sprite_light_experimental #7

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cosmonaut wants to merge 5 commits from sprite_light_experimental into main
11 changed files with 90 additions and 35 deletions

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@ -17,6 +17,7 @@ namespace Kav
EffectParameter roughnessParam; EffectParameter roughnessParam;
EffectParameter uvOffsetAndDimensionsParam; EffectParameter uvOffsetAndDimensionsParam;
EffectParameter isSpriteParam;
EffectParameter numTextureRowsParam; EffectParameter numTextureRowsParam;
EffectParameter numTextureColumnsParam; EffectParameter numTextureColumnsParam;
@ -35,6 +36,8 @@ namespace Kav
Vector2 uvOffset; Vector2 uvOffset;
Vector2 subTextureDimensions; Vector2 subTextureDimensions;
bool isSprite = false;
int numTextureRows = 1; int numTextureRows = 1;
int numTextureColumns = 1; int numTextureColumns = 1;
@ -178,6 +181,16 @@ namespace Kav
} }
} }
public bool IsSprite
{
get { return isSprite; }
set
{
isSprite = value;
isSpriteParam.SetValue(isSprite ? 1f : 0f);
}
}
public bool HardwareInstancingEnabled public bool HardwareInstancingEnabled
{ {
get { return hardwareInstancingEnabled; } get { return hardwareInstancingEnabled; }
@ -313,6 +326,7 @@ namespace Kav
numTextureColumnsParam = Parameters["NumTextureColumns"]; numTextureColumnsParam = Parameters["NumTextureColumns"];
uvOffsetAndDimensionsParam = Parameters["UVOffsetAndDimensions"]; uvOffsetAndDimensionsParam = Parameters["UVOffsetAndDimensions"];
isSpriteParam = Parameters["IsSprite"];
shaderIndexParam = Parameters["PixelShaderIndex"]; shaderIndexParam = Parameters["PixelShaderIndex"];
vertexShaderIndexParam = Parameters["VertexShaderIndex"]; vertexShaderIndexParam = Parameters["VertexShaderIndex"];

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Effects/FXB/DeferredPBR_GBufferEffect.fxb (Stored with Git LFS)

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Effects/FXB/DiffuseLitSpriteEffect.fxb (Stored with Git LFS)

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Effects/FXB/PaletteCrushEffect.fxb (Stored with Git LFS)

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@ -5,6 +5,7 @@ DECLARE_TEXTURE(NormalTexture, 1);
DECLARE_TEXTURE(MetallicRoughnessTexture, 2); DECLARE_TEXTURE(MetallicRoughnessTexture, 2);
float4 UVOffsetAndDimensions; float4 UVOffsetAndDimensions;
float IsSprite;
BEGIN_CONSTANTS BEGIN_CONSTANTS
@ -119,7 +120,7 @@ PixelOutput NonePS(PixelInput input)
PixelOutput output; PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0); output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(normalize(input.NormalWorld), 1.0); output.gNormal = float4(normalize(input.NormalWorld), IsSprite);
output.gAlbedo = float4(AlbedoValue, 1.0); output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0); output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
@ -131,7 +132,7 @@ PixelOutput AlbedoPS(PixelInput input)
PixelOutput output; PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0); output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(normalize(input.NormalWorld), 1.0); output.gNormal = float4(normalize(input.NormalWorld), IsSprite);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord); output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0); output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
@ -145,7 +146,7 @@ PixelOutput MetallicRoughnessPS(PixelInput input)
PixelOutput output; PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0); output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(normalize(input.NormalWorld), 1.0); output.gNormal = float4(normalize(input.NormalWorld), IsSprite);
output.gAlbedo = float4(AlbedoValue, 1.0); output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord); output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
@ -157,7 +158,7 @@ PixelOutput NormalPS(PixelInput input)
PixelOutput output; PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0); output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0); output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite);
output.gAlbedo = float4(AlbedoValue, 1.0); output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0); output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
@ -169,7 +170,7 @@ PixelOutput AlbedoMetallicRoughnessPS(PixelInput input)
PixelOutput output; PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0); output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(normalize(input.NormalWorld), 1.0); output.gNormal = float4(normalize(input.NormalWorld), IsSprite);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord); output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord); output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
@ -183,7 +184,7 @@ PixelOutput AlbedoNormalPS(PixelInput input)
PixelOutput output; PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0); output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0); output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord); output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0); output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
@ -197,7 +198,7 @@ PixelOutput MetallicRoughnessNormalPS(PixelInput input)
PixelOutput output; PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0); output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0); output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite);
output.gAlbedo = float4(AlbedoValue, 1.0); output.gAlbedo = float4(AlbedoValue, 1.0);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord); output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
@ -209,7 +210,7 @@ PixelOutput AlbedoMetallicRoughnessNormalMapPS(PixelInput input)
PixelOutput output; PixelOutput output;
output.gPosition = float4(input.PositionWorld, 1.0); output.gPosition = float4(input.PositionWorld, 1.0);
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0); output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite);
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord); output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord); output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);

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@ -80,10 +80,24 @@ float4 main_ps(PixelInput input) : SV_TARGET0
float2 texCoord = 0.5f * float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 0.5f; float2 texCoord = 0.5f * float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 0.5f;
float3 worldPosition = SAMPLE_TEXTURE(gPosition, texCoord).rgb; float3 worldPosition = SAMPLE_TEXTURE(gPosition, texCoord).rgb;
float3 normal = SAMPLE_TEXTURE(gNormal, texCoord).xyz; float4 normalSample = SAMPLE_TEXTURE(gNormal, texCoord);
float3 normal = normalSample.xyz;
float isSprite = normalSample.a;
float3 albedo = SAMPLE_TEXTURE(gAlbedo, texCoord).rgb; float3 albedo = SAMPLE_TEXTURE(gAlbedo, texCoord).rgb;
float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, texCoord).rg; float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, texCoord).rg;
if (isSprite == 1.0)
{
float3 lightDir = PointLightPosition - worldPosition;
float3 L = normalize(lightDir);
float distance = length(lightDir);
float attenuation = 1.0 / (distance * distance);
float3 radiance = PointLightColor * attenuation;
return float4(albedo * radiance * 0.1, 1.0);
}
else
{
return ComputeColor( return ComputeColor(
worldPosition, worldPosition,
normal, normal,
@ -92,6 +106,7 @@ float4 main_ps(PixelInput input) : SV_TARGET0
metallicRoughness.g metallicRoughness.g
); );
} }
}
Technique DeferredPBR_Point Technique DeferredPBR_Point
{ {

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@ -98,6 +98,9 @@ float4 LightColor(float3 worldPosition, float3 worldNormal)
float4 WithoutNormalMap(PixelShaderInput input) : COLOR0 float4 WithoutNormalMap(PixelShaderInput input) : COLOR0
{ {
float4 tex = SAMPLE_TEXTURE(Texture, input.TexCoord); float4 tex = SAMPLE_TEXTURE(Texture, input.TexCoord);
if (tex.a == 0.0) { discard; }
float3 normalWS = normalize(input.NormalWS); float3 normalWS = normalize(input.NormalWS);
return tex * LightColor(input.PositionWS, normalWS); return tex * LightColor(input.PositionWS, normalWS);
@ -106,6 +109,9 @@ float4 WithoutNormalMap(PixelShaderInput input) : COLOR0
float4 WithNormalMap(PixelShaderInput input) : COLOR0 float4 WithNormalMap(PixelShaderInput input) : COLOR0
{ {
float4 tex = SAMPLE_TEXTURE(Texture, input.TexCoord); float4 tex = SAMPLE_TEXTURE(Texture, input.TexCoord);
if (tex.a == 0.0) { discard; }
float3 normalWS = GetNormalFromMap(input.PositionWS, input.TexCoord, input.NormalWS); float3 normalWS = GetNormalFromMap(input.PositionWS, input.TexCoord, input.NormalWS);
return tex * LightColor(input.PositionWS, normalWS); return tex * LightColor(input.PositionWS, normalWS);

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@ -1,7 +1,5 @@
#include "Macros.fxh" #include "Macros.fxh"
#define FLT_MAX 3.402823466e+38
DECLARE_TEXTURE(Texture, 0); DECLARE_TEXTURE(Texture, 0);
DECLARE_TEXTURE(Palette, 1); DECLARE_TEXTURE(Palette, 1);
@ -40,11 +38,12 @@ float4 main_ps(PixelInput input) : SV_TARGET0
float3 sampled_color = sampled.rgb; float3 sampled_color = sampled.rgb;
float3 closest_color = float3(0, 0, 0); float3 closest_color = float3(0, 0, 0);
float closest_dist = FLT_MAX; float closest_dist = 100000;
for (int i = 0; i < PaletteWidth; i++) for (int i = 0; i < PaletteWidth; i++)
{ {
float3 palette_color = SAMPLE_TEXTURE(Palette, float2(i / (float)PaletteWidth, 0)); float texX = (i / (float)PaletteWidth);
float3 palette_color = SAMPLE_TEXTURE(Palette, float2(texX, 0));
float dist = distance(palette_color, sampled_color); float dist = distance(palette_color, sampled_color);
if (dist < closest_dist) if (dist < closest_dist)
{ {

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@ -199,14 +199,17 @@ namespace Kav
public void RenderMeshSpriteGBuffer( public void RenderMeshSpriteGBuffer(
RenderTargetBinding[] gBuffer, RenderTargetBinding[] gBuffer,
PerspectiveCamera camera, PerspectiveCamera camera,
IEnumerable<MeshSpriteDrawData> meshSpriteDrawDatas IEnumerable<MeshSpriteDrawData> meshSpriteDrawDatas,
DepthStencilState depthStencilState
) { ) {
GraphicsDevice.SetRenderTargets(gBuffer); GraphicsDevice.SetRenderTargets(gBuffer);
GraphicsDevice.RasterizerState = RasterizerState.CullNone; GraphicsDevice.RasterizerState = RasterizerState.CullNone;
GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.DepthStencilState = depthStencilState;
GraphicsDevice.BlendState = BlendState.AlphaBlend; GraphicsDevice.BlendState = BlendState.AlphaBlend;
Deferred_GBufferEffect.HardwareInstancingEnabled = false; Deferred_GBufferEffect.HardwareInstancingEnabled = false;
Deferred_GBufferEffect.IsSprite = true;
Deferred_GBufferEffect.View = camera.View; Deferred_GBufferEffect.View = camera.View;
Deferred_GBufferEffect.Projection = camera.Projection; Deferred_GBufferEffect.Projection = camera.Projection;
@ -375,6 +378,21 @@ namespace Kav
); );
} }
public void RenderDepthIndexed<T>(
RenderTarget2D renderTarget,
PerspectiveCamera camera,
T drawable,
DepthStencilState depthStencilState
) where T : IIndexDrawable {
GraphicsDevice.SetRenderTarget(renderTarget);
GraphicsDevice.DepthStencilState = depthStencilState;
SimpleDepthEffect.View = camera.View;
SimpleDepthEffect.Projection = camera.Projection;
RenderIndexed(GraphicsDevice, drawable, SimpleDepthEffect);
}
public void RenderSkybox( public void RenderSkybox(
RenderTarget2D renderTarget, RenderTarget2D renderTarget,
PerspectiveCamera camera, PerspectiveCamera camera,
@ -418,6 +436,7 @@ namespace Kav
GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.BlendState = BlendState.Opaque;
Deferred_GBufferEffect.HardwareInstancingEnabled = true; Deferred_GBufferEffect.HardwareInstancingEnabled = true;
Deferred_GBufferEffect.IsSprite = false;
Deferred_GBufferEffect.Albedo = drawable.Albedo; Deferred_GBufferEffect.Albedo = drawable.Albedo;
Deferred_GBufferEffect.Metallic = drawable.Metallic; Deferred_GBufferEffect.Metallic = drawable.Metallic;
@ -465,6 +484,7 @@ namespace Kav
GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.BlendState = BlendState.Opaque;
Deferred_GBufferEffect.IsSprite = false;
Deferred_GBufferEffect.HardwareInstancingEnabled = false; Deferred_GBufferEffect.HardwareInstancingEnabled = false;
Deferred_GBufferEffect.View = camera.View; Deferred_GBufferEffect.View = camera.View;
Deferred_GBufferEffect.Projection = camera.Projection; Deferred_GBufferEffect.Projection = camera.Projection;