using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Smuggler { public struct PBRLight { public Vector3 position; public Vector3 color; public PBRLight(Vector3 position, Vector3 colour) { this.position = position; this.color = colour; } } public class PBRLightCollection { private readonly Vector3[] positions = new Vector3[4]; private readonly Vector3[] colors = new Vector3[4]; readonly EffectParameter lightPositionsParam; readonly EffectParameter lightColorsParam; public PBRLightCollection(EffectParameter lightPositionsParam, EffectParameter lightColorsParam) { this.lightPositionsParam = lightPositionsParam; this.lightColorsParam = lightColorsParam; } public PBRLight this[int i] { get { return new PBRLight(positions[i], colors[i]); } set { positions[i] = value.position; colors[i] = value.color; lightPositionsParam.SetValue(positions); lightColorsParam.SetValue(colors); } } } public class PBREffect : Effect { EffectParameter worldParam; EffectParameter viewParam; EffectParameter projectionParam; EffectParameter worldViewProjectionParam; EffectParameter worldInverseTransposeParam; EffectParameter baseColorTextureParam; EffectParameter normalTextureParam; EffectParameter emissionTextureParam; EffectParameter occlusionTextureParam; EffectParameter metallicRoughnessTextureParam; EffectParameter envDiffuseTextureParam; EffectParameter brdfLutTextureParam; EffectParameter envSpecularTextureParam; EffectParameter lightPositionsParam; EffectParameter lightColorsParam; EffectParameter albedoParam; EffectParameter metallicParam; EffectParameter roughnessParam; EffectParameter aoParam; EffectParameter eyePositionParam; Matrix world = Matrix.Identity; Matrix view = Matrix.Identity; Matrix projection = Matrix.Identity; PBRLightCollection pbrLightCollection; Vector3 albedo; float metallic; float roughness; float ao; // FIXME: lazily set properties for performance public Matrix World { get { return world; } set { world = value; worldParam.SetValue(world); worldViewProjectionParam.SetValue(world * view * projection); worldInverseTransposeParam.SetValue(Matrix.Transpose(Matrix.Invert(world))); } } public Matrix View { get { return view; } set { view = value; viewParam.SetValue(view); worldViewProjectionParam.SetValue(world * view * projection); eyePositionParam.SetValue(Matrix.Invert(view).Translation); } } public Matrix Projection { get { return projection; } set { projection = value; projectionParam.SetValue(projection); worldViewProjectionParam.SetValue(world * view * projection); } } public PBRLightCollection Lights { get { return pbrLightCollection; } internal set { pbrLightCollection = value; } } public Vector3 Albedo { get { return albedo; } set { albedo = value; albedoParam.SetValue(albedo); } } public float Metallic { get { return metallic; } set { metallic = value; metallicParam.SetValue(metallic); } } public float Roughness { get { return roughness; } set { roughness = value; roughnessParam.SetValue(roughness); } } public float AO { get { return ao; } set { ao = value; aoParam.SetValue(ao); } } public Texture2D BaseColourTexture { get { return baseColorTextureParam.GetValueTexture2D(); } set { baseColorTextureParam.SetValue(value); } } public Texture2D NormalTexture { get { return normalTextureParam.GetValueTexture2D(); } set { normalTextureParam.SetValue(value); } } public Texture2D EmissionTexture { get { return emissionTextureParam.GetValueTexture2D(); } set { emissionTextureParam.SetValue(value); } } public Texture2D OcclusionTexture { get { return occlusionTextureParam.GetValueTexture2D(); } set { occlusionTextureParam.SetValue(value); } } public Texture2D MetallicRoughnessTexture { get { return metallicRoughnessTextureParam.GetValueTexture2D(); } set { metallicRoughnessTextureParam.SetValue(value); } } public TextureCube EnvDiffuseTexture { get { return envDiffuseTextureParam.GetValueTextureCube(); } set { envDiffuseTextureParam.SetValue(value); } } public Texture2D BRDFLutTexture { get { return brdfLutTextureParam.GetValueTexture2D(); } set { brdfLutTextureParam.SetValue(value); } } public TextureCube EnvSpecularTexture { get { return envSpecularTextureParam.GetValueTextureCube(); } set { envSpecularTextureParam.SetValue(value); } } public PBREffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.PBREffect) { CacheEffectParameters(null); pbrLightCollection = new PBRLightCollection( Parameters["LightPositions"], Parameters["LightColors"] ); } protected PBREffect(PBREffect cloneSource) : base(cloneSource) { CacheEffectParameters(cloneSource); World = cloneSource.World; View = cloneSource.View; Projection = cloneSource.Projection; Lights = new PBRLightCollection( Parameters["LightPositions"], Parameters["LightColors"] ); for (int i = 0; i < 4; i++) { Lights[i] = cloneSource.Lights[i]; } BaseColourTexture = cloneSource.BaseColourTexture; NormalTexture = cloneSource.NormalTexture; EmissionTexture = cloneSource.EmissionTexture; OcclusionTexture = cloneSource.OcclusionTexture; MetallicRoughnessTexture = cloneSource.MetallicRoughnessTexture; EnvDiffuseTexture = cloneSource.EnvDiffuseTexture; BRDFLutTexture = cloneSource.BRDFLutTexture; EnvSpecularTexture = cloneSource.EnvSpecularTexture; Albedo = cloneSource.Albedo; Metallic = cloneSource.Metallic; Roughness = cloneSource.Roughness; AO = cloneSource.AO; } public override Effect Clone() { return new PBREffect(this); } // FIXME: do param applications here for performance protected override void OnApply() { base.OnApply(); } void CacheEffectParameters(PBREffect cloneSource) { worldParam = Parameters["World"]; viewParam = Parameters["View"]; projectionParam = Parameters["Projection"]; worldViewProjectionParam = Parameters["WorldViewProjection"]; worldInverseTransposeParam = Parameters["WorldInverseTranspose"]; baseColorTextureParam = Parameters["BaseColorTexture"]; normalTextureParam = Parameters["NormalTexture"]; emissionTextureParam = Parameters["EmissionTexture"]; occlusionTextureParam = Parameters["OcclusionTexture"]; metallicRoughnessTextureParam = Parameters["MetallicRoughnessTexture"]; envDiffuseTextureParam = Parameters["EnvDiffuseTexture"]; brdfLutTextureParam = Parameters["BrdfLutTexture"]; envSpecularTextureParam = Parameters["EnvSpecularTexture"]; lightPositionsParam = Parameters["LightPositions"]; lightColorsParam = Parameters["LightColors"]; albedoParam = Parameters["Albedo"]; metallicParam = Parameters["Metallic"]; roughnessParam = Parameters["Roughness"]; aoParam = Parameters["AO"]; eyePositionParam = Parameters["EyePosition"]; } } }