal = gNormal;
DeferredPointLightEffect.GMetallicRoughness = gMetallicRoughness;
DeferredPointLightEffect.ShadowMap = PointShadowCubeMap;
DeferredPointLightEffect.PointLightPosition = pointLight.Position;
DeferredPointLightEffect.PointLightColor =
pointLight.Color.ToVector3() * pointLight.Intensity;
DeferredPointLightEffect.FarPlane = 25f; // FIXME: magic value
foreach (var pass in DeferredPointLightEffect.CurrentTechnique.Passes)
{
pass.Apply();
@ -253,28 +404,7 @@ namespace Kav
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));
// 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;
}
RenderDirectionalShadows(camera, modelTransforms, directionalLight, DeferredDirectionalLightEffect);
DeferredDirectionalLightEffect.GPosition = gPosition;
DeferredDirectionalLightEffect.GAlbedo = gAlbedo;
@ -300,7 +430,7 @@ namespace Kav
directionalLight.Color.ToVector3() * directionalLight.Intensity;
DeferredDirectionalLightEffect.ViewMatrix = camera.View;
DeferredDirectionalLightEffect.EyePosition = Matrix.Invert(camera.View).Translation;
DeferredDirectionalLightEffect.EyePosition = camera.Position;
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
GraphicsDevice.BlendState = BlendState.Additive;
@ -313,10 +443,89 @@ namespace Kav
}
}
private void RenderShadowMap(
private void DirectionalLightToonRender(
PerspectiveCamera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
DirectionalLight directionalLight
) {
RenderDirectionalShadows(camera, modelTransforms, directionalLight, Deferred_ToonEffect);
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
GraphicsDevice.BlendState = BlendState.Additive;
Deferred_ToonEffect.GPosition = gPosition;
Deferred_ToonEffect.GAlbedo = gAlbedo;
Deferred_ToonEffect.GNormal = gNormal;
Deferred_ToonEffect.GMetallicRoughness = gMetallicRoughness;
Deferred_ToonEffect.DitheredShadows = false;
Deferred_ToonEffect.EyePosition = camera.Position;
Deferred_ToonEffect.DirectionalLightDirection = directionalLight.Direction;
Deferred_ToonEffect.DirectionalLightColor =
directionalLight.Color.ToVector3() * directionalLight.Intensity;
Deferred_ToonEffect.ShadowMapOne = ShadowRenderTargets[0];
if (NumShadowCascades > 1)
{
Deferred_ToonEffect.ShadowMapTwo = ShadowRenderTargets[1];
}
if (NumShadowCascades > 2)
{
Deferred_ToonEffect.ShadowMapThree = ShadowRenderTargets[2];
}
if (NumShadowCascades > 3)
{
Deferred_ToonEffect.ShadowMapFour = ShadowRenderTargets[3];
}
Deferred_ToonEffect.ViewMatrix = camera.View;
foreach (EffectPass pass in Deferred_ToonEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
}
}
private void RenderDirectionalShadows(
PerspectiveCamera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
DirectionalLight directionalLight,
ShadowCascadeEffect effect
) {
// 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));
// 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
RenderDirectionalShadowMap(shadowCamera, modelTransforms, directionalLight, effect, i);
effect.CascadeFarPlanes[i] = farPlane;
previousFarPlane = farPlane;
}
}
private void RenderDirectionalShadowMap(
PerspectiveCamera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
DirectionalLight directionalLight,
ShadowCascadeEffect effect,
int shadowCascadeIndex
) {
GraphicsDevice.SetRenderTarget(ShadowRenderTargets[shadowCascadeIndex]);
@ -357,23 +566,21 @@ namespace Kav
if (shadowCascadeIndex == 0)
{
DeferredDirectionalLightEffect.LightSpaceMatrixOne = lightSpaceMatrix;
effect.LightSpaceMatrixOne = lightSpaceMatrix;
}
else if (shadowCascadeIndex == 1)
{
DeferredDirectionalLightEffect.LightSpaceMatrixTwo = lightSpaceMatrix;
effect.LightSpaceMatrixTwo = lightSpaceMatrix;
}
else if (shadowCascadeIndex == 2)
{
DeferredDirectionalLightEffect.LightSpaceMatrixThree = lightSpaceMatrix;
effect.LightSpaceMatrixThree = lightSpaceMatrix;
}
else if (shadowCascadeIndex == 3)
{
DeferredDirectionalLightEffect.LightSpaceMatrixFour = lightSpaceMatrix;
effect.LightSpaceMatrixFour = lightSpaceMatrix;
}
DeferredDirectionalLightEffect.CascadeFarPlanes[shadowCascadeIndex] = camera.FarPlane;
foreach (var (model, transform) in modelTransforms)
{
foreach (var modelMesh in model.Meshes)
@ -403,62 +610,98 @@ 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,
private void RenderPointShadows(
PerspectiveCamera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
IEnumerable<PointLight> pointLights,
IEnumerable<DirectionalLight> directionalLights
PointLight pointLight
) {
foreach (var (model, transform) in modelTransforms)
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque;
LinearDepthEffect.Projection = Matrix.CreatePerspectiveFieldOfView(
MathHelper.PiOver2,
1,
0.1f,
25f // FIXME: magic value
);
LinearDepthEffect.FarPlane = 25f;
LinearDepthEffect.LightPosition = pointLight.Position;
foreach (CubeMapFace face in Enum.GetValues(typeof(CubeMapFace)))
{
foreach (var modelMesh in model.Meshes)
GraphicsDevice.SetRenderTarget(PointShadowCubeMap, face);
Vector3 targetDirection;
Vector3 targetUpDirection;
switch(face)
{
foreach (var meshPart in modelMesh.MeshParts)
case CubeMapFace.PositiveX:
targetDirection = Vector3.Right;
targetUpDirection = Vector3.Up;
break;
case CubeMapFace.NegativeX:
targetDirection = Vector3.Left;
targetUpDirection = Vector3.Up;
break;
case CubeMapFace.PositiveY:
targetDirection = Vector3.Up;
targetUpDirection = Vector3.Forward;
break;
case CubeMapFace.NegativeY:
targetDirection = Vector3.Down;
targetUpDirection = Vector3.Backward;
break;
case CubeMapFace.PositiveZ:
targetDirection = Vector3.Backward;
targetUpDirection = Vector3.Up;
break;
case CubeMapFace.NegativeZ:
targetDirection = Vector3.Forward;
targetUpDirection = Vector3.Up;
break;
default:
targetDirection = Vector3.Right;
targetUpDirection = Vector3.Up;
break;
}
LinearDepthEffect.View = Matrix.CreateLookAt(
pointLight.Position,
pointLight.Position + targetDirection,
targetUpDirection
);
foreach (var (model, transform) in modelTransforms)
{
foreach (var modelMesh in model.Meshes)
{
GraphicsDevice.SetVertexBuffer(meshPart.VertexBuffer);
GraphicsDevice.Indices = meshPart.IndexBuffer;
if (meshPart.Effect is TransformEffect transformEffect)
foreach (var meshPart in modelMesh.MeshParts)
{
transformEffect.World = transform;
transformEffect.View = view;
transformEffect.Projection = projection;
}
GraphicsDevice.SetVertexBuffer(meshPart.VertexBuffer);
GraphicsDevice.Indices = meshPart.IndexBuffer;
if (meshPart.Effect is PointLightEffect pointLightEffect)
{
int i = 0;
foreach (var pointLight in pointLights)
LinearDepthEffect.Model = transform;
foreach (var pass in LinearDepthEffect.CurrentTechnique.Passes)
{
if (i > pointLightEffect.MaxPointLights) { break; }
pointLightEffect.PointLights[i] = pointLight;
i++;
pass.Apply();
GraphicsDevice.DrawIndexedPrimitives(
PrimitiveType.TriangleList,
0,
0,
meshPart.VertexBuffer.VertexCount,
0,
meshPart.Triangles.Length
);
}
}
foreach (var pass in meshPart.Effect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawIndexedPrimitives(
PrimitiveType.TriangleList,
0,
0,
meshPart.VertexBuffer.VertexCount,
0,
meshPart.Triangles.Length
);
}
}
}
}

View File

@ -10,7 +10,7 @@ namespace Kav
{
if (ambientLightEffect == null)
{
ambientLightEffect = GetResource("DeferredPBR_AmbientLightEffect");
ambientLightEffect = GetResource("DeferredPBR_AmbientLightEffect.fxb");
}
return ambientLightEffect;
}
@ -21,7 +21,7 @@ namespace Kav
{
if (pointLightEffect == null)
{
pointLightEffect = GetResource("DeferredPBR_PointLightEffect");
pointLightEffect = GetResource("DeferredPBR_PointLightEffect.fxb");
}
return pointLightEffect;
}
@ -33,7 +33,7 @@ namespace Kav
{
if (directionalLightEffect == null)
{
directionalLightEffect = GetResource("DeferredPBR_DirectionalLightEffect");
directionalLightEffect = GetResource("DeferredPBR_DirectionalLightEffect.fxb");
}
return directionalLightEffect;
}
@ -45,7 +45,7 @@ namespace Kav
{
if (gBufferEffect == null)
{
gBufferEffect = GetResource("DeferredPBR_GBufferEffect");
gBufferEffect = GetResource("DeferredPBR_GBufferEffect.fxb");
}
return gBufferEffect;
}
@ -57,19 +57,31 @@ namespace Kav
{
if (toneMapEffect == null)
{
toneMapEffect = GetResource("ToneMapEffect");
toneMapEffect = GetResource("ToneMapEffect.fxb");
}
return toneMapEffect;
}
}
public static byte[] Deferred_ToonEffect
{
get
{
if (deferredToonEffect == null)
{
deferredToonEffect = GetResource("Deferred_ToonEffect.fxb");
}
return deferredToonEffect;
}
}
public static byte[] DeferredPBREffect
{
get
{
if (deferredPBREffect == null)
{
deferredPBREffect = GetResource("DeferredPBREffect");
deferredPBREffect = GetResource("DeferredPBREffect.fxb");
}
return deferredPBREffect;
}
@ -81,7 +93,7 @@ namespace Kav
{
if (pbrEffect == null)
{
pbrEffect = GetResource("PBREffect");
pbrEffect = GetResource("PBREffect.fxb");
}
return pbrEffect;
}
@ -93,25 +105,66 @@ namespace Kav
{
if (simpleDepthEffect == null)
{
simpleDepthEffect = GetResource("SimpleDepthEffect");
simpleDepthEffect = GetResource("SimpleDepthEffect.fxb");
}
return simpleDepthEffect;
}
}
public static byte[] LinearDepthEffect
{
get
{
if (linearDepthEffect == null)
{
linearDepthEffect = GetResource("LinearDepthEffect.fxb");
}
return linearDepthEffect;
}
}
public static byte[] SkyboxEffect
{
get
{
if (skyboxEffect == null)
{
skyboxEffect = GetResource("SkyboxEffect.fxb");
}
return skyboxEffect;
}
}
public static byte[] UnitCubeModel
{
get
{
if (unitCubeModel == null)
{
unitCubeModel = GetResource("UnitCube.glb");
}
return unitCubeModel;
}
}
private static byte[] ambientLightEffect;
private static byte[] pointLightEffect;
private static byte[] directionalLightEffect;
private static byte[] gBufferEffect;
private static byte[] toneMapEffect;
private static byte[] deferredToonEffect;
private static byte[] deferredPBREffect;
private static byte[] pbrEffect;
private static byte[] simpleDepthEffect;
private static byte[] linearDepthEffect;
private static byte[] skyboxEffect;
private static byte[] unitCubeModel;
private static byte[] GetResource(string name)
{
Stream stream = typeof(Resources).Assembly.GetManifestResourceStream(
"Kav.Resources." + name + ".fxb"
"Kav.Resources." + name
);
using (MemoryStream ms = new MemoryStream())
{