sprite_light_experimental #7
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@ -17,6 +17,7 @@ namespace Kav
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EffectParameter roughnessParam;
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EffectParameter uvOffsetAndDimensionsParam;
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EffectParameter isSpriteParam;
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EffectParameter numTextureRowsParam;
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EffectParameter numTextureColumnsParam;
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@ -35,6 +36,8 @@ namespace Kav
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Vector2 uvOffset;
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Vector2 subTextureDimensions;
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bool isSprite = false;
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int numTextureRows = 1;
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int numTextureColumns = 1;
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@ -178,6 +181,16 @@ namespace Kav
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}
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}
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public bool IsSprite
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{
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get { return isSprite; }
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set
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{
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isSprite = value;
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isSpriteParam.SetValue(isSprite ? 1f : 0f);
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}
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}
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public bool HardwareInstancingEnabled
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{
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get { return hardwareInstancingEnabled; }
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@ -313,6 +326,7 @@ namespace Kav
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numTextureColumnsParam = Parameters["NumTextureColumns"];
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uvOffsetAndDimensionsParam = Parameters["UVOffsetAndDimensions"];
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isSpriteParam = Parameters["IsSprite"];
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shaderIndexParam = Parameters["PixelShaderIndex"];
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vertexShaderIndexParam = Parameters["VertexShaderIndex"];
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BIN
Effects/FXB/DeferredPBR_GBufferEffect.fxb (Stored with Git LFS)
BIN
Effects/FXB/DeferredPBR_GBufferEffect.fxb (Stored with Git LFS)
Binary file not shown.
BIN
Effects/FXB/DeferredPBR_PointLightEffect.fxb (Stored with Git LFS)
BIN
Effects/FXB/DeferredPBR_PointLightEffect.fxb (Stored with Git LFS)
Binary file not shown.
BIN
Effects/FXB/DiffuseLitSpriteEffect.fxb (Stored with Git LFS)
BIN
Effects/FXB/DiffuseLitSpriteEffect.fxb (Stored with Git LFS)
Binary file not shown.
BIN
Effects/FXB/PaletteCrushEffect.fxb (Stored with Git LFS)
BIN
Effects/FXB/PaletteCrushEffect.fxb (Stored with Git LFS)
Binary file not shown.
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@ -5,6 +5,7 @@ DECLARE_TEXTURE(NormalTexture, 1);
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DECLARE_TEXTURE(MetallicRoughnessTexture, 2);
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float4 UVOffsetAndDimensions;
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float IsSprite;
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BEGIN_CONSTANTS
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@ -119,7 +120,7 @@ PixelOutput NonePS(PixelInput input)
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(normalize(input.NormalWorld), 1.0);
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output.gNormal = float4(normalize(input.NormalWorld), IsSprite);
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output.gAlbedo = float4(AlbedoValue, 1.0);
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output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
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@ -131,7 +132,7 @@ PixelOutput AlbedoPS(PixelInput input)
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(normalize(input.NormalWorld), 1.0);
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output.gNormal = float4(normalize(input.NormalWorld), IsSprite);
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output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
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output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
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@ -145,7 +146,7 @@ PixelOutput MetallicRoughnessPS(PixelInput input)
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(normalize(input.NormalWorld), 1.0);
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output.gNormal = float4(normalize(input.NormalWorld), IsSprite);
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output.gAlbedo = float4(AlbedoValue, 1.0);
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output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
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@ -157,7 +158,7 @@ PixelOutput NormalPS(PixelInput input)
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite);
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output.gAlbedo = float4(AlbedoValue, 1.0);
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output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
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@ -169,7 +170,7 @@ PixelOutput AlbedoMetallicRoughnessPS(PixelInput input)
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(normalize(input.NormalWorld), 1.0);
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output.gNormal = float4(normalize(input.NormalWorld), IsSprite);
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output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
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output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
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@ -183,7 +184,7 @@ PixelOutput AlbedoNormalPS(PixelInput input)
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite);
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output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
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output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
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@ -197,7 +198,7 @@ PixelOutput MetallicRoughnessNormalPS(PixelInput input)
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite);
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output.gAlbedo = float4(AlbedoValue, 1.0);
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output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
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@ -209,7 +210,7 @@ PixelOutput AlbedoMetallicRoughnessNormalMapPS(PixelInput input)
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite);
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output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
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output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
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@ -80,17 +80,32 @@ float4 main_ps(PixelInput input) : SV_TARGET0
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float2 texCoord = 0.5f * float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 0.5f;
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float3 worldPosition = SAMPLE_TEXTURE(gPosition, texCoord).rgb;
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float3 normal = SAMPLE_TEXTURE(gNormal, texCoord).xyz;
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float4 normalSample = SAMPLE_TEXTURE(gNormal, texCoord);
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float3 normal = normalSample.xyz;
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float isSprite = normalSample.a;
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float3 albedo = SAMPLE_TEXTURE(gAlbedo, texCoord).rgb;
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float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, texCoord).rg;
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return ComputeColor(
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worldPosition,
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normal,
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albedo,
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metallicRoughness.r,
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metallicRoughness.g
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);
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if (isSprite == 1.0)
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{
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float3 lightDir = PointLightPosition - worldPosition;
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float3 L = normalize(lightDir);
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float distance = length(lightDir);
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float attenuation = 1.0 / (distance * distance);
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float3 radiance = PointLightColor * attenuation;
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return float4(albedo * radiance * 0.1, 1.0);
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}
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else
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{
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return ComputeColor(
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worldPosition,
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normal,
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albedo,
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metallicRoughness.r,
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metallicRoughness.g
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);
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}
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}
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Technique DeferredPBR_Point
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@ -98,6 +98,9 @@ float4 LightColor(float3 worldPosition, float3 worldNormal)
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float4 WithoutNormalMap(PixelShaderInput input) : COLOR0
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{
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float4 tex = SAMPLE_TEXTURE(Texture, input.TexCoord);
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if (tex.a == 0.0) { discard; }
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float3 normalWS = normalize(input.NormalWS);
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return tex * LightColor(input.PositionWS, normalWS);
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@ -106,6 +109,9 @@ float4 WithoutNormalMap(PixelShaderInput input) : COLOR0
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float4 WithNormalMap(PixelShaderInput input) : COLOR0
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{
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float4 tex = SAMPLE_TEXTURE(Texture, input.TexCoord);
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if (tex.a == 0.0) { discard; }
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float3 normalWS = GetNormalFromMap(input.PositionWS, input.TexCoord, input.NormalWS);
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return tex * LightColor(input.PositionWS, normalWS);
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@ -1,7 +1,5 @@
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#include "Macros.fxh"
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#define FLT_MAX 3.402823466e+38
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DECLARE_TEXTURE(Texture, 0);
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DECLARE_TEXTURE(Palette, 1);
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@ -40,11 +38,12 @@ float4 main_ps(PixelInput input) : SV_TARGET0
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float3 sampled_color = sampled.rgb;
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float3 closest_color = float3(0, 0, 0);
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float closest_dist = FLT_MAX;
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float closest_dist = 100000;
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for (int i = 0; i < PaletteWidth; i++)
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{
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float3 palette_color = SAMPLE_TEXTURE(Palette, float2(i / (float)PaletteWidth, 0));
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float texX = (i / (float)PaletteWidth);
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float3 palette_color = SAMPLE_TEXTURE(Palette, float2(texX, 0));
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float dist = distance(palette_color, sampled_color);
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if (dist < closest_dist)
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{
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24
Renderer.cs
24
Renderer.cs
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@ -199,14 +199,17 @@ namespace Kav
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public void RenderMeshSpriteGBuffer(
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RenderTargetBinding[] gBuffer,
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PerspectiveCamera camera,
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IEnumerable<MeshSpriteDrawData> meshSpriteDrawDatas
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IEnumerable<MeshSpriteDrawData> meshSpriteDrawDatas,
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DepthStencilState depthStencilState
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) {
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GraphicsDevice.SetRenderTargets(gBuffer);
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GraphicsDevice.RasterizerState = RasterizerState.CullNone;
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GraphicsDevice.DepthStencilState = DepthStencilState.Default;
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GraphicsDevice.DepthStencilState = depthStencilState;
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GraphicsDevice.BlendState = BlendState.AlphaBlend;
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Deferred_GBufferEffect.HardwareInstancingEnabled = false;
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Deferred_GBufferEffect.IsSprite = true;
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Deferred_GBufferEffect.View = camera.View;
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Deferred_GBufferEffect.Projection = camera.Projection;
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@ -375,6 +378,21 @@ namespace Kav
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);
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}
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public void RenderDepthIndexed<T>(
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RenderTarget2D renderTarget,
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PerspectiveCamera camera,
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T drawable,
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DepthStencilState depthStencilState
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) where T : IIndexDrawable {
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GraphicsDevice.SetRenderTarget(renderTarget);
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GraphicsDevice.DepthStencilState = depthStencilState;
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SimpleDepthEffect.View = camera.View;
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SimpleDepthEffect.Projection = camera.Projection;
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RenderIndexed(GraphicsDevice, drawable, SimpleDepthEffect);
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}
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public void RenderSkybox(
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RenderTarget2D renderTarget,
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PerspectiveCamera camera,
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@ -418,6 +436,7 @@ namespace Kav
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GraphicsDevice.BlendState = BlendState.Opaque;
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Deferred_GBufferEffect.HardwareInstancingEnabled = true;
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Deferred_GBufferEffect.IsSprite = false;
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Deferred_GBufferEffect.Albedo = drawable.Albedo;
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Deferred_GBufferEffect.Metallic = drawable.Metallic;
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@ -465,6 +484,7 @@ namespace Kav
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GraphicsDevice.DepthStencilState = DepthStencilState.Default;
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GraphicsDevice.BlendState = BlendState.Opaque;
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Deferred_GBufferEffect.IsSprite = false;
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Deferred_GBufferEffect.HardwareInstancingEnabled = false;
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Deferred_GBufferEffect.View = camera.View;
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Deferred_GBufferEffect.Projection = camera.Projection;
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Loading…
Reference in New Issue