468 lines
19 KiB
C#
468 lines
19 KiB
C#
using System.Collections.Generic;
|
|
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
|
|
namespace Kav
|
|
{
|
|
public class Renderer
|
|
{
|
|
private const int MAX_SHADOW_CASCADES = 4;
|
|
private int ShadowMapSize { get; }
|
|
|
|
private GraphicsDevice GraphicsDevice { get; }
|
|
private int RenderDimensionsX { get; }
|
|
private int RenderDimensionsY { get; }
|
|
|
|
private VertexBuffer FullscreenTriangle { get; }
|
|
private int NumShadowCascades { get; }
|
|
|
|
private RenderTarget2D ColorRenderTarget { get; }
|
|
private RenderTarget2D DirectionalRenderTarget { get; }
|
|
private RenderTarget2D[] ShadowRenderTargets { get; }
|
|
|
|
private DeferredPBREffect DeferredPBREffect { get; }
|
|
private DeferredPBR_AmbientLightEffect DeferredAmbientLightEffect { get; }
|
|
private DeferredPBR_PointLightEffect DeferredPointLightEffect { get; }
|
|
private DeferredPBR_DirectionalLightEffect DeferredDirectionalLightEffect { get; }
|
|
private SimpleDepthEffect SimpleDepthEffect { get; }
|
|
private Effect ToneMapEffect { get; }
|
|
|
|
private RenderTarget2D gPosition { get; }
|
|
private RenderTarget2D gNormal { get; }
|
|
private RenderTarget2D gAlbedo { get; }
|
|
private RenderTarget2D gMetallicRoughness { get; }
|
|
|
|
private RenderTargetBinding[] GBuffer { get; }
|
|
|
|
private SpriteBatch SpriteBatch { get; }
|
|
|
|
public Renderer(
|
|
GraphicsDevice graphicsDevice,
|
|
int renderDimensionsX,
|
|
int renderDimensionsY,
|
|
int numShadowCascades,
|
|
int shadowMapSize
|
|
) {
|
|
GraphicsDevice = graphicsDevice;
|
|
RenderDimensionsX = renderDimensionsX;
|
|
RenderDimensionsY = renderDimensionsY;
|
|
|
|
ShadowMapSize = shadowMapSize;
|
|
|
|
NumShadowCascades = (int)MathHelper.Clamp(numShadowCascades, 1, MAX_SHADOW_CASCADES);
|
|
ShadowRenderTargets = new RenderTarget2D[numShadowCascades];
|
|
|
|
for (var i = 0; i < numShadowCascades; i++)
|
|
{
|
|
ShadowRenderTargets[i] = new RenderTarget2D(
|
|
GraphicsDevice,
|
|
ShadowMapSize,
|
|
ShadowMapSize,
|
|
false,
|
|
SurfaceFormat.Single,
|
|
DepthFormat.Depth24
|
|
);
|
|
}
|
|
|
|
ColorRenderTarget = new RenderTarget2D(
|
|
graphicsDevice,
|
|
renderDimensionsX,
|
|
renderDimensionsY,
|
|
false,
|
|
SurfaceFormat.Color,
|
|
DepthFormat.None,
|
|
0,
|
|
RenderTargetUsage.PreserveContents
|
|
);
|
|
|
|
DirectionalRenderTarget = new RenderTarget2D(
|
|
graphicsDevice,
|
|
renderDimensionsX,
|
|
renderDimensionsY,
|
|
false,
|
|
SurfaceFormat.Color,
|
|
DepthFormat.None,
|
|
0,
|
|
RenderTargetUsage.PreserveContents
|
|
);
|
|
|
|
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)
|
|
};
|
|
|
|
SimpleDepthEffect = new SimpleDepthEffect(GraphicsDevice);
|
|
DeferredPBREffect = new DeferredPBREffect(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);
|
|
|
|
FullscreenTriangle = new VertexBuffer(GraphicsDevice, typeof(VertexPositionTexture), 3, BufferUsage.WriteOnly);
|
|
FullscreenTriangle.SetData(new VertexPositionTexture[3] {
|
|
new VertexPositionTexture(new Vector3(-1, -3, 0), new Vector2(0, 2)),
|
|
new VertexPositionTexture(new Vector3(-1, 1, 0), new Vector2(0, 0)),
|
|
new VertexPositionTexture(new Vector3(3, 1, 0), new Vector2(2, 0))
|
|
});
|
|
|
|
SpriteBatch = new SpriteBatch(graphicsDevice);
|
|
}
|
|
|
|
public void DeferredRender(
|
|
PerspectiveCamera camera,
|
|
IEnumerable<(Model, Matrix)> modelTransforms,
|
|
IEnumerable<PointLight> pointLights,
|
|
DirectionalLight directionalLight
|
|
) {
|
|
// g-buffer pass
|
|
|
|
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(ColorRenderTarget);
|
|
GraphicsDevice.Clear(Color.Black);
|
|
GraphicsDevice.BlendState = BlendState.Additive;
|
|
GraphicsDevice.DepthStencilState = DepthStencilState.None;
|
|
|
|
DeferredAmbientLightEffect.GPosition = gPosition;
|
|
DeferredAmbientLightEffect.GAlbedo = gAlbedo;
|
|
|
|
foreach (var pass in DeferredAmbientLightEffect.CurrentTechnique.Passes)
|
|
{
|
|
pass.Apply();
|
|
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)
|
|
{
|
|
DeferredPointLightEffect.GPosition = gPosition;
|
|
DeferredPointLightEffect.GAlbedo = gAlbedo;
|
|
DeferredPointLightEffect.GNormal = gNormal;
|
|
DeferredPointLightEffect.GMetallicRoughness = gMetallicRoughness;
|
|
|
|
DeferredPointLightEffect.PointLightPosition = pointLight.Position;
|
|
DeferredPointLightEffect.PointLightColor =
|
|
pointLight.Color.ToVector3() * pointLight.Intensity;
|
|
|
|
foreach (var pass in DeferredPointLightEffect.CurrentTechnique.Passes)
|
|
{
|
|
pass.Apply();
|
|
GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
|
|
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
|
|
}
|
|
}
|
|
|
|
private void DirectionalLightRender(
|
|
PerspectiveCamera camera,
|
|
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;
|
|
}
|
|
|
|
DeferredDirectionalLightEffect.GPosition = gPosition;
|
|
DeferredDirectionalLightEffect.GAlbedo = gAlbedo;
|
|
DeferredDirectionalLightEffect.GNormal = gNormal;
|
|
DeferredDirectionalLightEffect.GMetallicRoughness = gMetallicRoughness;
|
|
|
|
DeferredDirectionalLightEffect.ShadowMapOne = ShadowRenderTargets[0];
|
|
if (NumShadowCascades > 1)
|
|
{
|
|
DeferredDirectionalLightEffect.ShadowMapTwo = ShadowRenderTargets[1];
|
|
}
|
|
if (NumShadowCascades > 2)
|
|
{
|
|
DeferredDirectionalLightEffect.ShadowMapThree = ShadowRenderTargets[2];
|
|
}
|
|
if (NumShadowCascades > 3)
|
|
{
|
|
DeferredDirectionalLightEffect.ShadowMapFour = ShadowRenderTargets[3];
|
|
}
|
|
|
|
DeferredDirectionalLightEffect.DirectionalLightDirection = directionalLight.Direction;
|
|
DeferredDirectionalLightEffect.DirectionalLightColor =
|
|
directionalLight.Color.ToVector3() * directionalLight.Intensity;
|
|
|
|
DeferredDirectionalLightEffect.ViewMatrix = camera.View;
|
|
DeferredDirectionalLightEffect.EyePosition = Matrix.Invert(camera.View).Translation;
|
|
|
|
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
|
|
GraphicsDevice.BlendState = BlendState.Additive;
|
|
|
|
foreach (EffectPass pass in DeferredDirectionalLightEffect.CurrentTechnique.Passes)
|
|
{
|
|
pass.Apply();
|
|
GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
|
|
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
|
|
}
|
|
}
|
|
|
|
private void RenderShadowMap(
|
|
PerspectiveCamera camera,
|
|
IEnumerable<(Model, Matrix)> modelTransforms,
|
|
DirectionalLight directionalLight,
|
|
int shadowCascadeIndex
|
|
) {
|
|
GraphicsDevice.SetRenderTarget(ShadowRenderTargets[shadowCascadeIndex]);
|
|
GraphicsDevice.Clear(Color.White);
|
|
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
|
|
GraphicsDevice.BlendState = BlendState.Opaque;
|
|
|
|
var cameraBoundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
|
|
Vector3[] frustumCorners = cameraBoundingFrustum.GetCorners();
|
|
|
|
Vector3 frustumCenter = Vector3.Zero;
|
|
for (var i = 0; i < frustumCorners.Length; i++)
|
|
{
|
|
frustumCenter += frustumCorners[i];
|
|
}
|
|
frustumCenter /= 8f;
|
|
|
|
var lightView = Matrix.CreateLookAt(frustumCenter + directionalLight.Direction, frustumCenter, Vector3.Backward);
|
|
|
|
for (var i = 0; i < frustumCorners.Length; i++)
|
|
{
|
|
frustumCorners[i] = Vector3.Transform(frustumCorners[i], lightView);
|
|
}
|
|
|
|
BoundingBox lightBox = BoundingBox.CreateFromPoints(frustumCorners);
|
|
|
|
SimpleDepthEffect.View = lightView;
|
|
SimpleDepthEffect.Projection = Matrix.CreateOrthographicOffCenter(
|
|
lightBox.Min.X,
|
|
lightBox.Max.X,
|
|
lightBox.Min.Y,
|
|
lightBox.Max.Y,
|
|
-lightBox.Max.Z - 10f, // TODO: near clip plane needs scene AABB info to get rid of this magic value
|
|
-lightBox.Min.Z
|
|
);
|
|
|
|
var lightSpaceMatrix = SimpleDepthEffect.View * SimpleDepthEffect.Projection;
|
|
|
|
if (shadowCascadeIndex == 0)
|
|
{
|
|
DeferredDirectionalLightEffect.LightSpaceMatrixOne = lightSpaceMatrix;
|
|
}
|
|
else if (shadowCascadeIndex == 1)
|
|
{
|
|
DeferredDirectionalLightEffect.LightSpaceMatrixTwo = lightSpaceMatrix;
|
|
}
|
|
else if (shadowCascadeIndex == 2)
|
|
{
|
|
DeferredDirectionalLightEffect.LightSpaceMatrixThree = lightSpaceMatrix;
|
|
}
|
|
else if (shadowCascadeIndex == 3)
|
|
{
|
|
DeferredDirectionalLightEffect.LightSpaceMatrixFour = lightSpaceMatrix;
|
|
}
|
|
|
|
DeferredDirectionalLightEffect.CascadeFarPlanes[shadowCascadeIndex] = camera.FarPlane;
|
|
|
|
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(
|
|
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,
|
|
IEnumerable<(Model, Matrix)> modelTransforms,
|
|
IEnumerable<PointLight> pointLights,
|
|
IEnumerable<DirectionalLight> 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++;
|
|
}
|
|
}
|
|
|
|
foreach (var pass in meshPart.Effect.CurrentTechnique.Passes)
|
|
{
|
|
pass.Apply();
|
|
|
|
GraphicsDevice.DrawIndexedPrimitives(
|
|
PrimitiveType.TriangleList,
|
|
0,
|
|
0,
|
|
meshPart.VertexBuffer.VertexCount,
|
|
0,
|
|
meshPart.Triangles.Length
|
|
);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|