Batched Billboard Implementation #5
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@ -0,0 +1,39 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Kav
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{
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public struct Sprite
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{
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public Texture2D Texture { get; }
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public Vector3 Position { get; }
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public Vector2 Origin { get; }
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public float Rotation { get; }
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public Vector2 Scale { get; }
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public Sprite(
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Texture2D texture,
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Vector3 position,
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Vector2 origin,
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float rotation,
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Vector2 scale
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) {
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Texture = texture;
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Position = position;
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Origin = origin;
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Rotation = rotation;
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Scale = scale;
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}
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public Sprite(
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Texture2D texture,
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Vector3 position
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) {
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Texture = texture;
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Position = position;
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Origin = Vector2.Zero;
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Rotation = 0f;
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Scale = Vector2.One;
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}
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}
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}
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91
Renderer.cs
91
Renderer.cs
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@ -33,6 +33,7 @@ namespace Kav
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private LinearDepthEffect LinearDepthEffect { get; }
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private Effect ToneMapEffect { get; }
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private SkyboxEffect SkyboxEffect { get; }
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private BasicEffect BasicEffect { get; }
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private RenderTarget2D gPosition { get; }
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private RenderTarget2D gNormal { get; }
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@ -159,6 +160,7 @@ namespace Kav
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ToneMapEffect = new Effect(graphicsDevice, Resources.ToneMapEffect);
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Deferred_ToonEffect = new Deferred_ToonEffect(GraphicsDevice);
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SkyboxEffect = new SkyboxEffect(GraphicsDevice);
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BasicEffect = new BasicEffect(GraphicsDevice);
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FullscreenTriangle = new VertexBuffer(GraphicsDevice, typeof(VertexPositionTexture), 3, BufferUsage.WriteOnly);
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FullscreenTriangle.SetData(new VertexPositionTexture[3] {
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@ -176,6 +178,7 @@ namespace Kav
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}
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public void DeferredRender(
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RenderTarget2D renderTarget,
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PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms,
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AmbientLight ambientLight,
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@ -198,21 +201,21 @@ namespace Kav
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DirectionalLightRender(camera, modelTransforms, directionalLight);
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GraphicsDevice.SetRenderTarget(null);
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GraphicsDevice.Clear(Color.Black);
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GraphicsDevice.SetRenderTarget(renderTarget);
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SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, ToneMapEffect);
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SpriteBatch.Draw(ColorRenderTarget, Vector2.Zero, Color.White);
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SpriteBatch.End();
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}
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public void DeferredToonRender(
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RenderTarget2D renderTarget,
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PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms,
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AmbientLight ambientLight,
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IEnumerable<PointLight> pointLights,
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DirectionalLight directionalLight,
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TextureCube skybox
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) {
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) {
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GBufferRender(camera, modelTransforms);
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GraphicsDevice.SetRenderTarget(ColorRenderTarget);
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@ -230,12 +233,64 @@ namespace Kav
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DirectionalLightToonRender(camera, modelTransforms, directionalLight);
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SkyboxRender(camera, skybox);
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GraphicsDevice.SetRenderTarget(null);
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GraphicsDevice.SetRenderTarget(renderTarget);
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SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, null);
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SpriteBatch.Draw(ColorRenderTarget, Vector2.Zero, Color.White);
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SpriteBatch.End();
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}
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// billboards sprites into the scene
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// FIXME: we can frustum cull the sprites probably
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public void BillboardSpriteRender(
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RenderTarget2D renderTarget,
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PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms,
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IEnumerable<Sprite> sprites
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) {
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GraphicsDevice.SetRenderTarget(ColorRenderTarget);
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GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1f, 0);
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GraphicsDevice.DepthStencilState = DepthStencilState.Default;
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DepthRender(camera, modelTransforms);
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GraphicsDevice.Clear(ClearOptions.Target, new Color(0, 0, 0, 0), 1f, 0);
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Matrix invertY = Matrix.CreateScale(1, -1, 1);
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BasicEffect.World = invertY;
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BasicEffect.View = Matrix.Identity;
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BasicEffect.Projection = camera.Projection;
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BasicEffect.TextureEnabled = true;
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BasicEffect.VertexColorEnabled = true;
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SpriteBatch.Begin(0, null, null, DepthStencilState.DepthRead, RasterizerState.CullNone, BasicEffect);
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foreach (var sprite in sprites)
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{
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// transform view space on CPU so we don't have to break the batch
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Vector3 viewSpacePosition = Vector3.Transform(sprite.Position, camera.View * invertY);
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SpriteBatch.Draw(
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sprite.Texture,
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new Vector2(viewSpacePosition.X, viewSpacePosition.Y),
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null,
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Color.White,
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0,
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sprite.Origin,
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sprite.Scale / new Vector2(sprite.Texture.Width, sprite.Texture.Height),
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0,
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viewSpacePosition.Z
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);
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}
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SpriteBatch.End();
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GraphicsDevice.SetRenderTarget(renderTarget);
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GraphicsDevice.Clear(new Color(0, 0, 0, 0));
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SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null);
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SpriteBatch.Draw(ColorRenderTarget, Vector2.Zero, Color.White);
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SpriteBatch.End();
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}
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private void DepthRender(
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PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms
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@ -386,11 +441,11 @@ namespace Kav
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DeferredPointLightEffect.GPosition = gPosition;
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DeferredPointLightEffect.GAlbedo = gAlbedo;
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DeferredPointLightEffect.GNormal = gNormal;
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DeferredPointLightEffect.GMetallicRoughness = gMetallicRoughness;
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DeferredPointLightEffect.GMetallicRoughness = gMetallicRoughness;
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DeferredPointLightEffect.ShadowMap = PointShadowCubeMap;
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DeferredPointLightEffect.PointLightPosition = pointLight.Position;
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DeferredPointLightEffect.PointLightColor =
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DeferredPointLightEffect.PointLightColor =
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pointLight.Color.ToVector3() * pointLight.Intensity;
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DeferredPointLightEffect.FarPlane = 25f; // FIXME: magic value
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@ -428,11 +483,11 @@ namespace Kav
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{
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DeferredDirectionalLightEffect.ShadowMapFour = ShadowRenderTargets[3];
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}
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DeferredDirectionalLightEffect.DirectionalLightDirection = directionalLight.Direction;
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DeferredDirectionalLightEffect.DirectionalLightColor =
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DeferredDirectionalLightEffect.DirectionalLightColor =
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directionalLight.Color.ToVector3() * directionalLight.Intensity;
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DeferredDirectionalLightEffect.ViewMatrix = camera.View;
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DeferredDirectionalLightEffect.EyePosition = camera.Position;
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@ -467,7 +522,7 @@ namespace Kav
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Deferred_ToonEffect.EyePosition = camera.Position;
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Deferred_ToonEffect.DirectionalLightDirection = directionalLight.Direction;
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Deferred_ToonEffect.DirectionalLightColor =
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Deferred_ToonEffect.DirectionalLightColor =
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directionalLight.Color.ToVector3() * directionalLight.Intensity;
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Deferred_ToonEffect.ShadowMapOne = ShadowRenderTargets[0];
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@ -483,7 +538,7 @@ namespace Kav
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{
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Deferred_ToonEffect.ShadowMapFour = ShadowRenderTargets[3];
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}
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Deferred_ToonEffect.ViewMatrix = camera.View;
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foreach (EffectPass pass in Deferred_ToonEffect.CurrentTechnique.Passes)
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@ -506,7 +561,7 @@ namespace Kav
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{
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var farPlane = camera.FarPlane / (MathHelper.Max((NumShadowCascades - i - 1) * 2f, 1f));
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// divide the view frustum
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// divide the view frustum
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var shadowCamera = new PerspectiveCamera(
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camera.Position,
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camera.Forward,
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@ -516,7 +571,7 @@ namespace Kav
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previousFarPlane,
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farPlane
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);
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// TODO: This is tightly coupled to the effect and it sucks
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RenderDirectionalShadowMap(shadowCamera, modelTransforms, directionalLight, effect, i);
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@ -526,8 +581,8 @@ namespace Kav
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}
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private void RenderDirectionalShadowMap(
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PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms,
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PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms,
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DirectionalLight directionalLight,
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ShadowCascadeEffect effect,
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int shadowCascadeIndex
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@ -536,7 +591,7 @@ namespace Kav
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GraphicsDevice.Clear(Color.White);
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GraphicsDevice.DepthStencilState = DepthStencilState.Default;
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GraphicsDevice.BlendState = BlendState.Opaque;
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var cameraBoundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
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Vector3[] frustumCorners = cameraBoundingFrustum.GetCorners();
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@ -555,7 +610,7 @@ namespace Kav
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}
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BoundingBox lightBox = BoundingBox.CreateFromPoints(frustumCorners);
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SimpleDepthEffect.View = lightView;
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SimpleDepthEffect.Projection = Matrix.CreateOrthographicOffCenter(
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lightBox.Min.X,
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@ -586,7 +641,7 @@ namespace Kav
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}
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var boundingFrustum = new BoundingFrustum(lightSpaceMatrix);
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foreach (var (model, transform) in FrustumCull(boundingFrustum, modelTransforms))
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{
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foreach (var modelMesh in model.Meshes)
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