using System.Collections.Generic; using Kav.Extensions; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Kav { public class Renderer { private GraphicsDevice GraphicsDevice { get; } private int RenderDimensionsX { get; } private int RenderDimensionsY { get; } private RenderTarget2D DirectionalLightDepthTarget { get; } private SimpleDepthEffect SimpleDepthEffect { get; } private RenderTarget2D gPosition { get; } private RenderTarget2D gNormal { get; } private RenderTarget2D gAlbedo { get; } private RenderTarget2D gMetallicRoughness { get; } private RenderTarget2D deferredRenderTarget { get; } private VertexBuffer fullscreenTriangle { get; } private RenderTargetBinding[] GBuffer { get; } private DeferredPBREffect DeferredPBREffect { get; } private SpriteBatch SpriteBatch { get; } public Renderer(GraphicsDevice graphicsDevice, int renderDimensionsX, int renderDimensionsY) { GraphicsDevice = graphicsDevice; RenderDimensionsX = renderDimensionsX; RenderDimensionsY = renderDimensionsY; DirectionalLightDepthTarget = new RenderTarget2D( GraphicsDevice, 1024, 1024, false, SurfaceFormat.Single, DepthFormat.Depth24 ); gPosition = new RenderTarget2D( GraphicsDevice, renderDimensionsX, renderDimensionsY, false, SurfaceFormat.Vector4, DepthFormat.Depth24 ); gNormal = new RenderTarget2D( GraphicsDevice, renderDimensionsX, renderDimensionsY, false, SurfaceFormat.Vector4, DepthFormat.None ); gAlbedo = new RenderTarget2D( GraphicsDevice, renderDimensionsX, renderDimensionsY, false, SurfaceFormat.Color, DepthFormat.None ); gMetallicRoughness = new RenderTarget2D( GraphicsDevice, renderDimensionsX, renderDimensionsY, false, SurfaceFormat.HalfVector2, DepthFormat.None ); GBuffer = new RenderTargetBinding[4] { new RenderTargetBinding(gPosition), new RenderTargetBinding(gNormal), new RenderTargetBinding(gAlbedo), new RenderTargetBinding(gMetallicRoughness) }; deferredRenderTarget = new RenderTarget2D( GraphicsDevice, renderDimensionsX, renderDimensionsY ); SimpleDepthEffect = new SimpleDepthEffect(GraphicsDevice); DeferredPBREffect = new DeferredPBREffect(GraphicsDevice); fullscreenTriangle = new VertexBuffer(GraphicsDevice, typeof(VertexPositionTexture), 3, BufferUsage.WriteOnly); fullscreenTriangle.SetData(new VertexPositionTexture[3] { new VertexPositionTexture(new Vector3(-1, -1, 0), new Vector2(0, 0)), new VertexPositionTexture(new Vector3(-1, 3, 0), new Vector2(0, -2)), new VertexPositionTexture(new Vector3(3, -1, 0), new Vector2(2, 0)) }); SpriteBatch = new SpriteBatch(GraphicsDevice); GraphicsDevice.SetRenderTarget(deferredRenderTarget); graphicsDevice.Clear(Color.White); GraphicsDevice.SetRenderTarget(DirectionalLightDepthTarget); GraphicsDevice.Clear(Color.White); GraphicsDevice.SetRenderTarget(null); } public void DeferredRender( Camera camera, IEnumerable<(Model, Matrix)> modelTransforms, IEnumerable pointLights, DirectionalLight directionalLight ) { var cameraViewProjectionMatrix = camera.View * camera.Projection; ShadowMapRender( modelTransforms, directionalLight, cameraViewProjectionMatrix ); 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) { 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) { pass.Apply(); GraphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, 0, 0, meshPart.VertexBuffer.VertexCount, 0, meshPart.Triangles.Length ); } } } } GraphicsDevice.SetRenderTarget(null); GraphicsDevice.Clear(Color.CornflowerBlue); DeferredPBREffect.GPosition = gPosition; DeferredPBREffect.GAlbedo = gAlbedo; DeferredPBREffect.GNormal = gNormal; DeferredPBREffect.GMetallicRoughness = gMetallicRoughness; DeferredPBREffect.EyePosition = Matrix.Invert(camera.View).Translation; int i = 0; foreach (var pointLight in pointLights) { if (i > DeferredPBREffect.MaxPointLights) { break; } DeferredPBREffect.PointLights[i] = pointLight; i++; } DeferredPBREffect.DirectionalShadowMap = DirectionalLightDepthTarget; DeferredPBREffect.DirectionalLightDirection = directionalLight.Direction; DeferredPBREffect.DirectionalLightColor = directionalLight.Color.ToVector3() * directionalLight.Intensity; foreach (EffectPass pass in DeferredPBREffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.SetVertexBuffer(fullscreenTriangle); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1); } } // for shadow mapping public void ShadowMapRender( IEnumerable<(Model, Matrix)> modelTransforms, DirectionalLight directionalLight, Matrix cameraViewProjectionMatrix ) { GraphicsDevice.SetRenderTarget(DirectionalLightDepthTarget); GraphicsDevice.Clear(Color.White); GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.BlendState = BlendState.Opaque; var right = Vector3.Cross(Vector3.Up, directionalLight.Direction); var up = Vector3.Cross(directionalLight.Direction, right); var lightRotation = Matrix.CreateLookAt(Vector3.Zero, -directionalLight.Direction, up); var cameraBoundingFrustum = new BoundingFrustum(cameraViewProjectionMatrix); Vector3[] frustumCorners = cameraBoundingFrustum.GetCorners(); for (var i = 0; i < frustumCorners.Length; i++) { frustumCorners[i] = Vector3.Transform(frustumCorners[i], lightRotation); } BoundingBox lightBox = BoundingBox.CreateFromPoints(frustumCorners); Vector3 boxSize = lightBox.Max - lightBox.Min; Vector3 halfBoxSize = boxSize * 0.5f; Vector3 lightPosition = lightBox.Min + halfBoxSize; lightPosition.Z = lightBox.Min.Z; lightPosition = Vector3.Transform(lightPosition, Matrix.Invert(lightRotation)); SimpleDepthEffect.View = Matrix.CreateLookAt(lightPosition, lightPosition - directionalLight.Direction, up); SimpleDepthEffect.Projection = Matrix.CreateOrthographic(boxSize.X, boxSize.Y, -boxSize.Z, boxSize.Z); DeferredPBREffect.DirectionalLightMatrix = SimpleDepthEffect.View * SimpleDepthEffect.Projection; foreach (var (model, transform) in modelTransforms) { foreach (var modelMesh in model.Meshes) { foreach (var meshPart in modelMesh.MeshParts) { GraphicsDevice.SetVertexBuffer(meshPart.VertexBuffer); GraphicsDevice.Indices = meshPart.IndexBuffer; SimpleDepthEffect.Model = transform; foreach (var pass in SimpleDepthEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, 0, 0, meshPart.VertexBuffer.VertexCount, 0, meshPart.Triangles.Length ); } } } } } public void Render( Camera camera, IEnumerable<(Model, Matrix)> modelTransforms, IEnumerable pointLights, IEnumerable directionalLights ) { Render(camera.View, camera.Projection, modelTransforms, pointLights, directionalLights); } private void Render( Matrix view, Matrix projection, IEnumerable<(Model, Matrix)> modelTransforms, IEnumerable pointLights, IEnumerable directionalLights ) { foreach (var (model, transform) in modelTransforms) { foreach (var modelMesh in model.Meshes) { foreach (var meshPart in modelMesh.MeshParts) { GraphicsDevice.SetVertexBuffer(meshPart.VertexBuffer); GraphicsDevice.Indices = meshPart.IndexBuffer; if (meshPart.Effect is TransformEffect transformEffect) { transformEffect.World = transform; transformEffect.View = view; transformEffect.Projection = projection; } if (meshPart.Effect is PointLightEffect pointLightEffect) { int i = 0; foreach (var pointLight in pointLights) { if (i > pointLightEffect.MaxPointLights) { break; } pointLightEffect.PointLights[i] = pointLight; i++; } } if (meshPart.Effect is DirectionalLightEffect directionalLightEffect) { int i = 0; foreach (var directionalLight in directionalLights) { if (i > directionalLightEffect.MaxDirectionalLights) { break; } directionalLightEffect.DirectionalLights[i] = directionalLight; i++; } } foreach (var pass in meshPart.Effect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, 0, 0, meshPart.VertexBuffer.VertexCount, 0, meshPart.Triangles.Length ); } } } } } } }