295 lines
8.9 KiB
C#
295 lines
8.9 KiB
C#
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 class PBREffect : Effect, TransformEffect, PointLightEffect
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{
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EffectParameter worldParam;
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EffectParameter worldViewProjectionParam;
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EffectParameter worldInverseTransposeParam;
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EffectParameter albedoTextureParam;
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EffectParameter normalTextureParam;
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EffectParameter emissionTextureParam;
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EffectParameter occlusionTextureParam;
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EffectParameter metallicRoughnessTextureParam;
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EffectParameter envDiffuseTextureParam;
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EffectParameter brdfLutTextureParam;
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EffectParameter envSpecularTextureParam;
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EffectParameter albedoParam;
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EffectParameter metallicParam;
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EffectParameter roughnessParam;
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EffectParameter aoParam;
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EffectParameter eyePositionParam;
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EffectParameter shaderIndexParam;
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Matrix world = Matrix.Identity;
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Matrix view = Matrix.Identity;
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Matrix projection = Matrix.Identity;
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PointLightCollection pointLightCollection;
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Vector3 albedo;
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float metallic;
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float roughness;
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float ao;
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bool albedoTextureEnabled = false;
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bool metallicRoughnessMapEnabled = false;
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bool normalMapEnabled = false;
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EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
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// FIXME: lazily set properties for performance
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public Matrix World
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{
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get { return world; }
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set
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{
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world = value;
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dirtyFlags |= EffectDirtyFlags.World | EffectDirtyFlags.WorldViewProj;
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}
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}
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public Matrix View
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{
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get { return view; }
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set
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{
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view = value;
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dirtyFlags |= EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.EyePosition;
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}
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}
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public Matrix Projection
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{
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get { return projection; }
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set
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{
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projection = value;
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dirtyFlags |= EffectDirtyFlags.WorldViewProj;
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}
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}
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public int MaxPointLights { get; } = 4;
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public PointLightCollection PointLights
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{
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get { return pointLightCollection; }
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private set { pointLightCollection = value; }
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}
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public Vector3 Albedo
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{
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get { return albedo; }
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set
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{
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albedo = value;
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albedoParam.SetValue(albedo);
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}
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}
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public float Metallic
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{
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get { return metallic; }
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set
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{
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metallic = value;
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metallicParam.SetValue(metallic);
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}
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}
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public float Roughness
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{
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get { return roughness; }
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set
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{
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roughness = value;
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roughnessParam.SetValue(roughness);
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}
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}
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public float AO
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{
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get { return ao; }
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set
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{
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ao = value;
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aoParam.SetValue(ao);
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}
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}
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public Texture2D AlbedoTexture
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{
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get { return albedoTextureParam.GetValueTexture2D(); }
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set
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{
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albedoTextureParam.SetValue(value);
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albedoTextureEnabled = value != null;
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dirtyFlags |= EffectDirtyFlags.PixelShaderIndex;
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}
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}
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public Texture2D NormalTexture
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{
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get { return normalTextureParam.GetValueTexture2D(); }
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set
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{
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normalTextureParam.SetValue(value);
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normalMapEnabled = value != null;
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dirtyFlags |= EffectDirtyFlags.PixelShaderIndex;
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}
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}
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public Texture2D EmissionTexture
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{
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get { return emissionTextureParam.GetValueTexture2D(); }
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set { emissionTextureParam.SetValue(value); }
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}
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public Texture2D OcclusionTexture
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{
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get { return occlusionTextureParam.GetValueTexture2D(); }
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set { occlusionTextureParam.SetValue(value); }
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}
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public Texture2D MetallicRoughnessTexture
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{
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get { return metallicRoughnessTextureParam.GetValueTexture2D(); }
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set
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{
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metallicRoughnessTextureParam.SetValue(value);
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metallicRoughnessMapEnabled = value != null;
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dirtyFlags |= EffectDirtyFlags.PixelShaderIndex;
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}
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}
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public TextureCube EnvDiffuseTexture
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{
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get { return envDiffuseTextureParam.GetValueTextureCube(); }
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set { envDiffuseTextureParam.SetValue(value); }
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}
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public Texture2D BRDFLutTexture
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{
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get { return brdfLutTextureParam.GetValueTexture2D(); }
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set { brdfLutTextureParam.SetValue(value); }
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}
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public TextureCube EnvSpecularTexture
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{
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get { return envSpecularTextureParam.GetValueTextureCube(); }
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set { envSpecularTextureParam.SetValue(value); }
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}
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public PBREffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.PBREffect)
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{
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CacheEffectParameters();
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pointLightCollection = new PointLightCollection(
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Parameters["LightPositions"],
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Parameters["PositionLightColors"],
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MaxPointLights
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);
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}
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protected override void OnApply()
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{
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if ((dirtyFlags & EffectDirtyFlags.World) != 0)
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{
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worldParam.SetValue(world);
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Matrix.Invert(ref world, out Matrix worldInverse);
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Matrix.Transpose(ref worldInverse, out Matrix worldInverseTranspose);
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worldInverseTransposeParam.SetValue(worldInverseTranspose);
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dirtyFlags &= ~EffectDirtyFlags.World;
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}
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if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0)
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{
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Matrix.Multiply(ref world, ref view, out Matrix worldView);
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Matrix.Multiply(ref worldView, ref projection, out Matrix worldViewProj);
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worldViewProjectionParam.SetValue(worldViewProj);
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dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
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}
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if ((dirtyFlags & EffectDirtyFlags.EyePosition) != 0)
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{
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Matrix.Invert(ref view, out Matrix inverseView);
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eyePositionParam.SetValue(inverseView.Translation);
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dirtyFlags &= ~EffectDirtyFlags.EyePosition;
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}
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if ((dirtyFlags & EffectDirtyFlags.PixelShaderIndex) != 0)
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{
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int shaderIndex = 0;
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if (albedoTextureEnabled && metallicRoughnessMapEnabled && normalMapEnabled)
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{
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shaderIndex = 7;
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}
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else if (metallicRoughnessMapEnabled && normalMapEnabled)
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{
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shaderIndex = 6;
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}
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else if (albedoTextureEnabled && normalMapEnabled)
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{
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shaderIndex = 5;
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}
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else if (albedoTextureEnabled && metallicRoughnessMapEnabled)
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{
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shaderIndex = 4;
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}
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else if (normalMapEnabled)
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{
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shaderIndex = 3;
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}
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else if (metallicRoughnessMapEnabled)
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{
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shaderIndex = 2;
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}
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else if (albedoTextureEnabled)
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{
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shaderIndex = 1;
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}
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shaderIndexParam.SetValue(shaderIndex);
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dirtyFlags &= ~EffectDirtyFlags.PixelShaderIndex;
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}
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}
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void CacheEffectParameters()
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{
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worldParam = Parameters["World"];
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worldViewProjectionParam = Parameters["WorldViewProjection"];
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worldInverseTransposeParam = Parameters["WorldInverseTranspose"];
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albedoTextureParam = Parameters["AlbedoTexture"];
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normalTextureParam = Parameters["NormalTexture"];
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emissionTextureParam = Parameters["EmissionTexture"];
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occlusionTextureParam = Parameters["OcclusionTexture"];
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metallicRoughnessTextureParam = Parameters["MetallicRoughnessTexture"];
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envDiffuseTextureParam = Parameters["EnvDiffuseTexture"];
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brdfLutTextureParam = Parameters["BrdfLutTexture"];
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envSpecularTextureParam = Parameters["EnvSpecularTexture"];
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albedoParam = Parameters["AlbedoValue"];
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metallicParam = Parameters["MetallicValue"];
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roughnessParam = Parameters["RoughnessValue"];
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aoParam = Parameters["AO"];
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eyePositionParam = Parameters["EyePosition"];
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shaderIndexParam = Parameters["ShaderIndex"];
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}
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}
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}
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