├── .gitignore ├── Assets ├── Animations │ ├── Gun_Idle.xkanim │ ├── Gun_Reload.xkanim │ ├── Gun_Run.xkanim │ └── Gun_Shoot.xkanim ├── BasicScene.xkscene ├── BlocksPrefabs │ ├── Box1x1x1.xkprefab │ ├── Box3x1x1.xkprefab │ ├── Gate2x3x1.xkprefab │ ├── GridBase10x10.xkprefab │ ├── Ramp1x1_2x2.xkprefab │ ├── Stairs1x1x1_25.xkprefab │ ├── Stairs1x1x1_50.xkprefab │ ├── Stairs1x1x2.xkprefab │ ├── Wall0x2x2.xkprefab │ ├── Wall0x2x2Window.xkprefab │ ├── Wall0x2x5.xkprefab │ └── Wall0x2x5Window.xkprefab ├── Bullets.xksheet ├── CollisionMeshes │ ├── Ramp1x1_2x2.xkphy │ ├── Stairs1x1x1_25.xkphy │ ├── Stairs1x1x1_50.xkphy │ └── Stairs1x1x2.xkphy ├── Crosshair256.xktex ├── EffectCompileLog.xkeffectlog ├── GameSettings.xkgamesettings ├── GraphicsCompositor.xkgfxcomp ├── MainScene.xkscene ├── Materials │ ├── BodyGray.xkmat │ ├── BodyWhite.xkmat │ ├── Emissive (2).xkmat │ ├── Emissive.xkmat │ ├── FrameA.xkmat │ ├── GridMT.xkmat │ ├── GridMTArc.xkmat │ ├── GridMTPlatform.xkmat │ ├── GridMTStairs.xkmat │ ├── GridMTWall.xkmat │ ├── GridMTx10.xkmat │ ├── LogoA.xkmat │ ├── LogoD.xkmat │ ├── MaskA.xkmat │ ├── MaskC.xkmat │ ├── MaskD.xkmat │ ├── MattBlack.xkmat │ ├── MattBlackMachinegun.xkmat │ └── MattBlackUpper.xkmat ├── Models │ ├── Box1x1x1.xkm3d │ ├── Box3x1x1.xkm3d │ ├── BoxA.xkm3d │ ├── BoxE.xkm3d │ ├── BoxF.xkm3d │ ├── Gate2x3x1.xkm3d │ ├── GridBase10x10.xkm3d │ ├── MachinegunModel.xkm3d │ ├── MagazineModel.xkm3d │ ├── Ramp1x1_2x2.xkm3d │ ├── Stairs1x1x1_25.xkm3d │ ├── Stairs1x1x1_50.xkm3d │ ├── Stairs1x1x2.xkm3d │ ├── Wall0x2x2.xkm3d │ ├── Wall0x2x2Window.xkm3d │ ├── Wall0x2x5.xkm3d │ ├── Wall0x2x5Window.xkm3d │ ├── mannequinHandModel Skeleton.xkskel │ └── mannequinHandModel.xkm3d ├── Skybox Texture.xktex ├── Skybox.xksky ├── Textures │ ├── CheckerGrid10x10.xktex │ ├── CheckerGrid1x1.xktex │ ├── FIR001.xktex │ ├── Hit01.xktex │ ├── SMO001.xktex │ ├── SMO001_3.xktex │ ├── Smoke02.xktex │ ├── dota.xktex │ ├── normalmapUpper.xktex │ ├── xenko_box_mask.xktex │ ├── xenko_box_normals.xktex │ └── xenko_box_occlusion.xktex ├── TheWhiteRoom │ ├── Apple.xkmat │ ├── Background-plane.xkmat │ ├── Black-Raught-Iron.xkmat │ ├── Blind-String.xkmat │ ├── Blind-ends.xkmat │ ├── Blind-material.xkmat │ ├── Blind-string-knob.xkmat │ ├── Blind-wood-strip.xkmat │ ├── C-Table-box-legs.xkmat │ ├── C-Table-box.xkmat │ ├── C-Table-handle-metal.xkmat │ ├── Carpet.xkmat │ ├── Ceiling-lampshade.xkmat │ ├── Chair-Sofa-feet.xkmat │ ├── Chair-sofa-leather.xkmat │ ├── Chrome-Dull.xkmat │ ├── Chrome-steel-dull.xkmat │ ├── Cushion.xkmat │ ├── Cushion3.xkmat │ ├── Floor.xkmat │ ├── Glass-Fake-picframe.xkmat │ ├── Handle-chrome.xkmat │ ├── Lampshader-outer.xkmat │ ├── License.txt │ ├── Love-letters-back.xkmat │ ├── Love-letters.xkmat │ ├── Main-wallsocket.xkmat │ ├── Marble-harf.xkmat │ ├── Material.xkmat │ ├── Painted-white-wood.xkmat │ ├── Rad-Knob-Centre.xkmat │ ├── Rad-Knob-Outer.xkmat │ ├── Rad-Panels-Enamel.xkmat │ ├── Radio-dial-line.xkmat │ ├── Radio-dial-red.xkmat │ ├── Radio-dialback.xkmat │ ├── Radio-edges.xkmat │ ├── Radio-glass.xkmat │ ├── Radio-handle.xkmat │ ├── Radio-inside.xkmat │ ├── Radio-knob.xkmat │ ├── Radio-metal-ring.xkmat │ ├── Radio-plastic.xkmat │ ├── Radio-suround.xkmat │ ├── SPHERE.fbx │ ├── Sphere.xkpromodel │ ├── Steel.xkmat │ ├── TheWhiteRoom.xkscene │ ├── The_White_Room-Jay-Hardy_Fixed_NewFBX.fbx │ ├── The_White_Room-Jay-Hardy_Fixed_NewFBX.xkm3d │ ├── Walls.xkmat │ ├── White-pot.001.xkmat │ ├── White-teapot.xkmat │ ├── Wide-tv-bevel.xkmat │ ├── Wide-tv-screen.xkmat │ ├── book-shader.xkmat │ ├── bush-logo.xkmat │ ├── candle-holders.xkmat │ ├── ceiling-shade-wire.xkmat │ ├── lamp-upright-base.xkmat │ ├── lampshade-inner.xkmat │ ├── light-fitting.xkmat │ ├── magazine.xkmat │ ├── picframe-black.xkmat │ ├── picframe-pic.xkmat │ ├── picframe-pic2.001.xkmat │ ├── picframe-pic2.xkmat │ ├── picframe-pica.xkmat │ ├── picframe-picb.xkmat │ ├── picframe-picc.xkmat │ └── picframe.xkmat └── VFXPrefabs │ ├── vfx-DamagedTrail.xkprefab │ ├── vfx-RichBulletImpact.xkprefab │ └── vfx-RichMuzzleFlash.xkprefab ├── FirstPersonShooter_VoxelGI.Game ├── Core │ ├── InputManagerExtensions.cs │ └── Utils.cs ├── EffectController.cs ├── EmissionToggler.cs ├── FirstPersonShooter_VoxelGI.Game.csproj ├── FirstPersonShooter_VoxelGI.Game.xkpkg ├── FpsCamera.cs ├── GameProfiler.cs ├── LightToggler.cs ├── Player │ ├── AnimationController.cs │ ├── PlayerController.cs │ ├── PlayerInput.cs │ └── WeaponScript.cs ├── SunControl.cs ├── Trigger │ ├── TriggerEvent.cs │ ├── TriggerGroup.cs │ ├── TriggerGroupException.cs │ └── TriggerScript.cs ├── VoxelGI │ ├── GraphicsCompositorStuff │ │ ├── DebugVisualizations │ │ │ ├── IVoxelVisualization.cs │ │ │ ├── Shaders │ │ │ │ ├── VoxelVisualizationRawEffect.cs │ │ │ │ ├── VoxelVisualizationRawEffect.xkfx │ │ │ │ ├── VoxelVisualizationRawShader.cs │ │ │ │ ├── VoxelVisualizationRawShader.xksl │ │ │ │ ├── VoxelVisualizationRawShaderKeys.cs │ │ │ │ ├── VoxelVisualizationViewEffect.cs │ │ │ │ ├── VoxelVisualizationViewEffect.xkfx │ │ │ │ ├── VoxelVisualizationViewShader.cs │ │ │ │ ├── VoxelVisualizationViewShader.xksl │ │ │ │ └── VoxelVisualizationViewShaderKeys.cs │ │ │ ├── VoxelVisualizationRaw.cs │ │ │ └── VoxelVisualizationView.cs │ │ ├── ForwardLightingRenderFeatureVXGI.cs │ │ ├── ForwardRendererVXGI.cs │ │ ├── IVoxelRenderer.cs │ │ ├── VoxelDebug.cs │ │ ├── VoxelPipelineProcessor.cs │ │ ├── VoxelRenderFeature.cs │ │ ├── VoxelRenderer.cs │ │ ├── XenkoForwardShadingEffectVXGI.cs │ │ └── XenkoForwardShadingEffectVXGI.xkfx │ ├── Light │ │ ├── LightVoxel.cs │ │ ├── LightVoxelEffect.cs │ │ ├── LightVoxelEffect.xkfx │ │ ├── LightVoxelRenderer.cs │ │ ├── LightVoxelShader.cs │ │ ├── LightVoxelShader.xksl │ │ └── LightVoxelShaderKeys.cs │ ├── Marching │ │ ├── IVoxelMarchMethod.cs │ │ ├── IVoxelSampler.cs │ │ ├── IVoxelSampler.xksl │ │ ├── MarchSets │ │ │ ├── IVoxelMarchSet.cs │ │ │ ├── Shaders │ │ │ │ ├── VoxelMarchSet.xksl │ │ │ │ ├── VoxelMarchSetHemisphere12.xksl │ │ │ │ └── VoxelMarchSetHemisphere6.xksl │ │ │ ├── VoxelMarchSetHemisphere12.cs │ │ │ └── VoxelMarchSetHemisphere6.cs │ │ ├── Shaders │ │ │ ├── MarchAttributes.xksl │ │ │ ├── MarchAttributesEffect.cs │ │ │ ├── MarchAttributesEffect.xkfx │ │ │ ├── MarchAttributesKeys.cs │ │ │ ├── VoxelMarchBeam.xksl │ │ │ ├── VoxelMarchCone.xksl │ │ │ ├── VoxelMarchConeFast.xksl │ │ │ ├── VoxelMarchConePerMipmap.xksl │ │ │ ├── VoxelMarchMethod.xksl │ │ │ └── VoxelRadiusMarchMethod.xksl │ │ ├── VoxelMarchBeam.cs │ │ ├── VoxelMarchCone.cs │ │ └── VoxelMarchConePerMipmap.cs │ └── Voxelization │ │ ├── Attributes │ │ ├── IVoxelAttribute.cs │ │ ├── Shaders │ │ │ ├── VoxelAttribute.cs │ │ │ ├── VoxelAttribute.xksl │ │ │ ├── VoxelAttributeDirectionalCoverageShader.cs │ │ │ ├── VoxelAttributeDirectionalCoverageShader.xksl │ │ │ ├── VoxelAttributeEmissionOpacityShader.cs │ │ │ ├── VoxelAttributeEmissionOpacityShader.xksl │ │ │ ├── VoxelAttributeEmissionOpacityStream.cs │ │ │ ├── VoxelAttributeEmissionOpacityStream.xksl │ │ │ ├── VoxelAttributeSolidifyPlanesShader.cs │ │ │ └── VoxelAttributeSolidifyPlanesShader.xksl │ │ └── VoxelAttributeEmissionOpacity.cs │ │ ├── BufferWriters │ │ ├── IVoxelBufferWriter.cs │ │ ├── Shaders │ │ │ ├── VoxelBufferWriteAssign.cs │ │ │ ├── VoxelBufferWriteAssign.xksl │ │ │ ├── VoxelBufferWriteMax.cs │ │ │ ├── VoxelBufferWriteMax.xksl │ │ │ ├── VoxelBufferWriter.cs │ │ │ └── VoxelBufferWriter.xksl │ │ ├── VoxelBufferWriteAssign.cs │ │ └── VoxelBufferWriteMax.cs │ │ ├── FragmentPackers │ │ ├── IVoxelFragmentPacker.cs │ │ ├── Shaders │ │ │ ├── DataPacking.cs │ │ │ ├── DataPacking.xksl │ │ │ ├── VoxelFragmentPackFloat16.cs │ │ │ ├── VoxelFragmentPackFloat16.xksl │ │ │ ├── VoxelFragmentPackFloat32.cs │ │ │ ├── VoxelFragmentPackFloat32.xksl │ │ │ ├── VoxelFragmentPackFloatR11G11B10.cs │ │ │ ├── VoxelFragmentPackFloatR11G11B10.xksl │ │ │ ├── VoxelFragmentPacker.cs │ │ │ └── VoxelFragmentPacker.xksl │ │ ├── VoxelFragmentPackFloat16.cs │ │ ├── VoxelFragmentPackFloat32.cs │ │ └── VoxelFragmentPackFloatR11G11B10.cs │ │ ├── IsotropicVoxelFragment.cs │ │ ├── IsotropicVoxelFragment.xksl │ │ ├── IsotropicVoxelFragmentEffect.cs │ │ ├── IsotropicVoxelFragmentEffect.xkfx │ │ ├── IsotropicVoxelFragmentKeys.cs │ │ ├── Layout │ │ ├── IVoxelLayout.cs │ │ ├── Shaders │ │ │ ├── VoxelAnisotropicPairedSampler.cs │ │ │ ├── VoxelAnisotropicPairedSampler.xksl │ │ │ ├── VoxelAnisotropicPairedWriter_Float4.cs │ │ │ ├── VoxelAnisotropicPairedWriter_Float4.xksl │ │ │ ├── VoxelAnisotropicSampler.cs │ │ │ ├── VoxelAnisotropicSampler.xksl │ │ │ ├── VoxelAnisotropicWriter_Float4.cs │ │ │ ├── VoxelAnisotropicWriter_Float4.xksl │ │ │ ├── VoxelIsotropicSampler.cs │ │ │ ├── VoxelIsotropicSampler.xksl │ │ │ ├── VoxelIsotropicWriter_Float4.cs │ │ │ ├── VoxelIsotropicWriter_Float4.xksl │ │ │ ├── VoxelLayout_Float4.cs │ │ │ └── VoxelLayout_Float4.xksl │ │ ├── VoxelLayoutAnisotropic.cs │ │ ├── VoxelLayoutAnisotropicPaired.cs │ │ └── VoxelLayoutIsotropic.cs │ │ ├── Modifiers │ │ ├── Appliers │ │ │ ├── Anisotropic │ │ │ │ ├── VoxelModifierApplierAnisotropic.xksl │ │ │ │ ├── VoxelModifierApplierAntiAliasingAnisotropic.xksl │ │ │ │ ├── VoxelModifierApplierOpacifyAnisotropic.xksl │ │ │ │ └── VoxelModifierApplierSolidifyAnisotropic.xksl │ │ │ ├── AnisotropicPaired │ │ │ │ ├── VoxelModifierApplierAnisotropicPaired.xksl │ │ │ │ ├── VoxelModifierApplierAntiAliasingAnisotropicPaired.xksl │ │ │ │ ├── VoxelModifierApplierOpacifyAnisotropicPaired.cs │ │ │ │ ├── VoxelModifierApplierOpacifyAnisotropicPaired.xksl │ │ │ │ └── VoxelModifierApplierSolidifyAnisotropicPaired.xksl │ │ │ └── Isotropic │ │ │ │ ├── VoxelModifierApplierAntiAliasingIsotropic.xksl │ │ │ │ ├── VoxelModifierApplierIsotropic.cs │ │ │ │ ├── VoxelModifierApplierIsotropic.xksl │ │ │ │ ├── VoxelModifierApplierOpacifyIsotropic.cs │ │ │ │ ├── VoxelModifierApplierOpacifyIsotropic.xksl │ │ │ │ ├── VoxelModifierApplierSolidifyIsotropic.cs │ │ │ │ └── VoxelModifierApplierSolidifyIsotropic.xksl │ │ ├── EmissionOpacityFilters │ │ │ ├── IVoxelModifierEmissionOpacity.cs │ │ │ ├── VoxelModifierEmissionOpacityAntiAliasing.cs │ │ │ ├── VoxelModifierEmissionOpacityOpacify.cs │ │ │ └── VoxelModifierEmissionOpacitySolidify.cs │ │ ├── IVoxelModifier.cs │ │ ├── VoxelModifier.cs │ │ ├── VoxelModifier.xksl │ │ ├── VoxelModifierAntiAliasing.cs │ │ ├── VoxelModifierAntiAliasing.xksl │ │ ├── VoxelModifierAntiAliasingStreams.xksl │ │ ├── VoxelModifierBase.cs │ │ ├── VoxelModifierSolidify.cs │ │ ├── VoxelModifierSolidify.xksl │ │ ├── VoxelModifierSolidifyStreams.cs │ │ └── VoxelModifierSolidifyStreams.xksl │ │ ├── RenderVoxelVolume.cs │ │ ├── StorageMethod │ │ ├── IStorageMethod.cs │ │ └── StorageMethodIndirect.cs │ │ ├── VoxelPositionStream.cs │ │ ├── VoxelPositionStream.xksl │ │ ├── VoxelStorage │ │ ├── IVoxelStorage.cs │ │ ├── IVoxelStorageTexture.cs │ │ ├── Mipmapping │ │ │ ├── VoxelMipmapHeuristic.cs │ │ │ ├── VoxelMipmapHeuristic.xksl │ │ │ ├── VoxelMipmapPhysicallyBased.cs │ │ │ ├── VoxelMipmapPhysicallyBased.xksl │ │ │ ├── VoxelMipmapSimple.cs │ │ │ └── VoxelMipmapSimple.xksl │ │ ├── Processing │ │ │ ├── BufferToTexture.cs │ │ │ ├── BufferToTexture.xksl │ │ │ ├── BufferToTextureColumns.cs │ │ │ ├── BufferToTextureColumns.xksl │ │ │ ├── BufferToTextureColumnsEffect.cs │ │ │ ├── BufferToTextureColumnsEffect.xksl │ │ │ ├── BufferToTextureEffect.cs │ │ │ ├── BufferToTextureEffect.xkfx │ │ │ ├── BufferToTextureKeys.cs │ │ │ ├── ClearBuffer.cs │ │ │ └── ClearBuffer.xksl │ │ ├── Shaders │ │ │ ├── VoxelStorageClipmapShader.cs │ │ │ ├── VoxelStorageClipmapShader.xksl │ │ │ ├── VoxelStorageShader.xksl │ │ │ ├── VoxelStorageTextureClipmapShader.cs │ │ │ ├── VoxelStorageTextureClipmapShader.xksl │ │ │ ├── VoxelStorageTextureShader.cs │ │ │ └── VoxelStorageTextureShader.xksl │ │ ├── VoxelStorageClipmaps.cs │ │ ├── VoxelStorageContext.cs │ │ └── VoxelStorageTextureClipmap.cs │ │ ├── VoxelVolumeComponent.cs │ │ ├── VoxelVolumeProcessor.cs │ │ └── VoxelizationMethod │ │ ├── IVoxelizationMethod.cs │ │ └── VoxelizationMethodGeometry.cs └── VoxelizationToggler.cs ├── FirstPersonShooter_VoxelGI.Windows ├── FirstPersonShooter_VoxelGI.Windows.csproj ├── FirstPersonShooter_VoxelGI.Windows.xkpkg ├── FirstPersonShooter_VoxelGIApp.cs └── Resources │ └── Icon.ico ├── FirstPersonShooter_VoxelGI.sln ├── LICENSE ├── README.md ├── Resources ├── Animation │ ├── Grab_L.fbx │ ├── Grab_R.fbx │ ├── Guard.fbx │ ├── Guard_Idle.fbx │ ├── Guard_Punch.fbx │ ├── Gun_Idle.fbx │ ├── Gun_Run.fbx │ ├── Gun_hand.fbx │ ├── Gun_in.fbx │ ├── Gun_out.fbx │ ├── Gun_wait.fbx │ ├── Idle.fbx │ ├── Jump_End.fbx │ ├── Jump_Loop.fbx │ ├── Jump_Start.fbx │ ├── Ladder_End.fbx │ ├── Ladder_Loop.fbx │ ├── Ladder_Start.fbx │ ├── Punch.fbx │ ├── Punch_L.fbx │ ├── Reload.fbx │ ├── Run.fbx │ ├── Shoot.fbx │ ├── Sword_Idle.fbx │ ├── Sword_L.fbx │ ├── Sword_R.fbx │ ├── Walk.fbx │ ├── release_L.fbx │ └── release_R.fbx ├── Bullets.png ├── Crosshair256.png ├── Models │ ├── Box1x1x1.fbx │ ├── Box2x1x1.fbx │ ├── Box3x1x1.fbx │ ├── Box3x3x3.fbx │ ├── Box4x2x1.fbx │ ├── Floor1x0x1.fbx │ ├── Floor2x0x1.fbx │ ├── Floor3x0x1.fbx │ ├── Floor5x0x2.fbx │ ├── Gate1x2x1.fbx │ ├── Gate2x3x1.fbx │ ├── GridBase10x10.fbx │ ├── Gun.fbx │ ├── HandModelLeft.fbx │ ├── HandModelRight.fbx │ ├── Ladder0x2x0.fbx │ ├── Ladder0x2x0handle.fbx │ ├── MachinegunModel.fbx │ ├── MagazineModel.fbx │ ├── MaterialModel.fbx │ ├── Muzzleflashmodel.fbx │ ├── Pendilum0x2x0Ball.fbx │ ├── Pillar0x5x0.fbx │ ├── Ramp1x1_2x1.fbx │ ├── Ramp1x1_2x2.fbx │ ├── Ramp1x1x1.fbx │ ├── Ramp2x2_1x1.fbx │ ├── Stairs1x1x1.fbx │ ├── Stairs1x1x1_25.fbx │ ├── Stairs1x1x1_50.fbx │ ├── Stairs1x1x2.fbx │ ├── Stairs2x2x4.fbx │ ├── SwordModel.fbx │ ├── Table1x1x1.fbx │ ├── Table2x2x2.fbx │ ├── Wall0x1x2.fbx │ ├── Wall0x2x2.fbx │ ├── Wall0x2x2Window.fbx │ ├── Wall0x2x5.fbx │ ├── Wall0x2x5Window.fbx │ ├── Wall0x4x10Window.fbx │ ├── XenkoCoin.fbx │ ├── XenkoCrate.fbx │ ├── mannequinHandModel.fbx │ ├── mannequinModel.fbx │ ├── table.fbx │ └── tableB.fbx ├── Stand │ ├── Pd_ground.FBX │ ├── gum01_dif.dds │ ├── gum01_gls.dds │ ├── metal03_gls.dds │ ├── plateA.fbx │ ├── plateB.fbx │ ├── plateC.fbx │ ├── simple_ground.max │ ├── simple_ground_ao.png │ ├── standBowl.fbx │ └── standCurved.fbx ├── Textures │ ├── Aura01.png │ ├── Bonfire │ │ └── FRB001.dds │ ├── Bullettrail01.png │ ├── CheckerGrid10x10.png │ ├── CheckerGrid1x1.png │ ├── Explosion │ │ └── EXP001.png │ ├── Flame │ │ └── FIR001.png │ ├── Gradation01.png │ ├── Grid10x10.png │ ├── Grid1x1.png │ ├── Hit01.png │ ├── LensFlare01.png │ ├── Misc │ │ ├── circle01.png │ │ └── circle02.png │ ├── MuzzleFlash.png │ ├── Muzzleflash02.png │ ├── Ring01.png │ ├── Smoke01 │ │ └── SMO001.png │ ├── Smoke02.png │ ├── Smoke02 │ │ └── SMO001.png │ ├── Smoke03 │ │ └── SMO001.png │ ├── SparkLight01.png │ ├── TiledPattern04.png │ ├── dota.png │ ├── dota02.png │ ├── normalmapLower.png │ ├── normalmapMachinegun.png │ ├── normalmapUpper.png │ ├── wood_table_tex_Bmp.png │ ├── wood_table_tex_Col.png │ ├── wood_table_tex_ColB.png │ ├── wood_table_tex_Nml.dds │ ├── wood_table_tex_Spe.dds │ ├── xenko_box_mask_mark.png │ ├── xenko_box_normals.png │ ├── xenko_box_occlusion.png │ ├── xenko_coin_a_normals.png │ ├── xenko_coin_a_occlusion.png │ ├── xenko_coin_b_normals.png │ ├── xenko_coin_b_occlusion.png │ ├── xenko_coin_c_normals.png │ ├── xenko_coin_c_occlusion.png │ ├── xenko_coin_normals.png │ └── xenko_coin_occlusion.png └── skybox_texture_hdr.dds └── Screenshots ├── Screenshot1.png └── Screenshot2.png /.gitignore: -------------------------------------------------------------------------------- 1 | 2 | *.user 3 | *.lock 4 | *.lock.json 5 | .vs/ 6 | _ReSharper* 7 | *.suo 8 | *.VC.db 9 | *.vshost.exe 10 | *.manifest 11 | *.sdf 12 | [Bb]in*/ 13 | obj/ 14 | Cache/ 15 | -------------------------------------------------------------------------------- /Assets/Animations/Gun_Idle.xkanim: -------------------------------------------------------------------------------- 1 | !Animation 2 | Id: 0a7b7a82-aebe-4ee7-8b86-5c8fbb0372f2 3 | SerializedVersion: {Xenko: 2.0.0.0} 4 | Tags: [] 5 | Source: !file ../../Resources/Animation/Gun_Idle.fbx 6 | ClipDuration: 7 | Enabled: false 8 | StartAnimationTime: 0:00:00:00.0000000 9 | EndAnimationTime: 0:00:30:00.0000000 10 | PivotPosition: {X: 0.0, Y: 0.0, Z: 0.0} 11 | RepeatMode: LoopInfinite 12 | Type: !StandardAnimationAssetType {} 13 | Skeleton: 93a38085-dbdf-49ac-9314-862583303704:Models/mannequinHandModel Skeleton 14 | RootMotion: false 15 | PreviewModel: 37ea69c5-5267-45ec-8448-3eba3ced8d91:Models/mannequinHandModel 16 | AnimationTimeMinimum: 0:00:00:00.0000000 17 | ~SourceHashes: 18 | 060ab4579b3236fbcad637165cbef7fa~../../Resources/Animation/Gun_Idle.fbx: 96380ed1ae981ead11578112b7295f0b 19 | AnimationTimeMaximum: 0:00:00:01.3330000 20 | -------------------------------------------------------------------------------- /Assets/Animations/Gun_Reload.xkanim: 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18 | NormalDistribution: !MaterialSpecularMicrofacetNormalDistributionBlinnPhong {} 19 | Environment: !MaterialSpecularMicrofacetEnvironmentGGXLUT {} 20 | Overrides: 21 | UVScale: {X: 1.0, Y: 1.0} 22 | Layers: {} 23 | -------------------------------------------------------------------------------- /Assets/TheWhiteRoom/picframe-picc.xkmat: -------------------------------------------------------------------------------- 1 | !MaterialAsset 2 | Id: 12beca02-7421-4774-a46a-a60d3d314d6c 3 | SerializedVersion: {Xenko: 2.0.0.0} 4 | Tags: [] 5 | Attributes: 6 | Diffuse: !MaterialDiffuseMapFeature 7 | DiffuseMap: !ComputeColor 8 | Value: {R: 0.640000045, G: 0.640000045, B: 0.640000045, A: 1.0} 9 | DiffuseModel: !MaterialDiffuseLambertModelFeature {} 10 | Specular: !MaterialSpecularMapFeature 11 | SpecularMap: !ComputeColor 12 | Value: {R: 0.2, G: 0.2, B: 0.2, A: 1.0} 13 | Intensity: !ComputeFloat 14 | Value: 1.0 15 | SpecularModel: !MaterialSpecularMicrofacetModelFeature 16 | Fresnel: !MaterialSpecularMicrofacetFresnelSchlick {} 17 | Visibility: !MaterialSpecularMicrofacetVisibilityImplicit {} 18 | NormalDistribution: !MaterialSpecularMicrofacetNormalDistributionBlinnPhong {} 19 | Environment: !MaterialSpecularMicrofacetEnvironmentGGXLUT {} 20 | Overrides: 21 | UVScale: {X: 1.0, Y: 1.0} 22 | Layers: {} 23 | -------------------------------------------------------------------------------- /Assets/TheWhiteRoom/picframe.xkmat: -------------------------------------------------------------------------------- 1 | !MaterialAsset 2 | Id: e0c1ca9d-db14-4914-a7d3-898234e9a2ed 3 | SerializedVersion: {Xenko: 2.0.0.0} 4 | Tags: [] 5 | Attributes: 6 | Diffuse: !MaterialDiffuseMapFeature 7 | DiffuseMap: !ComputeColor 8 | Value: {R: 0.640000045, G: 0.640000045, B: 0.640000045, A: 1.0} 9 | DiffuseModel: !MaterialDiffuseLambertModelFeature {} 10 | Specular: !MaterialSpecularMapFeature 11 | SpecularMap: !ComputeColor 12 | Value: {R: 0.2, G: 0.2, B: 0.2, A: 1.0} 13 | Intensity: !ComputeFloat 14 | Value: 1.0 15 | SpecularModel: !MaterialSpecularMicrofacetModelFeature 16 | Fresnel: !MaterialSpecularMicrofacetFresnelSchlick {} 17 | Visibility: !MaterialSpecularMicrofacetVisibilityImplicit {} 18 | NormalDistribution: !MaterialSpecularMicrofacetNormalDistributionBlinnPhong {} 19 | Environment: !MaterialSpecularMicrofacetEnvironmentGGXLUT {} 20 | Overrides: 21 | UVScale: {X: 1.0, Y: 1.0} 22 | Layers: {} 23 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/Core/Utils.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp) 2 | // Distributed under the MIT license. See the LICENSE.md file in the project root for more information. 3 | using Xenko.Core.Mathematics; 4 | using Xenko.Engine; 5 | 6 | namespace FirstPersonShooter_VoxelGI.Core 7 | { 8 | public static class Utils 9 | { 10 | public static Vector3 LogicDirectionToWorldDirection(Vector2 logicDirection, CameraComponent camera, Vector3 upVector) 11 | { 12 | var inverseView = Matrix.Invert(camera.ViewMatrix); 13 | 14 | var forward = Vector3.Cross(upVector, inverseView.Right); 15 | forward.Normalize(); 16 | 17 | var right = Vector3.Cross(forward, upVector); 18 | var worldDirection = forward * logicDirection.Y + right * logicDirection.X; 19 | worldDirection.Normalize(); 20 | return worldDirection; 21 | } 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/FirstPersonShooter_VoxelGI.Game.xkpkg: -------------------------------------------------------------------------------- 1 | !Package 2 | SerializedVersion: {Assets: 3.1.0.0} 3 | Meta: 4 | Name: FirstPersonShooter_VoxelGI.Game 5 | Version: 1.0.0 6 | Authors: [] 7 | Owners: [] 8 | RootNamespace: FirstPersonShooter_VoxelGI 9 | Dependencies: null 10 | AssetFolders: 11 | - Path: !dir ../Assets 12 | - Path: !dir Effects 13 | - Path: !dir VoxelGI 14 | ResourceFolders: [] 15 | OutputGroupDirectories: {} 16 | ExplicitFolders: [] 17 | Bundles: [] 18 | TemplateFolders: [] 19 | RootAssets: [] 20 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/LightToggler.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp) 2 | // Distributed under the MIT license. See the LICENSE.md file in the project root for more information. 3 | using System.Collections.Generic; 4 | using System.Linq; 5 | using Xenko.Core.Mathematics; 6 | using Xenko.Engine; 7 | using Xenko.Engine.Events; 8 | using Xenko.Input; 9 | using FirstPersonShooter_VoxelGI.Core; 10 | 11 | namespace FirstPersonShooter_VoxelGI.Player 12 | { 13 | public class LightToggler : SyncScript 14 | { 15 | public List ToggleLight { get; } = new List(); 16 | 17 | public override void Update() 18 | { 19 | if (ToggleLight.Any(key => Input.IsKeyPressed(key))) 20 | Entity.Get().Enabled = !Entity.Get().Enabled; 21 | } 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/Trigger/TriggerGroupException.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp) 2 | // Distributed under the MIT license. See the LICENSE.md file in the project root for more information. 3 | using System; 4 | 5 | namespace FirstPersonShooter_VoxelGI.Trigger 6 | { 7 | public class TriggerGroupException : Exception 8 | { 9 | public TriggerGroupException(string ex) : base(ex) { } 10 | } 11 | } 12 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/GraphicsCompositorStuff/DebugVisualizations/IVoxelVisualization.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Text; 4 | using Xenko.Rendering.Images; 5 | 6 | namespace Xenko.Rendering.Voxels 7 | { 8 | public interface IVoxelVisualization 9 | { 10 | ImageEffectShader GetShader(RenderDrawContext context, IVoxelAttribute attr); 11 | } 12 | } 13 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/GraphicsCompositorStuff/DebugVisualizations/Shaders/VoxelVisualizationRawEffect.xkfx: -------------------------------------------------------------------------------- 1 | namespace Xenko.Rendering.Images 2 | { 3 | effect VoxelVisualizationRawEffect 4 | { 5 | using params VoxelVisualizationRawShaderKeys; 6 | 7 | mixin VoxelVisualizationRawShader; 8 | if (VoxelVisualizationRawShaderKeys.Attribute != null) 9 | { 10 | mixin compose Attribute = VoxelVisualizationRawShaderKeys.Attribute; 11 | } 12 | } 13 | } -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/GraphicsCompositorStuff/DebugVisualizations/Shaders/VoxelVisualizationRawShader.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | using System; 10 | using Xenko.Core; 11 | using Xenko.Rendering; 12 | using Xenko.Graphics; 13 | using Xenko.Shaders; 14 | using Xenko.Core.Mathematics; 15 | using Buffer = Xenko.Graphics.Buffer; 16 | 17 | namespace Xenko.Rendering.Images 18 | { 19 | public static partial class VoxelVisualizationRawShaderKeys 20 | { 21 | public static readonly ValueParameterKey range = ParameterKeys.NewValue(); 22 | public static readonly ValueParameterKey rangeOffset = ParameterKeys.NewValue(); 23 | public static readonly ValueParameterKey mip = ParameterKeys.NewValue(); 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/GraphicsCompositorStuff/DebugVisualizations/Shaders/VoxelVisualizationRawShader.xksl: -------------------------------------------------------------------------------- 1 | namespace Xenko.Rendering.Images 2 | { 3 | shader VoxelVisualizationRawShader : ImageEffectShader 4 | { 5 | compose IVoxelSampler Attribute; 6 | float2 range; 7 | float rangeOffset; 8 | float mip; 9 | 10 | stage override float4 Shading() 11 | { 12 | float2 offsetRange = range + float(abs(range.y-range.x) * rangeOffset).xx; 13 | float2 screenPos = streams.TexCoord.xy; 14 | screenPos.y = 1.0 - screenPos.y; 15 | 16 | float4 color = float4(0, 0, 0, 0); 17 | for (int i = 0; i < 200; i++) 18 | { 19 | color += Attribute.SampleRaw(float3(streams.TexCoord.x, lerp(offsetRange.x, offsetRange.y, (float)i / 200.0), streams.TexCoord.y), mip-1, (mip>0)?1:0, 0) * (1.0 - color.a); 20 | if (color.a > 0.99) 21 | { 22 | break; 23 | } 24 | } 25 | return color.xyzz * 3.1415 + float4(0.1, 0.1, 0.1, 1.0) * (1.0 - color.a); 26 | } 27 | }; 28 | } -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/GraphicsCompositorStuff/DebugVisualizations/Shaders/VoxelVisualizationRawShaderKeys.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp) 2 | // Distributed under the MIT license. See the LICENSE.md file in the project root for more information. 3 | 4 | using Xenko.Shaders; 5 | 6 | namespace Xenko.Rendering.Images 7 | { 8 | public partial class VoxelVisualizationRawShaderKeys 9 | { 10 | public static readonly PermutationParameterKey Attribute = ParameterKeys.NewPermutation(); 11 | } 12 | } 13 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/GraphicsCompositorStuff/DebugVisualizations/Shaders/VoxelVisualizationViewEffect.xkfx: -------------------------------------------------------------------------------- 1 | namespace Xenko.Rendering.Images 2 | { 3 | effect VoxelVisualizationViewEffect 4 | { 5 | using params VoxelVisualizationViewShaderKeys; 6 | 7 | mixin VoxelVisualizationViewShader; 8 | if (VoxelVisualizationViewShaderKeys.marcher != null) 9 | { 10 | mixin compose marcher = VoxelVisualizationViewShaderKeys.marcher; 11 | } 12 | if (Voxels.MarchAttributesKeys.AttributeSamplers!=null) 13 | { 14 | foreach (var attr in Voxels.MarchAttributesKeys.AttributeSamplers) 15 | { 16 | mixin compose AttributeSamplers += (attr); 17 | } 18 | } 19 | } 20 | } -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/GraphicsCompositorStuff/DebugVisualizations/Shaders/VoxelVisualizationViewShader.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | using System; 10 | using Xenko.Core; 11 | using Xenko.Rendering; 12 | using Xenko.Graphics; 13 | using Xenko.Shaders; 14 | using Xenko.Core.Mathematics; 15 | using Buffer = Xenko.Graphics.Buffer; 16 | 17 | namespace Xenko.Rendering.Images 18 | { 19 | public static partial class VoxelVisualizationViewShaderKeys 20 | { 21 | public static readonly ValueParameterKey view = ParameterKeys.NewValue(); 22 | public static readonly ValueParameterKey viewInv = ParameterKeys.NewValue(); 23 | public static readonly ValueParameterKey background = ParameterKeys.NewValue(); 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/GraphicsCompositorStuff/DebugVisualizations/Shaders/VoxelVisualizationViewShader.xksl: -------------------------------------------------------------------------------- 1 | namespace Xenko.Rendering.Images 2 | { 3 | shader VoxelVisualizationViewShader : MarchAttributes, ImageEffectShader 4 | { 5 | compose VoxelMarchMethod marcher; 6 | 7 | float4 background; 8 | float4x4 view; 9 | float4x4 viewInv; 10 | 11 | stage override float4 Shading() 12 | { 13 | float2 screenPos = streams.TexCoord.xy; 14 | screenPos.y = 1.0 - screenPos.y; 15 | 16 | float4 p1 = mul(float4(screenPos*2.0-1.0,1,1), viewInv); 17 | p1.xyz/=p1.w; 18 | float4 p2 = mul(float4(0,0,0,1), viewInv); 19 | p2.xyz/=p2.w; 20 | 21 | float3 rayDir = normalize( p1.xyz - p2.xyz); 22 | float3 rayPos = p2.xyz; 23 | 24 | float4 color = marcher.March(rayPos, rayDir); 25 | return color.xyzz * 3.1415 + background * saturate(1.0-color.a);//pow(color.aaaa,float4(2.2,2.2,2.2,1.0));// 26 | } 27 | }; 28 | } -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/GraphicsCompositorStuff/DebugVisualizations/Shaders/VoxelVisualizationViewShaderKeys.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp) 2 | // Distributed under the MIT license. See the LICENSE.md file in the project root for more information. 3 | 4 | using Xenko.Shaders; 5 | 6 | namespace Xenko.Rendering.Images 7 | { 8 | public partial class VoxelVisualizationViewShaderKeys 9 | { 10 | public static readonly PermutationParameterKey marcher = ParameterKeys.NewPermutation(); 11 | } 12 | } 13 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/GraphicsCompositorStuff/IVoxelRenderer.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Text; 4 | 5 | using Xenko.Core; 6 | using Xenko.Core.Collections; 7 | using Xenko.Core.Diagnostics; 8 | using Xenko.Core.Mathematics; 9 | using Xenko.Engine; 10 | using Xenko.Graphics; 11 | using Xenko.Rendering; 12 | using Xenko.Rendering.Lights; 13 | using Xenko.Rendering.Shadows; 14 | 15 | namespace Xenko.Rendering.Voxels 16 | { 17 | public interface IVoxelRenderer 18 | { 19 | void Collect(RenderContext Context, IShadowMapRenderer ShadowMapRenderer); 20 | 21 | void Draw(RenderDrawContext drawContext, IShadowMapRenderer ShadowMapRenderer); 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Light/LightVoxelShader.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | using System; 10 | using Xenko.Core; 11 | using Xenko.Rendering; 12 | using Xenko.Graphics; 13 | using Xenko.Shaders; 14 | using Xenko.Core.Mathematics; 15 | using Buffer = Xenko.Graphics.Buffer; 16 | 17 | namespace Xenko.Rendering.Lights 18 | { 19 | public static partial class LightVoxelShaderKeys 20 | { 21 | public static readonly ValueParameterKey Intensity = ParameterKeys.NewValue(); 22 | public static readonly ValueParameterKey SpecularIntensity = ParameterKeys.NewValue(); 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Light/LightVoxelShaderKeys.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp) 2 | // Distributed under the MIT license. See the LICENSE.md file in the project root for more information. 3 | 4 | using Xenko.Shaders; 5 | 6 | namespace Xenko.Rendering.Lights 7 | { 8 | public partial class LightVoxelShaderKeys 9 | { 10 | public static readonly PermutationParameterKey diffuseMarcher = ParameterKeys.NewPermutation(); 11 | public static readonly PermutationParameterKey specularMarcher = ParameterKeys.NewPermutation(); 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Marching/IVoxelMarchMethod.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Text; 4 | using Xenko.Shaders; 5 | 6 | namespace Xenko.Rendering.Voxels 7 | { 8 | public interface IVoxelMarchMethod 9 | { 10 | ShaderSource GetMarcher(int attrID); 11 | void UpdateSamplerLayout(string compositionName); 12 | void ApplyViewParameters(ParameterCollection parameters); 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Marching/IVoxelSampler.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Marching/IVoxelSampler.xksl: -------------------------------------------------------------------------------- 1 | //namespace Xenko.Rendering.Skyboxes 2 | //{ 3 | /// 4 | /// Base shader to sample an environment 5 | /// 6 | shader IVoxelSampler 7 | { 8 | float4 Sample(float3 position, float3 normal, float diameter) 9 | { 10 | return 0; 11 | } 12 | float4 SampleByMipNearestMip(float3 position, float3 normal, float diameter) 13 | { 14 | return 0; 15 | } 16 | float4 SampleNearestMip(float3 position, float3 normal, float diameter) 17 | { 18 | return 0; 19 | } 20 | float4 SampleRaw(float3 pos, float mipmap, int textureID, int axis) 21 | { 22 | return float4(1, 0, 0, 0); 23 | } 24 | float VoxelSize() 25 | { 26 | return 1.0; 27 | } 28 | float4 Test() 29 | { 30 | return float4(1,0,0,1); 31 | } 32 | float4 ComputeLocal(float3 position) 33 | { 34 | return 0; 35 | } 36 | }; 37 | //} 38 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Marching/MarchSets/IVoxelMarchSet.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Text; 4 | using Xenko.Shaders; 5 | 6 | namespace Xenko.Rendering.Voxels 7 | { 8 | public interface IVoxelMarchSet 9 | { 10 | ShaderSource GetMarcher(int attrID); 11 | void UpdateSamplerLayout(string compositionName); 12 | void ApplyViewParameters(ParameterCollection parameters); 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Marching/MarchSets/Shaders/VoxelMarchSet.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelMarchSet 2 | { 3 | float4 March(float3 rayPos, float3 rayDir){ return float4(0, 0, 0, 0); } 4 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Marching/Shaders/MarchAttributes.xksl: -------------------------------------------------------------------------------- 1 | shader MarchAttributes 2 | { 3 | stage compose IVoxelSampler AttributeSamplers[]; 4 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Marching/Shaders/MarchAttributesEffect.xkfx: -------------------------------------------------------------------------------- 1 | namespace Xenko.Rendering.Voxels 2 | { 3 | partial effect MarchAttributesEffect 4 | { 5 | using params MarchAttributesKeys; 6 | 7 | mixin MarchAttributes; 8 | if (MarchAttributesKeys.AttributeSamplers!=null) 9 | { 10 | foreach (var attr in MarchAttributesKeys.AttributeSamplers) 11 | { 12 | mixin compose AttributeSamplers += (attr); 13 | } 14 | } 15 | }; 16 | } -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Marching/Shaders/MarchAttributesKeys.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp) 2 | // Distributed under the MIT license. See the LICENSE.md file in the project root for more information. 3 | 4 | using Xenko.Shaders; 5 | 6 | namespace Xenko.Rendering.Voxels 7 | { 8 | public partial class MarchAttributesKeys 9 | { 10 | public static readonly PermutationParameterKey AttributeSamplers = ParameterKeys.NewPermutation(); 11 | } 12 | } 13 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Marching/Shaders/VoxelMarchConePerMipmap.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelMarchConePerMipmap : VoxelMarchMethod, MarchAttributes 2 | { 3 | override float4 March(float3 rayPos, float3 rayDir) 4 | { 5 | float voxelSize = AttributeSamplers[AttributeID].VoxelSize(); 6 | float dist = voxelSize; 7 | float size = 0; 8 | float4 light = float4(0.0, 0.0, 0.0, 0.0); 9 | for (int i = 0; i < steps; i++) 10 | { 11 | float3 pos = rayPos + rayDir * dist; 12 | 13 | light += AttributeSamplers[AttributeID].SampleByMipNearestMip(pos, -rayDir, size) * saturate(1.0 - light.a); 14 | 15 | dist *= 2; 16 | size += 1; 17 | } 18 | return light; 19 | } 20 | 21 | override float StepSize() { return AttributeSamplers[AttributeID].VoxelSize(); } 22 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Marching/Shaders/VoxelMarchMethod.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelMarchMethod 2 | { 3 | float4 March(float3 rayPos, float3 rayDir){ return float4(0, 0, 0, 0); } 4 | float StepSize(){ return 1.0; } 5 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Marching/Shaders/VoxelRadiusMarchMethod.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelRadiusMarchMethod 2 | { 3 | float4 MarchRadius(float3 rayPos, float3 rayDir, float radiusScale){ return float4(0, 0, 0, 0); } 4 | float StepSizeRadius(float radiusScale){ return radiusScale; } 5 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Attributes/IVoxelAttribute.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Text; 4 | using Xenko.Shaders; 5 | 6 | namespace Xenko.Rendering.Voxels 7 | { 8 | public interface IVoxelAttribute 9 | { 10 | ShaderSource GetShader(); 11 | void PrepareLocalStorage(VoxelStorageContext context, IVoxelStorage storage); 12 | void UpdateLayout(string compositionName); 13 | void ApplyWriteParameters(ParameterCollection parameters); 14 | void PostProcess(RenderDrawContext drawContext); 15 | 16 | ShaderSource GetSampler(); 17 | void UpdateSamplerLayout(string compositionName); 18 | void ApplyViewParameters(ParameterCollection parameters); 19 | 20 | void AddAttributes(ShaderSourceCollection modifiers); 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Attributes/Shaders/VoxelAttribute.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Attributes/Shaders/VoxelAttribute.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelAttribute 2 | { 3 | void SetupStreamsDummy(){} 4 | void SetupStreams(){} 5 | float4 VoxelizeDirect(uint3 address, uint strideIndex, uint stride){} 6 | void VoxelizeIndirectWrite(RWBuffer buffer, inout uint address){} 7 | void VoxelizeIndirectRead(RWBuffer buffer, inout uint address){} 8 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Attributes/Shaders/VoxelAttributeDirectionalCoverageShader.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | using System; 10 | using Xenko.Core; 11 | using Xenko.Rendering; 12 | using Xenko.Graphics; 13 | using Xenko.Shaders; 14 | using Xenko.Core.Mathematics; 15 | using Buffer = Xenko.Graphics.Buffer; 16 | 17 | namespace Xenko.Rendering 18 | { 19 | public static partial class VoxelAttributeDirectionalCoverageShaderKeys 20 | { 21 | public static readonly ObjectParameterKey DirectOutput = ParameterKeys.NewObject(); 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Attributes/Shaders/VoxelAttributeEmissionOpacityShader.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | using System; 10 | using Xenko.Core; 11 | using Xenko.Rendering; 12 | using Xenko.Graphics; 13 | using Xenko.Shaders; 14 | using Xenko.Core.Mathematics; 15 | using Buffer = Xenko.Graphics.Buffer; 16 | 17 | namespace Xenko.Rendering 18 | { 19 | public static partial class VoxelAttributeEmissionOpacityShaderKeys 20 | { 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Attributes/Shaders/VoxelAttributeEmissionOpacityShader.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelAttributeEmissionOpacityShader : VoxelAttribute, VoxelAttributeEmissionOpacityStream, ShaderBaseStream 2 | { 3 | compose VoxelLayout_Float4 layout; 4 | 5 | override void SetupStreamsDummy() 6 | { 7 | layout.SetupStreamsDummy(); 8 | } 9 | override void SetupStreams() 10 | { 11 | layout.SetupStreams(streams.ColorTarget); 12 | } 13 | override float4 VoxelizeDirect(uint3 address, uint strideIndex, uint stride) 14 | { 15 | layout.VoxelizeDirect(address, strideIndex, stride); 16 | return layout.Get(); 17 | } 18 | override void VoxelizeIndirectWrite(RWBuffer buffer, inout uint address) 19 | { 20 | layout.VoxelizeIndirectWrite(buffer,address); 21 | } 22 | override void VoxelizeIndirectRead(RWBuffer buffer, inout uint address) 23 | { 24 | layout.VoxelizeIndirectRead(buffer, address); 25 | } 26 | float4 Get() 27 | { 28 | return layout.Get(); 29 | } 30 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Attributes/Shaders/VoxelAttributeEmissionOpacityStream.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Attributes/Shaders/VoxelAttributeEmissionOpacityStream.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelAttributeEmissionOpacityStream 2 | { 3 | stage stream float4 Voxel_EmissionOpacity; 4 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Attributes/Shaders/VoxelAttributeSolidifyPlanesShader.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | using System; 10 | using Xenko.Core; 11 | using Xenko.Rendering; 12 | using Xenko.Graphics; 13 | using Xenko.Shaders; 14 | using Xenko.Core.Mathematics; 15 | using Buffer = Xenko.Graphics.Buffer; 16 | 17 | namespace Xenko.Rendering 18 | { 19 | public static partial class VoxelAttributeSolidifyPlanesShaderKeys 20 | { 21 | public static readonly ObjectParameterKey DirectOutput = ParameterKeys.NewObject(); 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/BufferWriters/IVoxelBufferWriter.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Text; 4 | using Xenko.Shaders; 5 | using Xenko.Rendering.Materials; 6 | 7 | namespace Xenko.Rendering.Voxels 8 | { 9 | public interface IVoxelBufferWriter 10 | { 11 | ShaderSource GetShader(); 12 | } 13 | } 14 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/BufferWriters/Shaders/VoxelBufferWriteAssign.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/BufferWriters/Shaders/VoxelBufferWriteAssign.xksl: -------------------------------------------------------------------------------- 1 |  shader VoxelBufferWriteAssign : VoxelBufferWriter 2 | { 3 | override void Write_Internal(RWBuffer fragmentsBuffer, inout uint address, uint data) 4 | { 5 | fragmentsBuffer[address] = data; 6 | address++; 7 | } 8 | 9 | override float4 Test() 10 | { 11 | return float4(0,1,0,1); 12 | } 13 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/BufferWriters/Shaders/VoxelBufferWriteMax.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/BufferWriters/Shaders/VoxelBufferWriteMax.xksl: -------------------------------------------------------------------------------- 1 |  shader VoxelBufferWriteMax : VoxelBufferWriter 2 | { 3 | override void Write_Internal(RWBuffer fragmentsBuffer, inout uint address, uint data) 4 | { 5 | uint unusedOut = -1; 6 | InterlockedMax(fragmentsBuffer[address], data, unusedOut); 7 | address++; 8 | } 9 | 10 | override float4 Test() 11 | { 12 | return float4(0,1,0,1); 13 | } 14 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/BufferWriters/Shaders/VoxelBufferWriter.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/BufferWriters/VoxelBufferWriteAssign.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Text; 4 | using Xenko.Core; 5 | using Xenko.Shaders; 6 | using Xenko.Rendering.Materials; 7 | 8 | namespace Xenko.Rendering.Voxels 9 | { 10 | //[DataContract("VoxelFlickerReductionNone")] 11 | [DataContract(DefaultMemberMode = DataMemberMode.Default)] 12 | [Display("None")] 13 | public class VoxelBufferWriteAssign : IVoxelBufferWriter 14 | { 15 | ShaderSource source = new ShaderClassSource("VoxelBufferWriteAssign"); 16 | public ShaderSource GetShader() 17 | { 18 | return source; 19 | } 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/BufferWriters/VoxelBufferWriteMax.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Text; 4 | using Xenko.Core; 5 | using Xenko.Shaders; 6 | using Xenko.Rendering.Materials; 7 | 8 | namespace Xenko.Rendering.Voxels 9 | { 10 | //[DataContract("VoxelFlickerReductionAverage")] 11 | [DataContract(DefaultMemberMode = DataMemberMode.Default)] 12 | [Display("Max")] 13 | public class VoxelBufferWriteMax : IVoxelBufferWriter 14 | { 15 | ShaderSource source = new ShaderClassSource("VoxelBufferWriteMax"); 16 | public ShaderSource GetShader() 17 | { 18 | return source; 19 | } 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/FragmentPackers/IVoxelFragmentPacker.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Text; 4 | using Xenko.Core; 5 | using Xenko.Shaders; 6 | using Xenko.Rendering.Materials; 7 | 8 | namespace Xenko.Rendering.Voxels 9 | { 10 | public interface IVoxelFragmentPacker 11 | { 12 | ShaderSource GetShader(); 13 | int GetBits(int channels); 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/FragmentPackers/Shaders/DataPacking.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/FragmentPackers/Shaders/VoxelFragmentPackFloat16.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/FragmentPackers/Shaders/VoxelFragmentPackFloat32.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/FragmentPackers/Shaders/VoxelFragmentPackFloatR11G11B10.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/FragmentPackers/Shaders/VoxelFragmentPacker.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/FragmentPackers/VoxelFragmentPackFloat16.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Text; 4 | using Xenko.Core; 5 | using Xenko.Shaders; 6 | using Xenko.Rendering.Materials; 7 | 8 | namespace Xenko.Rendering.Voxels 9 | { 10 | [DataContract(DefaultMemberMode = DataMemberMode.Default)] 11 | [Display("Float16")] 12 | public class VoxelFragmentPackFloat16 : IVoxelFragmentPacker 13 | { 14 | ShaderSource source = new ShaderClassSource("VoxelFragmentPackFloat16"); 15 | public ShaderSource GetShader() 16 | { 17 | return source; 18 | } 19 | public int GetBits(int channels) 20 | { 21 | return channels * 16; 22 | } 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/FragmentPackers/VoxelFragmentPackFloat32.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Text; 4 | using Xenko.Core; 5 | using Xenko.Shaders; 6 | using Xenko.Rendering.Materials; 7 | 8 | namespace Xenko.Rendering.Voxels 9 | { 10 | [DataContract(DefaultMemberMode = DataMemberMode.Default)] 11 | [Display("Float32")] 12 | public class VoxelFragmentPackFloat32 : IVoxelFragmentPacker 13 | { 14 | ShaderSource source = new ShaderClassSource("VoxelFragmentPackFloat32"); 15 | public ShaderSource GetShader() 16 | { 17 | return source; 18 | } 19 | public int GetBits(int channels) 20 | { 21 | return channels * 32; 22 | } 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/FragmentPackers/VoxelFragmentPackFloatR11G11B10.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Text; 4 | using Xenko.Core; 5 | using Xenko.Shaders; 6 | using Xenko.Rendering.Materials; 7 | 8 | namespace Xenko.Rendering.Voxels 9 | { 10 | [DataContract(DefaultMemberMode = DataMemberMode.Default)] 11 | [Display("R11G11B10F")] 12 | public class VoxelFragmentPackFloatR11G11B10 : IVoxelFragmentPacker 13 | { 14 | ShaderSource source = new ShaderClassSource("VoxelFragmentPackFloatR11G11B10"); 15 | public ShaderSource GetShader() 16 | { 17 | return source; 18 | } 19 | public int GetBits(int channels) 20 | { 21 | return ((channels+2) / 3)*32;//(channels)/3 * 32 + (channels % 3) * 11; 22 | } 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/IsotropicVoxelFragment.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | using System; 10 | using Xenko.Core; 11 | using Xenko.Rendering; 12 | using Xenko.Graphics; 13 | using Xenko.Shaders; 14 | using Xenko.Core.Mathematics; 15 | using Buffer = Xenko.Graphics.Buffer; 16 | 17 | namespace Xenko.Rendering.Voxels 18 | { 19 | public static partial class IsotropicVoxelFragmentKeys 20 | { 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/IsotropicVoxelFragmentEffect.xkfx: -------------------------------------------------------------------------------- 1 | // Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp) 2 | // Distributed under the MIT license. See the LICENSE.md file in the project root for more information. 3 | using Xenko.Rendering.Materials; 4 | using Xenko.Rendering.Voxels; 5 | 6 | namespace Xenko.Rendering.Voxels 7 | { 8 | 9 | partial effect IsotropicVoxelFragmentEffect 10 | { 11 | using params MaterialKeys; 12 | using params IsotropicVoxelFragmentKeys; 13 | 14 | mixin IsotropicVoxelFragment; 15 | if (IsotropicVoxelFragmentKeys.Storage!=null) 16 | { 17 | mixin compose Storage = (IsotropicVoxelFragmentKeys.Storage); 18 | } 19 | }; 20 | } 21 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/IsotropicVoxelFragmentKeys.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using Xenko.Rendering.Voxels; 3 | using Xenko.Shaders; 4 | 5 | namespace Xenko.Rendering.Voxels 6 | { 7 | /// 8 | /// Keys used by and ToneMapEffect xkfx 9 | /// 10 | public static partial class IsotropicVoxelFragmentKeys 11 | { 12 | public static readonly PermutationParameterKey Storage = ParameterKeys.NewPermutation(); 13 | } 14 | } -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Layout/IVoxelLayout.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using Xenko.Shaders; 4 | 5 | namespace Xenko.Rendering.Voxels 6 | { 7 | public interface IVoxelLayout 8 | { 9 | void PrepareLocalStorage(VoxelStorageContext context, IVoxelStorage storage); 10 | void UpdateLayout(string compositionName, List modifiers); 11 | ShaderSource GetSampler(); 12 | void UpdateSamplerLayout(string compositionName); 13 | void ApplyViewParameters(ParameterCollection parameters); 14 | void ApplyWriteParameters(ParameterCollection parameters, List modifiers); 15 | void PostProcess(RenderDrawContext drawContext, string MipMapShader); 16 | ShaderSource GetShaderFloat4(List modifiers); 17 | ShaderSource GetShaderFloat3(); 18 | ShaderSource GetShaderFloat2(); 19 | ShaderSource GetShaderFloat1(); 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Layout/Shaders/VoxelAnisotropicPairedSampler.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Layout/Shaders/VoxelAnisotropicPairedWriter_Float4.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | using System; 10 | using Xenko.Core; 11 | using Xenko.Rendering; 12 | using Xenko.Graphics; 13 | using Xenko.Shaders; 14 | using Xenko.Core.Mathematics; 15 | using Buffer = Xenko.Graphics.Buffer; 16 | 17 | namespace Xenko.Rendering 18 | { 19 | public static partial class VoxelAnisotropicPairedWriter_Float4Keys 20 | { 21 | public static readonly ObjectParameterKey DirectOutput = ParameterKeys.NewObject(); 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Layout/Shaders/VoxelAnisotropicSampler.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Layout/Shaders/VoxelAnisotropicWriter_Float4.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | using System; 10 | using Xenko.Core; 11 | using Xenko.Rendering; 12 | using Xenko.Graphics; 13 | using Xenko.Shaders; 14 | using Xenko.Core.Mathematics; 15 | using Buffer = Xenko.Graphics.Buffer; 16 | 17 | namespace Xenko.Rendering 18 | { 19 | public static partial class VoxelAnisotropicWriter_Float4Keys 20 | { 21 | public static readonly ObjectParameterKey DirectOutput = ParameterKeys.NewObject(); 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Layout/Shaders/VoxelIsotropicSampler.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | using System; 10 | using Xenko.Core; 11 | using Xenko.Rendering; 12 | using Xenko.Graphics; 13 | using Xenko.Shaders; 14 | using Xenko.Core.Mathematics; 15 | using Buffer = Xenko.Graphics.Buffer; 16 | 17 | namespace Xenko.Rendering 18 | { 19 | public static partial class VoxelIsotropicSamplerKeys 20 | { 21 | public static readonly ValueParameterKey maxBrightness = ParameterKeys.NewValue(); 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Layout/Shaders/VoxelIsotropicWriter_Float4.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | using System; 10 | using Xenko.Core; 11 | using Xenko.Rendering; 12 | using Xenko.Graphics; 13 | using Xenko.Shaders; 14 | using Xenko.Core.Mathematics; 15 | using Buffer = Xenko.Graphics.Buffer; 16 | 17 | namespace Xenko.Rendering 18 | { 19 | public static partial class VoxelIsotropicWriter_Float4Keys 20 | { 21 | public static readonly ObjectParameterKey DirectOutput = ParameterKeys.NewObject(); 22 | public static readonly ValueParameterKey maxBrightnessInv = ParameterKeys.NewValue(); 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Layout/Shaders/VoxelLayout_Float4.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Layout/Shaders/VoxelLayout_Float4.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelLayout_Float4 : NormalStream 2 | { 3 | void SetupStreamsDummy(){} 4 | void SetupStreams(float4 original){} 5 | void VoxelizeDirect(uint3 address, uint strideIndex, uint stride){} 6 | void VoxelizeIndirectWrite(RWBuffer buffer, inout uint address){} 7 | void VoxelizeIndirectRead(RWBuffer buffer, inout uint address){} 8 | float4 Get() 9 | { 10 | return float4(0,0,0,0); 11 | } 12 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/Appliers/Anisotropic/VoxelModifierApplierAnisotropic.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelModifierApplierAnisotropic 2 | { 3 | void Apply(inout float4 XP, inout float4 XN, inout float4 YP, inout float4 YN, inout float4 ZP, inout float4 ZN){ } 4 | void Apply(inout float3 XP, inout float3 XN, inout float3 YP, inout float3 YN, inout float3 ZP, inout float3 ZN){ } 5 | void Apply(inout float2 XP, inout float2 XN, inout float2 YP, inout float2 YN, inout float2 ZP, inout float2 ZN){ } 6 | void Apply(inout float XP, inout float XN, inout float YP, inout float YN, inout float ZP, inout float ZN){ } 7 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/Appliers/Anisotropic/VoxelModifierApplierAntiAliasingAnisotropic.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelModifierApplierAntiAliasingAnisotropic : VoxelModifierApplierAnisotropic, VoxelModifierAntiAliasingStreams 2 | { 3 | override void Apply(inout float4 XP, inout float4 XN, inout float4 YP, inout float4 YN, inout float4 ZP, inout float4 ZN) 4 | { 5 | XP *= streams.PlaneCoverage.x; 6 | XN *= streams.PlaneCoverage.x; 7 | YP *= streams.PlaneCoverage.y; 8 | YN *= streams.PlaneCoverage.y; 9 | ZP *= streams.PlaneCoverage.z; 10 | ZN *= streams.PlaneCoverage.z; 11 | } 12 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/Appliers/Anisotropic/VoxelModifierApplierOpacifyAnisotropic.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelModifierApplierOpacifyAnisotropic : VoxelModifierApplierAnisotropic 2 | { 3 | [Link("VoxelModifierApplierOpacifyIsotropic.Amount")] 4 | float Amount; 5 | 6 | override void Apply(inout float4 XP, inout float4 XN, inout float4 YP, inout float4 YN, inout float4 ZP, inout float4 ZN) 7 | { 8 | XP.a *= Amount; 9 | XN.a *= Amount; 10 | YP.a *= Amount; 11 | YN.a *= Amount; 12 | ZP.a *= Amount; 13 | ZN.a *= Amount; 14 | } 15 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/Appliers/Anisotropic/VoxelModifierApplierSolidifyAnisotropic.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelModifierApplierSolidifyAnisotropic : VoxelModifierApplierAnisotropic, VoxelModifierSolidifyStreams 2 | { 3 | override void Apply(inout float4 XP, inout float4 XN, inout float4 YP, inout float4 YN, inout float4 ZP, inout float4 ZN) 4 | { 5 | if (streams.IsSolid) 6 | { 7 | XP.a = 1.0; 8 | XN.a = 1.0; 9 | YP.a = 1.0; 10 | YN.a = 1.0; 11 | ZP.a = 1.0; 12 | ZN.a = 1.0; 13 | } 14 | } 15 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/Appliers/AnisotropicPaired/VoxelModifierApplierAnisotropicPaired.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelModifierApplierAnisotropicPaired 2 | { 3 | void Apply(inout float4 X, inout float4 Y, inout float4 Z){ } 4 | void Apply(inout float3 X, inout float3 Y, inout float3 Z){ } 5 | void Apply(inout float2 X, inout float2 Y, inout float2 Z){ } 6 | void Apply(inout float X, inout float Y, inout float Z){ } 7 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/Appliers/AnisotropicPaired/VoxelModifierApplierAntiAliasingAnisotropicPaired.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelModifierApplierAntiAliasingAnisotropicPaired : VoxelModifierApplierAnisotropicPaired, VoxelModifierAntiAliasingStreams 2 | { 3 | override void Apply(inout float4 X, inout float4 Y, inout float4 Z) 4 | { 5 | X *= streams.PlaneCoverage.x; 6 | Y *= streams.PlaneCoverage.x; 7 | Z *= streams.PlaneCoverage.y; 8 | } 9 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/Appliers/AnisotropicPaired/VoxelModifierApplierOpacifyAnisotropicPaired.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/Appliers/AnisotropicPaired/VoxelModifierApplierOpacifyAnisotropicPaired.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelModifierApplierOpacifyAnisotropicPaired : VoxelModifierApplierAnisotropicPaired 2 | { 3 | [Link("VoxelModifierApplierOpacifyIsotropic.Amount")] 4 | float Amount; 5 | 6 | override void Apply(inout float4 X, inout float4 Y, inout float4 Z) 7 | { 8 | X.a *= Amount; 9 | Y.a *= Amount; 10 | Z.a *= Amount; 11 | } 12 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/Appliers/AnisotropicPaired/VoxelModifierApplierSolidifyAnisotropicPaired.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelModifierApplierSolidifyAnisotropicPaired : VoxelModifierApplierAnisotropicPaired, VoxelModifierSolidifyStreams 2 | { 3 | override void Apply(inout float4 X, inout float4 Y, inout float4 Z) 4 | { 5 | if (streams.IsSolid) 6 | { 7 | X.a = 1.0; 8 | Y.a = 1.0; 9 | Z.a = 1.0; 10 | } 11 | } 12 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/Appliers/Isotropic/VoxelModifierApplierAntiAliasingIsotropic.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelModifierApplierAntiAliasingIsotropic : VoxelModifierApplierIsotropic, VoxelModifierAntiAliasingStreams 2 | { 3 | override void Apply(inout float4 center) 4 | { 5 | center *= max(streams.PlaneCoverage.x, max(streams.PlaneCoverage.y, streams.PlaneCoverage.z)); 6 | } 7 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/Appliers/Isotropic/VoxelModifierApplierIsotropic.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/Appliers/Isotropic/VoxelModifierApplierIsotropic.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelModifierApplierIsotropic 2 | { 3 | void Apply(inout float4 center){} 4 | void Apply(inout float3 center){} 5 | void Apply(inout float2 center){} 6 | void Apply(inout float center){} 7 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/Appliers/Isotropic/VoxelModifierApplierOpacifyIsotropic.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | using System; 10 | using Xenko.Core; 11 | using Xenko.Rendering; 12 | using Xenko.Graphics; 13 | using Xenko.Shaders; 14 | using Xenko.Core.Mathematics; 15 | using Buffer = Xenko.Graphics.Buffer; 16 | 17 | namespace Xenko.Rendering 18 | { 19 | public static partial class VoxelModifierApplierOpacifyIsotropicKeys 20 | { 21 | public static readonly ValueParameterKey Amount = ParameterKeys.NewValue(); 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/Appliers/Isotropic/VoxelModifierApplierOpacifyIsotropic.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelModifierApplierOpacifyIsotropic : VoxelModifierApplierIsotropic 2 | { 3 | float Amount; 4 | override void Apply(inout float4 center) 5 | { 6 | center.a *= Amount; 7 | } 8 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/Appliers/Isotropic/VoxelModifierApplierSolidifyIsotropic.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/Appliers/Isotropic/VoxelModifierApplierSolidifyIsotropic.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelModifierApplierSolidifyIsotropic : VoxelModifierApplierIsotropic, VoxelModifierSolidifyStreams 2 | { 3 | override void Apply(inout float4 center) 4 | { 5 | if (streams.IsSolid) 6 | center.a = 1.0; 7 | } 8 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/EmissionOpacityFilters/IVoxelModifierEmissionOpacity.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Text; 4 | 5 | public interface IVoxelModifierEmissionOpacity : IVoxelModifier 6 | { 7 | 8 | } -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/IVoxelModifier.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.ComponentModel; 4 | using System.Text; 5 | using Xenko.Core; 6 | using Xenko.Rendering; 7 | using Xenko.Rendering.Voxels; 8 | using Xenko.Shaders; 9 | 10 | public interface IVoxelModifier 11 | { 12 | bool RequiresColumns(); 13 | void AddAttributes(ShaderSourceCollection modifiers); 14 | void PrepareLocalStorage(VoxelStorageContext context, IVoxelStorage storage); 15 | void UpdateLayout(string compositionName); 16 | void ApplyWriteParameters(ParameterCollection parameters); 17 | ShaderSource GetApplier(string layout); 18 | } -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/VoxelModifier.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/VoxelModifier.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelModifier 2 | { 3 | void SetupStreamsDummy(){} 4 | void SetupStreams(){} 5 | float4 VoxelizeDirect(uint3 address, uint stride){} 6 | void VoxelizeIndirectWrite(RWBuffer buffer, inout uint address){} 7 | void VoxelizeIndirectRead(RWBuffer buffer, inout uint address, uint2 base_stride){} 8 | 9 | void Apply(inout float4 color){return float4(0,0,0,0);} 10 | }; 11 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/VoxelModifierAntiAliasing.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/VoxelModifierAntiAliasing.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelModifierAntiAliasing : VoxelModifier, VoxelModifierAntiAliasingStreams 2 | { 3 | compose VoxelAttributeDirectionalCoverageShader coverage; 4 | 5 | override void SetupStreamsDummy() 6 | { 7 | streams.PlaneCoverage = float3(1,1,1); 8 | coverage.SetupStreamsDummy(); 9 | } 10 | override void SetupStreams() 11 | { 12 | coverage.SetupStreams(); 13 | } 14 | override void VoxelizeDirect(uint3 address, uint stride) 15 | { 16 | } 17 | override void VoxelizeIndirectWrite(RWBuffer buffer, inout uint address) 18 | { 19 | coverage.VoxelizeIndirectWrite(buffer,address); 20 | } 21 | override void VoxelizeIndirectRead(RWBuffer buffer, inout uint address, uint2 base_stride) 22 | { 23 | coverage.VoxelizeIndirectRead(buffer,address); 24 | streams.PlaneCoverage = coverage.GetResolved(); 25 | } 26 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/VoxelModifierAntiAliasingStreams.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelModifierAntiAliasingStreams 2 | { 3 | stage stream float3 PlaneCoverage; 4 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/VoxelModifierBase.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.ComponentModel; 4 | using System.Text; 5 | using Xenko.Core; 6 | using Xenko.Shaders; 7 | 8 | public abstract class VoxelModifierBase 9 | { 10 | [DataMember(-20)] 11 | [DefaultValue(true)] 12 | public bool Enabled { get; set; } = true; 13 | } -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/VoxelModifierSolidify.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/VoxelModifierSolidifyStreams.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/Modifiers/VoxelModifierSolidifyStreams.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelModifierSolidifyStreams 2 | { 3 | stage stream bool IsSolid; 4 | stage stream float aVoxel_SendY; 5 | stage stream float aVoxel_ReceiveY; 6 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/StorageMethod/IStorageMethod.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using Xenko.Shaders; 4 | 5 | namespace Xenko.Rendering.Voxels 6 | { 7 | public interface IStorageMethod 8 | { 9 | void Apply(ShaderMixinSource mixin); 10 | void PrepareLocalStorage(VoxelStorageContext context, IVoxelStorage storage, int channels, int layoutCount); 11 | } 12 | } 13 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/VoxelPositionStream.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/VoxelPositionStream.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelPositionStream 2 | { 3 | stage stream float3 PositionVXS : POSITIONVXS; 4 | stage stream int3 PositionVXPS : POSITIONVXPS; 5 | stage stream float3 VoxelVolumeSize : VOXELVOLUMESIZE; 6 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/VoxelStorage/IVoxelStorage.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using Xenko.Graphics; 4 | using Xenko.Shaders; 5 | 6 | namespace Xenko.Rendering.Voxels 7 | { 8 | public interface IVoxelStorage 9 | { 10 | void UpdateFromContext(VoxelStorageContext context, RenderVoxelVolumeData data); 11 | RenderView CollectViews(VoxelStorageContext context, RenderContext RenderContext, RenderView view); 12 | void Render(VoxelStorageContext context, RenderDrawContext drawContext, RenderView view); 13 | void RequestTempStorage(int count); 14 | void UpdateTexture(VoxelStorageContext context, ref IVoxelStorageTexture texture, Xenko.Graphics.PixelFormat pixelFormat, int layoutCount); 15 | void UpdateTempStorage(VoxelStorageContext context); 16 | void PostProcess(VoxelStorageContext context, RenderDrawContext drawContext, RenderVoxelVolumeData data); 17 | void ApplyWriteParameters(ParameterCollection param); 18 | void UpdateLayout(string compositionName); 19 | ShaderSource GetSource(RenderVoxelVolumeData data); 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/VoxelStorage/IVoxelStorageTexture.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Text; 4 | using Xenko.Graphics; 5 | using Xenko.Shaders; 6 | 7 | namespace Xenko.Rendering.Voxels 8 | { 9 | public interface IVoxelStorageTexture 10 | { 11 | void UpdateLayout(string compositionName); 12 | void UpdateSamplerLayout(string compositionName); 13 | void ApplyParametersWrite(ObjectParameterKey MainKey, ParameterCollection parameters); 14 | void PostProcess(RenderDrawContext drawContext, string MipMapShader); 15 | ShaderClassSource GetSampler(); 16 | void Apply(ShaderMixinSource mixin); 17 | void ApplyViewParameters(ParameterCollection parameters); 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/VoxelStorage/Mipmapping/VoxelMipmapHeuristic.cs: -------------------------------------------------------------------------------- 1 |  -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/VoxelStorage/Mipmapping/VoxelMipmapPhysicallyBased.cs: -------------------------------------------------------------------------------- 1 |  -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/VoxelStorage/Mipmapping/VoxelMipmapSimple.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | using System; 10 | using Xenko.Core; 11 | using Xenko.Rendering; 12 | using Xenko.Graphics; 13 | using Xenko.Shaders; 14 | using Xenko.Core.Mathematics; 15 | using Buffer = Xenko.Graphics.Buffer; 16 | 17 | namespace Xenko.Rendering.Voxels 18 | { 19 | public static partial class VoxelMipmapSimpleKeys 20 | { 21 | public static readonly ValueParameterKey ReadOffset = ParameterKeys.NewValue(); 22 | public static readonly ObjectParameterKey ReadTex = ParameterKeys.NewObject(); 23 | public static readonly ObjectParameterKey WriteTex = ParameterKeys.NewObject(); 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/VoxelStorage/Mipmapping/VoxelMipmapSimple.xksl: -------------------------------------------------------------------------------- 1 | namespace Xenko.Rendering.Voxels 2 | { 3 | shader VoxelMipmapSimple : Math, Texturing, ComputeShaderBase 4 | { 5 | stage float3 ReadOffset; 6 | stage Texture3D ReadTex; 7 | stage RWTexture3D WriteTex; 8 | override void Compute() 9 | { 10 | uint3 pos = streams.DispatchThreadId; 11 | 12 | uint3 posR = pos*2+(uint3)ReadOffset; 13 | float4 fragmentSum = ( 14 | ReadTex.Load(int4(posR, 0)) + 15 | ReadTex.Load(int4(posR + uint3(1, 0, 0), 0)) + 16 | ReadTex.Load(int4(posR + uint3(1, 1, 0), 0)) + 17 | ReadTex.Load(int4(posR + uint3(1, 0, 1), 0)) + 18 | ReadTex.Load(int4(posR + uint3(0, 1, 1), 0)) + 19 | ReadTex.Load(int4(posR + uint3(0, 1, 0), 0)) + 20 | ReadTex.Load(int4(posR + uint3(0, 0, 1), 0)) + 21 | ReadTex.Load(int4(posR + uint3(1, 1, 1), 0)) 22 | ); 23 | WriteTex[pos] = (fragmentSum / 8.0); 24 | } 25 | }; 26 | } 27 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/VoxelStorage/Processing/BufferToTexture.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | using System; 10 | using Xenko.Core; 11 | using Xenko.Rendering; 12 | using Xenko.Graphics; 13 | using Xenko.Shaders; 14 | using Xenko.Core.Mathematics; 15 | using Buffer = Xenko.Graphics.Buffer; 16 | 17 | namespace Xenko.Rendering.Voxels 18 | { 19 | public static partial class BufferToTextureKeys 20 | { 21 | public static readonly ObjectParameterKey VoxelFragments = ParameterKeys.NewObject(); 22 | public static readonly ValueParameterKey clipMapResolution = ParameterKeys.NewValue(); 23 | public static readonly ValueParameterKey storageUints = ParameterKeys.NewValue(); 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/VoxelStorage/Processing/BufferToTextureColumns.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/VoxelStorage/Processing/BufferToTextureColumnsEffect.xksl: -------------------------------------------------------------------------------- 1 | namespace Xenko.Rendering.Voxels 2 | { 3 | partial effect BufferToTextureColumnsEffect 4 | { 5 | using params BufferToTextureKeys; 6 | 7 | mixin BufferToTextureColumns; 8 | if (BufferToTextureKeys.Modifiers!=null) 9 | { 10 | foreach (var attr in BufferToTextureKeys.Modifiers) 11 | { 12 | mixin compose Modifiers += (attr); 13 | } 14 | } 15 | if (BufferToTextureKeys.AttributesIndirect!=null) 16 | { 17 | foreach (var attr in BufferToTextureKeys.AttributesIndirect) 18 | { 19 | mixin compose AttributesIndirect += (attr); 20 | } 21 | } 22 | }; 23 | } -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/VoxelStorage/Processing/BufferToTextureEffect.xkfx: -------------------------------------------------------------------------------- 1 | namespace Xenko.Rendering.Voxels 2 | { 3 | partial effect BufferToTextureEffect 4 | { 5 | using params BufferToTextureKeys; 6 | 7 | mixin BufferToTexture; 8 | if (BufferToTextureKeys.Modifiers!=null) 9 | { 10 | foreach (var attr in BufferToTextureKeys.Modifiers) 11 | { 12 | mixin compose Modifiers += (attr); 13 | } 14 | } 15 | if (BufferToTextureKeys.AttributesIndirect!=null) 16 | { 17 | foreach (var attr in BufferToTextureKeys.AttributesIndirect) 18 | { 19 | mixin compose AttributesIndirect += (attr); 20 | } 21 | } 22 | }; 23 | } -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/VoxelStorage/Processing/BufferToTextureKeys.cs: -------------------------------------------------------------------------------- 1 | using Xenko.Shaders; 2 | 3 | namespace Xenko.Rendering.Voxels 4 | { 5 | public partial class BufferToTextureKeys 6 | { 7 | public static readonly PermutationParameterKey writer = ParameterKeys.NewPermutation(); 8 | public static readonly PermutationParameterKey AttributesIndirect = ParameterKeys.NewPermutation(); 9 | public static readonly PermutationParameterKey Modifiers = ParameterKeys.NewPermutation(); 10 | } 11 | } 12 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/VoxelStorage/Processing/ClearBuffer.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | using System; 10 | using Xenko.Core; 11 | using Xenko.Rendering; 12 | using Xenko.Graphics; 13 | using Xenko.Shaders; 14 | using Xenko.Core.Mathematics; 15 | using Buffer = Xenko.Graphics.Buffer; 16 | 17 | namespace Xenko.Rendering.Voxels 18 | { 19 | public static partial class ClearBufferKeys 20 | { 21 | public static readonly ObjectParameterKey buffer = ParameterKeys.NewObject(); 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/VoxelStorage/Processing/ClearBuffer.xksl: -------------------------------------------------------------------------------- 1 | namespace Xenko.Rendering.Voxels 2 | { 3 | shader ClearBuffer : ComputeShaderBase 4 | { 5 | stage RWBuffer buffer; 6 | override void Compute() 7 | { 8 | buffer[streams.DispatchThreadId.x] = 0; 9 | } 10 | }; 11 | } 12 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/VoxelStorage/Shaders/VoxelStorageShader.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelStorageShader : VoxelPositionStream, PositionStream4, ShaderBaseStream 2 | { 3 | void StoreFragments(){ } 4 | void GenerateTriangles(triangle Input input [3], inout TriangleStream triangleStream) 5 | { 6 | [unroll] 7 | for ( int i = 0; i < 3 ; i++) 8 | { 9 | streams = input[i]; 10 | streams.ShadingPosition.z = streams.ShadingPosition.z * 0.5 + 0.5; 11 | triangleStream.Append(streams); 12 | } 13 | triangleStream.RestartStrip(); 14 | } 15 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/VoxelStorage/Shaders/VoxelStorageTextureShader.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Do not edit this file yourself! 3 | // 4 | // This code was generated by Xenko Shader Mixin Code Generator. 5 | // To generate it yourself, please install Xenko.VisualStudio.Package .vsix 6 | // and re-save the associated .xkfx. 7 | // 8 | 9 | // Nothing to generate 10 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/VoxelStorage/Shaders/VoxelStorageTextureShader.xksl: -------------------------------------------------------------------------------- 1 | shader VoxelStorageTextureShader 2 | { 3 | float4 Sample(float3 pos, float diameter, int axis){ return float4(0, 1, 0, 0); } 4 | float4 SampleNearestMip(float3 pos, float diameter, int axis){ return float4(0, 1, 0, 0); } 5 | float4 SampleByMipNearestMip(float3 pos, float mipmap, int axis){ return float4(0, 1, 0, 0); } 6 | float4 SampleRaw(float3 pos, float mipmap, int textureID, int axis){ return float4(1, 0, 0, 0); } 7 | float VoxelSize(){ return 1.0; }; 8 | }; -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelGI/Voxelization/VoxelizationMethod/IVoxelizationMethod.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Text; 4 | 5 | using Xenko.Core; 6 | using Xenko.Core.Collections; 7 | using Xenko.Core.Diagnostics; 8 | using Xenko.Core.Mathematics; 9 | using Xenko.Engine; 10 | using Xenko.Shaders; 11 | using Xenko.Graphics; 12 | using Xenko.Rendering.Lights; 13 | using Xenko.Rendering.Voxels; 14 | using Xenko.Core.Extensions; 15 | using Xenko.Rendering; 16 | 17 | public interface IVoxelizationMethod 18 | { 19 | RenderView CollectViews(RenderStage stage, RenderVoxelVolume volume, VoxelStorageContext context, RenderContext RenderContext); 20 | void Render(VoxelStorageContext storageContext, IVoxelStorage Storage, RenderDrawContext drawContext); 21 | } 22 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Game/VoxelizationToggler.cs: -------------------------------------------------------------------------------- 1 | // Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp) 2 | // Distributed under the MIT license. See the LICENSE.md file in the project root for more information. 3 | using System.Collections.Generic; 4 | using System.Linq; 5 | using Xenko.Core.Mathematics; 6 | using Xenko.Engine; 7 | using Xenko.Engine.Events; 8 | using Xenko.Input; 9 | using FirstPersonShooter_VoxelGI.Core; 10 | using Xenko.Rendering.Voxels; 11 | 12 | namespace FirstPersonShooter_VoxelGI.Player 13 | { 14 | public class VoxelizationToggler : SyncScript 15 | { 16 | public List ToggleVoxelization { get; } = new List(); 17 | 18 | public override void Update() 19 | { 20 | if (ToggleVoxelization.Any(key => Input.IsKeyPressed(key))) 21 | Entity.Get().Voxelize = !Entity.Get().Voxelize; 22 | } 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Windows/FirstPersonShooter_VoxelGI.Windows.csproj: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | net461 5 | Resources\Icon.ico 6 | WinExe 7 | FirstPersonShooter_VoxelGI.Windows 8 | 9 | ..\Bin\Windows\$(Configuration)\ 10 | false 11 | 12 | 13 | true 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Windows/FirstPersonShooter_VoxelGI.Windows.xkpkg: -------------------------------------------------------------------------------- 1 | !Package 2 | SerializedVersion: {Assets: 3.1.0.0} 3 | Meta: 4 | Name: FirstPersonShooter_VoxelGI.Windows 5 | Version: 1.0.0.0 6 | Authors: [] 7 | Owners: [] 8 | Dependencies: null 9 | AssetFolders: 10 | - Path: !dir Assets 11 | ResourceFolders: 12 | - !dir Resources 13 | OutputGroupDirectories: {} 14 | ExplicitFolders: [] 15 | Bundles: [] 16 | TemplateFolders: [] 17 | RootAssets: [] 18 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Windows/FirstPersonShooter_VoxelGIApp.cs: -------------------------------------------------------------------------------- 1 | using Xenko.Engine; 2 | 3 | namespace FirstPersonShooter_VoxelGI.Windows 4 | { 5 | class FirstPersonShooter_VoxelGIApp 6 | { 7 | static void Main(string[] args) 8 | { 9 | using (var game = new Game()) 10 | { 11 | game.Run(); 12 | } 13 | } 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /FirstPersonShooter_VoxelGI.Windows/Resources/Icon.ico: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/WhyPenguins/XenkoVoxelGI/4284165080707db31907f94b2b659a3b9af25294/FirstPersonShooter_VoxelGI.Windows/Resources/Icon.ico -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2019 WhyPenguins 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Resources/Animation/Grab_L.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/WhyPenguins/XenkoVoxelGI/4284165080707db31907f94b2b659a3b9af25294/Resources/Animation/Grab_L.fbx -------------------------------------------------------------------------------- /Resources/Animation/Grab_R.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/WhyPenguins/XenkoVoxelGI/4284165080707db31907f94b2b659a3b9af25294/Resources/Animation/Grab_R.fbx 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