Kav/Renderer.cs

307 lines
12 KiB
C#

using System.Collections.Generic;
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 RenderTargetCube 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 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 RenderTargetCube(
GraphicsDevice,
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);
SpriteBatch = new SpriteBatch(GraphicsDevice);
GraphicsDevice.SetRenderTarget(deferredRenderTarget);
graphicsDevice.Clear(Color.White);
for (int i = 0; i < 6; i++)
{
GraphicsDevice.SetRenderTarget(DirectionalLightDepthTarget, (CubeMapFace) i);
GraphicsDevice.Clear(Color.White);
}
GraphicsDevice.SetRenderTarget(null);
}
public void DeferredRender(
Camera camera,
IEnumerable<(Model, Matrix)> modelTransforms,
IEnumerable<PointLight> pointLights,
IEnumerable<DirectionalLight> directionalLights
) {
var directionalLightIndex = 0;
foreach (var directionalLight in directionalLights)
{
if (directionalLightIndex > 5) { break; }
ShadowMapRender(modelTransforms, directionalLight, (CubeMapFace) directionalLightIndex);
directionalLightIndex += 1;
}
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.DirectionalShadowMap = DirectionalLightDepthTarget;
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++;
}
i = 0;
foreach (var directionalLight in directionalLights)
{
if (i > DeferredPBREffect.MaxDirectionalLights) { break; }
DeferredPBREffect.DirectionalLights[i] = directionalLight;
i++;
}
SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, null, null, DeferredPBREffect);
SpriteBatch.Draw(deferredRenderTarget, Vector2.Zero, Color.White);
SpriteBatch.End();
}
// for shadow mapping
public void ShadowMapRender(IEnumerable<(Model, Matrix)> modelTransforms, DirectionalLight directionalLight, CubeMapFace face)
{
GraphicsDevice.SetRenderTarget(DirectionalLightDepthTarget, face);
GraphicsDevice.Clear(Color.White);
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque;
SimpleDepthEffect.View = directionalLight.View;
SimpleDepthEffect.Projection = directionalLight.Projection;
SimpleDepthEffect.Near = 0.1f; // FIXME: this is a kludge
SimpleDepthEffect.Far = 200f;
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<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++;
}
}
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
);
}
}
}
}
}
}
}