Kav/Renderer.cs

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C#
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using System;
using System.Collections.Generic;
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using System.IO;
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using Kav.Data;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
namespace Kav
{
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public class Renderer
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{
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private GraphicsDevice GraphicsDevice { get; }
private VertexBuffer FullscreenTriangle { get; }
private DeferredPBREffect DeferredPBREffect { get; }
/* FIXME: these next two dont actually have anything to do with PBR */
private DeferredPBR_GBufferEffect Deferred_GBufferEffect { get; }
private DeferredPBR_AmbientLightEffect DeferredAmbientLightEffect { get; }
private DeferredPBR_PointLightEffect DeferredPointLightEffect { get; }
private DeferredPBR_DirectionalLightEffect DeferredDirectionalLightEffect { get; }
private Deferred_ToonEffect Deferred_ToonEffect { get; }
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private SimpleDepthEffect SimpleDepthEffect { get; }
private SimpleDepthEffectInstanced SimpleDepthEffectInstanced { get; }
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private LinearDepthEffect LinearDepthEffect { get; }
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private LinearDepthEffectInstanced LinearDepthEffectInstanced { get; }
private Effect ToneMapEffect { get; }
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private SkyboxEffect SkyboxEffect { get; }
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private DiffuseLitSpriteEffect DiffuseLitSpriteEffect { get; }
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private Kav.Model UnitCube { get; }
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private Kav.Model UnitSphere { get; }
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public Renderer(
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GraphicsDevice graphicsDevice
) {
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GraphicsDevice = graphicsDevice;
SimpleDepthEffect = new SimpleDepthEffect(GraphicsDevice);
SimpleDepthEffectInstanced = new SimpleDepthEffectInstanced(GraphicsDevice);
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LinearDepthEffect = new LinearDepthEffect(GraphicsDevice);
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LinearDepthEffectInstanced = new LinearDepthEffectInstanced(GraphicsDevice);
DeferredPBREffect = new DeferredPBREffect(GraphicsDevice);
Deferred_GBufferEffect = new DeferredPBR_GBufferEffect(GraphicsDevice);
DeferredAmbientLightEffect = new DeferredPBR_AmbientLightEffect(GraphicsDevice);
DeferredPointLightEffect = new DeferredPBR_PointLightEffect(GraphicsDevice);
DeferredDirectionalLightEffect = new DeferredPBR_DirectionalLightEffect(GraphicsDevice);
ToneMapEffect = new Effect(graphicsDevice, Resources.ToneMapEffect);
Deferred_ToonEffect = new Deferred_ToonEffect(GraphicsDevice);
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SkyboxEffect = new SkyboxEffect(GraphicsDevice);
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DiffuseLitSpriteEffect = new DiffuseLitSpriteEffect(GraphicsDevice);
FullscreenTriangle = new VertexBuffer(GraphicsDevice, typeof(VertexPositionTexture), 3, BufferUsage.WriteOnly);
FullscreenTriangle.SetData(new VertexPositionTexture[3] {
new VertexPositionTexture(new Vector3(-1, -3, 0), new Vector2(0, 2)),
new VertexPositionTexture(new Vector3(-1, 1, 0), new Vector2(0, 0)),
new VertexPositionTexture(new Vector3(3, 1, 0), new Vector2(2, 0))
});
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UnitCube = Kav.ModelLoader.Load(
GraphicsDevice,
Smuggler.Importer.ImportGLB(GraphicsDevice, new MemoryStream(Resources.UnitCubeModel))
);
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UnitSphere = Kav.ModelLoader.Load(
graphicsDevice,
Smuggler.Importer.ImportGLB(graphicsDevice, new MemoryStream(Resources.UnitSphereModel))
);
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}
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public static (T[], DynamicVertexBuffer) CreateInstanceVertexBuffer<T>(
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GraphicsDevice graphicsDevice,
int instanceVertexCount
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) where T : IVertexType {
var positionData = new T[instanceVertexCount];
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var vertexBuffer = new DynamicVertexBuffer(
graphicsDevice,
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typeof(T),
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instanceVertexCount,
BufferUsage.WriteOnly
);
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return (positionData, vertexBuffer);
}
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public static RenderTargetCube CreateShadowCubeMap(
GraphicsDevice graphicsDevice,
int shadowMapSize
) {
return new RenderTargetCube(
graphicsDevice,
shadowMapSize,
false,
SurfaceFormat.Single,
DepthFormat.Depth24,
0,
RenderTargetUsage.PreserveContents
);
}
public static DirectionalShadowMapData CreateDirectionalShadowMaps(
GraphicsDevice graphicsDevice,
int shadowMapSize,
int numCascades
) {
return new DirectionalShadowMapData(
graphicsDevice,
shadowMapSize,
numCascades
);
}
// TODO: we could make this a lot more efficient probably
// draws mesh sprites with a forward rendered diffuse lighting technique
public void MeshSpriteRender(
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RenderTarget2D renderTarget,
PerspectiveCamera camera,
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IEnumerable<MeshSpriteDrawData> meshSpriteDrawDatas,
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AmbientLight ambientLight,
IEnumerable<PointLight> pointLights,
DirectionalLight? directionalLight
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) {
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GraphicsDevice.SetRenderTarget(renderTarget);
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GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
GraphicsDevice.RasterizerState = RasterizerState.CullNone;
GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp;
GraphicsDevice.SamplerStates[1] = SamplerState.PointClamp;
GraphicsDevice.BlendState = BlendState.AlphaBlend;
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DiffuseLitSpriteEffect.View = camera.View;
DiffuseLitSpriteEffect.Projection = camera.Projection;
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DiffuseLitSpriteEffect.AmbientColor =
ambientLight.Color.ToVector3();
if (directionalLight.HasValue)
{
DiffuseLitSpriteEffect.DirectionalLightDirection =
directionalLight.Value.Direction;
DiffuseLitSpriteEffect.DirectionalLightColor =
directionalLight.Value.Color.ToVector3() * directionalLight.Value.Intensity;
}
else
{
DiffuseLitSpriteEffect.DirectionalLightColor = Vector3.Zero;
}
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var i = 0;
foreach (var pointLight in pointLights)
{
if (i > DiffuseLitSpriteEffect.MaxPointLights) { break; }
DiffuseLitSpriteEffect.PointLights[i] = pointLight;
i += 1;
}
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var boundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
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foreach (var data in FrustumCull(boundingFrustum, meshSpriteDrawDatas))
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{
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var matrix = BillboardTransforms(camera, data.TransformMatrix, data.BillboardConstraint);
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DiffuseLitSpriteEffect.NormalMapEnabled = data.MeshSprite.Normal != null;
DiffuseLitSpriteEffect.World = matrix;
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DiffuseLitSpriteEffect.UVData = data.UVData.ToVector4();
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GraphicsDevice.Textures[0] = data.MeshSprite.Texture;
GraphicsDevice.Textures[1] = data.MeshSprite.Normal;
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GraphicsDevice.SetVertexBuffer(data.MeshSprite.VertexBuffer);
GraphicsDevice.Indices = data.MeshSprite.IndexBuffer;
foreach (var pass in DiffuseLitSpriteEffect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.DrawIndexedPrimitives(
PrimitiveType.TriangleList,
0,
0,
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data.MeshSprite.VertexBuffer.VertexCount,
0,
2
);
}
}
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}
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private static Matrix BillboardTransforms(
PerspectiveCamera camera,
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Matrix transform,
SpriteBillboardConstraint billboardConstraint
) {
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if (billboardConstraint == SpriteBillboardConstraint.None)
{
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return transform;
}
else if (billboardConstraint == SpriteBillboardConstraint.Horizontal)
{
return Matrix.CreateConstrainedBillboard(
transform.Translation,
camera.Position,
Vector3.Up,
camera.Forward,
camera.Position - transform.Translation
);
}
else
{
return Matrix.CreateConstrainedBillboard(
transform.Translation,
camera.Position,
Vector3.Up,
null,
null
);
}
}
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// Renders a series of drawable-transform pairs using an effect that has a World matrix.
// Effect must be pre-configured!!
public static void CullAndRenderIndexed<T, U>(
GraphicsDevice graphicsDevice,
BoundingFrustum boundingFrustum,
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IEnumerable<T> drawables,
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U effect
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) where T : IIndexDrawable, ICullable where U : Effect, IHasWorldMatrix
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{
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foreach (var drawable in FrustumCull(boundingFrustum, drawables))
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{
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effect.World = drawable.TransformMatrix;
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RenderIndexed(
graphicsDevice,
drawable,
effect
);
}
}
public static void RenderIndexed<T, U>(
GraphicsDevice graphicsDevice,
T drawable,
U effect
) where T : IIndexDrawable where U : Effect
{
graphicsDevice.SetVertexBuffer(drawable.VertexBuffer);
graphicsDevice.Indices = drawable.IndexBuffer;
foreach (var pass in effect.CurrentTechnique.Passes)
{
pass.Apply();
graphicsDevice.DrawIndexedPrimitives(
PrimitiveType.TriangleList,
0,
0,
drawable.VertexBuffer.VertexCount,
0,
drawable.IndexBuffer.IndexCount / 3
);
}
}
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public static void RenderInstanced<T>(
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GraphicsDevice graphicsDevice,
T drawable,
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VertexBuffer instanceVertexBuffer,
int numInstances,
Effect effect
) where T : IIndexDrawable {
graphicsDevice.SetVertexBuffers(
drawable.VertexBuffer,
new VertexBufferBinding(instanceVertexBuffer, 0, 1)
);
graphicsDevice.Indices = drawable.IndexBuffer;
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foreach (var pass in effect.CurrentTechnique.Passes)
{
pass.Apply();
graphicsDevice.DrawInstancedPrimitives(
PrimitiveType.TriangleList,
0,
0,
drawable.VertexBuffer.VertexCount,
0,
drawable.IndexBuffer.IndexCount / 3,
numInstances
);
}
}
// TODO: can probably make this static somehow
public void RenderFullscreenEffect(
Effect effect
) {
foreach (var pass in effect.CurrentTechnique.Passes)
{
pass.Apply();
GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
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}
}
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public void RenderDepthIndexed<T>(
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RenderTarget2D renderTarget,
PerspectiveCamera camera,
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IEnumerable<T> drawables
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) where T : ICullable, IIndexDrawable
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{
GraphicsDevice.SetRenderTarget(renderTarget);
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
SimpleDepthEffect.View = camera.View;
SimpleDepthEffect.Projection = camera.Projection;
CullAndRenderIndexed(
GraphicsDevice,
new BoundingFrustum(camera.View * camera.Projection),
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drawables,
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SimpleDepthEffect
);
}
public void RenderSkybox(
RenderTarget2D renderTarget,
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PerspectiveCamera camera,
TextureCube skybox
) {
GraphicsDevice.SetRenderTarget(renderTarget);
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GraphicsDevice.RasterizerState.CullMode = CullMode.CullClockwiseFace;
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GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
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SkyboxEffect.Skybox = skybox;
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var view = camera.View;
view.Translation = Vector3.Zero;
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SkyboxEffect.View = view;
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SkyboxEffect.Projection = camera.Projection;
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RenderIndexed(
GraphicsDevice,
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UnitCube.Meshes[0].MeshParts[0],
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SkyboxEffect
);
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GraphicsDevice.RasterizerState.CullMode = CullMode.CullCounterClockwiseFace;
}
/// <summary>
/// GBuffer binding must have 4 render targets.
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/// Assumes that vertex buffer has been filled.
/// </summary>
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public void RenderGBufferInstanced<T>(
RenderTargetBinding[] gBuffer,
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RenderTarget2D depthBuffer,
PerspectiveCamera camera,
T drawable,
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VertexBuffer instanceVertexBuffer,
int numInstances
) where T : IGBufferDrawable, IIndexDrawable {
GraphicsDevice.SetRenderTargets(gBuffer);
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque;
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Deferred_GBufferEffect.HardwareInstancingEnabled = true;
Deferred_GBufferEffect.Albedo = drawable.Albedo;
Deferred_GBufferEffect.Metallic = drawable.Metallic;
Deferred_GBufferEffect.Roughness = drawable.Roughness;
Deferred_GBufferEffect.AlbedoTexture = drawable.AlbedoTexture;
Deferred_GBufferEffect.NormalTexture = drawable.NormalTexture;
Deferred_GBufferEffect.MetallicRoughnessTexture = drawable.MetallicRoughnessTexture;
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Deferred_GBufferEffect.View = camera.View;
Deferred_GBufferEffect.Projection = camera.Projection;
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RenderInstanced(
GraphicsDevice,
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drawable,
instanceVertexBuffer,
numInstances,
Deferred_GBufferEffect
);
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// re-render to get depth
GraphicsDevice.SetRenderTargets(depthBuffer);
SimpleDepthEffectInstanced.View = camera.View;
SimpleDepthEffectInstanced.Projection = camera.Projection;
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RenderInstanced(
GraphicsDevice,
drawable,
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instanceVertexBuffer,
numInstances,
SimpleDepthEffectInstanced
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);
}
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public void RenderGBufferIndexed<T>(
RenderTargetBinding[] gBuffer,
PerspectiveCamera camera,
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IEnumerable<T> drawables
) where T : ICullable, IIndexDrawable, IUVDrawable, IGBufferDrawable {
GraphicsDevice.SetRenderTargets(gBuffer);
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque;
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Deferred_GBufferEffect.HardwareInstancingEnabled = false;
Deferred_GBufferEffect.View = camera.View;
Deferred_GBufferEffect.Projection = camera.Projection;
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var boundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
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foreach (var drawable in FrustumCull(boundingFrustum, drawables))
{
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Deferred_GBufferEffect.World = drawable.TransformMatrix;
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Deferred_GBufferEffect.HardwareInstancingEnabled = false;
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Deferred_GBufferEffect.Albedo = drawable.Albedo;
Deferred_GBufferEffect.Metallic = drawable.Metallic;
Deferred_GBufferEffect.Roughness = drawable.Roughness;
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Deferred_GBufferEffect.UVData = drawable.UVData.ToVector4();
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Deferred_GBufferEffect.AlbedoTexture = drawable.AlbedoTexture;
Deferred_GBufferEffect.NormalTexture = drawable.NormalTexture;
Deferred_GBufferEffect.MetallicRoughnessTexture = drawable.MetallicRoughnessTexture;
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RenderIndexed(GraphicsDevice, drawable, Deferred_GBufferEffect);
}
}
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public void RenderAmbientLight(
RenderTarget2D renderTarget,
Texture2D gPosition,
Texture2D gAlbedo,
AmbientLight ambientLight
) {
GraphicsDevice.SetRenderTarget(renderTarget);
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GraphicsDevice.BlendState = BlendState.Opaque;
GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
DeferredAmbientLightEffect.GPosition = gPosition;
DeferredAmbientLightEffect.GAlbedo = gAlbedo;
DeferredAmbientLightEffect.AmbientColor = ambientLight.Color.ToVector3();
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RenderFullscreenEffect(DeferredAmbientLightEffect);
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}
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public void RenderPointLight(
RenderTarget2D renderTarget,
Texture2D gPosition,
Texture2D gAlbedo,
Texture2D gNormal,
Texture2D gMetallicRoughness,
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TextureCube shadowMap,
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PerspectiveCamera camera,
PointLight pointLight
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) {
GraphicsDevice.SetRenderTarget(renderTarget);
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GraphicsDevice.RasterizerState = RasterizerState.CullClockwise;
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GraphicsDevice.DepthStencilState = DepthStencilState.None;
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GraphicsDevice.BlendState = BlendState.Additive;
DeferredPointLightEffect.GPosition = gPosition;
DeferredPointLightEffect.GAlbedo = gAlbedo;
DeferredPointLightEffect.GNormal = gNormal;
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DeferredPointLightEffect.GMetallicRoughness = gMetallicRoughness;
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DeferredPointLightEffect.ShadowMap = shadowMap;
DeferredPointLightEffect.EyePosition = camera.Position;
DeferredPointLightEffect.PointLightPosition = pointLight.Position;
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DeferredPointLightEffect.PointLightColor =
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pointLight.Color.ToVector3() * pointLight.Radius;
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DeferredPointLightEffect.FarPlane = 25f; // FIXME: magic value
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DeferredPointLightEffect.World =
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Matrix.CreateScale(pointLight.Radius) *
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Matrix.CreateTranslation(pointLight.Position);
DeferredPointLightEffect.View = camera.View;
DeferredPointLightEffect.Projection = camera.Projection;
RenderIndexed(
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GraphicsDevice,
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UnitSphere.Meshes[0].MeshParts[0],
DeferredPointLightEffect
);
}
public void RenderDirectionalLight(
RenderTarget2D renderTarget,
Texture2D gPosition,
Texture2D gAlbedo,
Texture2D gNormal,
Texture2D gMetallicRoughness,
DirectionalShadowMapData shadowMapData,
PerspectiveCamera camera,
DirectionalLight directionalLight
) {
GraphicsDevice.SetRenderTarget(renderTarget);
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GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise;
GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
GraphicsDevice.BlendState = BlendState.Additive;
DeferredDirectionalLightEffect.GPosition = gPosition;
DeferredDirectionalLightEffect.GAlbedo = gAlbedo;
DeferredDirectionalLightEffect.GNormal = gNormal;
DeferredDirectionalLightEffect.GMetallicRoughness = gMetallicRoughness;
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DeferredDirectionalLightEffect.ShadowMapSize = shadowMapData.ShadowMapSize;
DeferredDirectionalLightEffect.ShadowMapOne = shadowMapData.ShadowMaps[0];
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DeferredDirectionalLightEffect.LightSpaceMatrixOne = shadowMapData.LightSpaceViews[0] * shadowMapData.LightSpaceProjections[0];
DeferredDirectionalLightEffect.CascadeFarPlanes[0] = shadowMapData.CascadeFarPlanes[0];
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if (shadowMapData.NumShadowCascades > 1)
{
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DeferredDirectionalLightEffect.ShadowMapTwo = shadowMapData.ShadowMaps[1];
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DeferredDirectionalLightEffect.LightSpaceMatrixTwo = shadowMapData.LightSpaceViews[1] * shadowMapData.LightSpaceProjections[1];
DeferredDirectionalLightEffect.CascadeFarPlanes[1] = shadowMapData.CascadeFarPlanes[1];
}
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if (shadowMapData.NumShadowCascades > 2)
{
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DeferredDirectionalLightEffect.ShadowMapThree = shadowMapData.ShadowMaps[2];
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DeferredDirectionalLightEffect.LightSpaceMatrixThree = shadowMapData.LightSpaceViews[2] * shadowMapData.LightSpaceProjections[2];
DeferredDirectionalLightEffect.CascadeFarPlanes[2] = shadowMapData.CascadeFarPlanes[2];
}
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if (shadowMapData.NumShadowCascades > 3)
{
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DeferredDirectionalLightEffect.ShadowMapFour = shadowMapData.ShadowMaps[3];
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DeferredDirectionalLightEffect.LightSpaceMatrixFour = shadowMapData.LightSpaceViews[3] * shadowMapData.LightSpaceProjections[3];
DeferredDirectionalLightEffect.CascadeFarPlanes[3] = shadowMapData.CascadeFarPlanes[3];
}
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DeferredDirectionalLightEffect.DirectionalLightDirection = directionalLight.Direction;
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DeferredDirectionalLightEffect.DirectionalLightColor =
directionalLight.Color.ToVector3() * directionalLight.Intensity;
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DeferredDirectionalLightEffect.ViewMatrix = camera.View;
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DeferredDirectionalLightEffect.EyePosition = camera.Position;
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RenderFullscreenEffect(DeferredDirectionalLightEffect);
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}
public void RenderDirectionalLightToon(
RenderTarget2D renderTarget,
Texture2D gPosition,
Texture2D gAlbedo,
Texture2D gNormal,
Texture2D gMetallicRoughness,
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DirectionalShadowMapData shadowMapData,
PerspectiveCamera camera,
DirectionalLight directionalLight,
bool ditheredShadows
) {
GraphicsDevice.SetRenderTarget(renderTarget);
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GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
GraphicsDevice.BlendState = BlendState.Additive;
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Deferred_ToonEffect.GPosition = gPosition;
Deferred_ToonEffect.GAlbedo = gAlbedo;
Deferred_ToonEffect.GNormal = gNormal;
Deferred_ToonEffect.GMetallicRoughness = gMetallicRoughness;
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Deferred_ToonEffect.DitheredShadows = ditheredShadows;
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Deferred_ToonEffect.EyePosition = camera.Position;
Deferred_ToonEffect.DirectionalLightDirection = directionalLight.Direction;
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Deferred_ToonEffect.DirectionalLightColor =
directionalLight.Color.ToVector3() * directionalLight.Intensity;
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Deferred_ToonEffect.ShadowMapOne = shadowMapData.ShadowMaps[0];
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Deferred_ToonEffect.LightSpaceMatrixOne = shadowMapData.LightSpaceViews[0] * shadowMapData.LightSpaceProjections[0];
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if (shadowMapData.NumShadowCascades > 1)
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{
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Deferred_ToonEffect.ShadowMapTwo = shadowMapData.ShadowMaps[1];
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Deferred_ToonEffect.LightSpaceMatrixTwo = shadowMapData.LightSpaceViews[1] * shadowMapData.LightSpaceProjections[1];
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}
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if (shadowMapData.NumShadowCascades > 2)
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{
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Deferred_ToonEffect.ShadowMapThree = shadowMapData.ShadowMaps[2];
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Deferred_ToonEffect.LightSpaceMatrixThree = shadowMapData.LightSpaceViews[1] * shadowMapData.LightSpaceProjections[2];
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}
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if (shadowMapData.NumShadowCascades > 3)
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{
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Deferred_ToonEffect.ShadowMapFour = shadowMapData.ShadowMaps[3];
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Deferred_ToonEffect.LightSpaceMatrixFour = shadowMapData.LightSpaceViews[2] * shadowMapData.LightSpaceProjections[3];
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}
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Deferred_ToonEffect.ViewMatrix = camera.View;
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RenderFullscreenEffect(Deferred_ToonEffect);
}
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public void PrepareDirectionalShadowData(
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DirectionalShadowMapData shadowMapData,
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PerspectiveCamera camera,
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DirectionalLight directionalLight
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) {
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var previousFarPlane = camera.NearPlane;
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for (var i = 0; i < shadowMapData.NumShadowCascades; i++)
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{
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var farPlane = camera.FarPlane / (MathHelper.Max((shadowMapData.NumShadowCascades - i - 1) * 2f, 1f));
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// divide the view frustum
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var shadowCamera = new PerspectiveCamera(
camera.Position,
camera.Forward,
camera.Up,
camera.FieldOfView,
camera.AspectRatio,
previousFarPlane,
farPlane
);
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PrepareDirectionalShadowCascade(
shadowMapData,
i,
shadowCamera,
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directionalLight
);
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shadowMapData.CascadeFarPlanes[i] = farPlane;
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previousFarPlane = farPlane;
}
}
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private void PrepareDirectionalShadowCascade(
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DirectionalShadowMapData shadowMapData,
int shadowCascadeIndex,
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PerspectiveCamera shadowCamera,
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DirectionalLight directionalLight
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) {
var cameraBoundingFrustum = new BoundingFrustum(shadowCamera.View * shadowCamera.Projection);
Vector3[] frustumCorners = cameraBoundingFrustum.GetCorners();
Vector3 frustumCenter = Vector3.Zero;
for (var i = 0; i < frustumCorners.Length; i++)
{
frustumCenter += frustumCorners[i];
}
frustumCenter /= 8f;
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var lightView = Matrix.CreateLookAt(frustumCenter + directionalLight.Direction, frustumCenter, Vector3.Backward);
for (var i = 0; i < frustumCorners.Length; i++)
{
frustumCorners[i] = Vector3.Transform(frustumCorners[i], lightView);
}
BoundingBox lightBox = BoundingBox.CreateFromPoints(frustumCorners);
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shadowMapData.LightSpaceViews[shadowCascadeIndex] = lightView;
shadowMapData.LightSpaceProjections[shadowCascadeIndex] = Matrix.CreateOrthographicOffCenter(
lightBox.Min.X,
lightBox.Max.X,
lightBox.Min.Y,
lightBox.Max.Y,
-lightBox.Max.Z - 10f, // TODO: near clip plane needs scene AABB info to get rid of this magic value
-lightBox.Min.Z
);
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}
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public void RenderDirectionalShadowsIndexed<T>(
DirectionalShadowMapData shadowMapData,
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IEnumerable<T> drawableTransforms
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) where T : ICullable, IIndexDrawable {
// render the individual shadow cascades
for (var i = 0; i < shadowMapData.NumShadowCascades; i++)
{
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RenderDirectionalShadowMapIndexed(
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shadowMapData,
i,
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drawableTransforms
);
}
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}
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private void RenderDirectionalShadowMapIndexed<T>(
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DirectionalShadowMapData shadowMapData,
int shadowCascadeIndex,
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IEnumerable<T> drawables
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) where T : ICullable, IIndexDrawable {
GraphicsDevice.SetRenderTarget(shadowMapData.ShadowMaps[shadowCascadeIndex]);
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque;
SimpleDepthEffect.View = shadowMapData.LightSpaceViews[shadowCascadeIndex];
SimpleDepthEffect.Projection = shadowMapData.LightSpaceProjections[shadowCascadeIndex];
CullAndRenderIndexed(
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GraphicsDevice,
new BoundingFrustum(SimpleDepthEffect.View * SimpleDepthEffect.Projection),
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drawables,
SimpleDepthEffect
);
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}
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public void RenderDirectionalShadowsInstanced<T>(
DirectionalShadowMapData shadowMapData,
T drawable,
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VertexBuffer instanceVertexBuffer,
int numInstances
) where T : IIndexDrawable
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{
// render the individual shadow cascades
for (var i = 0; i < shadowMapData.NumShadowCascades; i++)
{
RenderDirectionalShadowMapInstanced(
shadowMapData,
i,
drawable,
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instanceVertexBuffer,
numInstances
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);
}
}
private void RenderDirectionalShadowMapInstanced<T>(
DirectionalShadowMapData shadowMapData,
int shadowCascadeIndex,
T drawable,
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VertexBuffer instanceVertexBuffer,
int numInstances
) where T : IIndexDrawable
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{
GraphicsDevice.SetRenderTarget(shadowMapData.ShadowMaps[shadowCascadeIndex]);
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque;
SimpleDepthEffectInstanced.View = shadowMapData.LightSpaceViews[shadowCascadeIndex];
SimpleDepthEffectInstanced.Projection = shadowMapData.LightSpaceProjections[shadowCascadeIndex];
RenderInstanced(
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GraphicsDevice,
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drawable,
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instanceVertexBuffer,
numInstances,
SimpleDepthEffectInstanced
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);
}
public void RenderPointShadowMapIndexed<T>(
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RenderTargetCube pointShadowCubeMap,
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IEnumerable<T> drawables,
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PointLight pointLight
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) where T : ICullable, IIndexDrawable {
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GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque;
foreach (CubeMapFace face in Enum.GetValues(typeof(CubeMapFace)))
{
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GraphicsDevice.SetRenderTarget(pointShadowCubeMap, face);
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Vector3 targetDirection;
Vector3 targetUpDirection;
switch(face)
{
case CubeMapFace.PositiveX:
targetDirection = Vector3.Right;
targetUpDirection = Vector3.Up;
break;
case CubeMapFace.NegativeX:
targetDirection = Vector3.Left;
targetUpDirection = Vector3.Up;
break;
case CubeMapFace.PositiveY:
targetDirection = Vector3.Up;
targetUpDirection = Vector3.Forward;
break;
case CubeMapFace.NegativeY:
targetDirection = Vector3.Down;
targetUpDirection = Vector3.Backward;
break;
case CubeMapFace.PositiveZ:
targetDirection = Vector3.Backward;
targetUpDirection = Vector3.Up;
break;
case CubeMapFace.NegativeZ:
targetDirection = Vector3.Forward;
targetUpDirection = Vector3.Up;
break;
default:
targetDirection = Vector3.Right;
targetUpDirection = Vector3.Up;
break;
}
LinearDepthEffect.View = Matrix.CreateLookAt(
pointLight.Position,
pointLight.Position + targetDirection,
targetUpDirection
);
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LinearDepthEffect.Projection = Matrix.CreatePerspectiveFieldOfView(
MathHelper.PiOver2,
1,
0.1f,
25f // FIXME: magic value
);
LinearDepthEffect.FarPlane = 25f;
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LinearDepthEffect.LightPosition = pointLight.Position;
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CullAndRenderIndexed(
GraphicsDevice,
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new BoundingFrustum(LinearDepthEffect.View * LinearDepthEffect.Projection),
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drawables,
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LinearDepthEffect
);
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}
}
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public void RenderPointShadowMapInstanced<T>(
RenderTargetCube pointShadowCubeMap,
T drawable,
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VertexBuffer instanceVertexBuffer,
int numInstances,
PointLight pointLight
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) where T : IIndexDrawable
{
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque;
foreach (CubeMapFace face in Enum.GetValues(typeof(CubeMapFace)))
{
GraphicsDevice.SetRenderTarget(pointShadowCubeMap, face);
Vector3 targetDirection;
Vector3 targetUpDirection;
switch(face)
{
case CubeMapFace.PositiveX:
targetDirection = Vector3.Right;
targetUpDirection = Vector3.Up;
break;
case CubeMapFace.NegativeX:
targetDirection = Vector3.Left;
targetUpDirection = Vector3.Up;
break;
case CubeMapFace.PositiveY:
targetDirection = Vector3.Up;
targetUpDirection = Vector3.Forward;
break;
case CubeMapFace.NegativeY:
targetDirection = Vector3.Down;
targetUpDirection = Vector3.Backward;
break;
case CubeMapFace.PositiveZ:
targetDirection = Vector3.Backward;
targetUpDirection = Vector3.Up;
break;
case CubeMapFace.NegativeZ:
targetDirection = Vector3.Forward;
targetUpDirection = Vector3.Up;
break;
default:
targetDirection = Vector3.Right;
targetUpDirection = Vector3.Up;
break;
}
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LinearDepthEffectInstanced.View = Matrix.CreateLookAt(
pointLight.Position,
pointLight.Position + targetDirection,
targetUpDirection
);
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LinearDepthEffectInstanced.Projection = Matrix.CreatePerspectiveFieldOfView(
MathHelper.PiOver2,
1,
0.1f,
25f // FIXME: magic value
);
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LinearDepthEffectInstanced.FarPlane = 25f;
LinearDepthEffectInstanced.LightPosition = pointLight.Position;
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RenderInstanced(
GraphicsDevice,
drawable,
instanceVertexBuffer,
numInstances,
LinearDepthEffectInstanced
);
}
}
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private static IEnumerable<T> FrustumCull<T>(
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BoundingFrustum boundingFrustum,
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IEnumerable<T> cullables
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) where T : ICullable {
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foreach (var cullable in cullables)
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{
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var boundingBox = TransformedBoundingBox(cullable.BoundingBox, cullable.TransformMatrix);
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var containment = boundingFrustum.Contains(boundingBox);
if (containment != ContainmentType.Disjoint)
{
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yield return cullable;
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}
}
}
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private static BoundingBox TransformedBoundingBox(BoundingBox boundingBox, Matrix matrix)
{
var center = (boundingBox.Min + boundingBox.Max) / 2f;
var extent = (boundingBox.Max - boundingBox.Min) / 2f;
var newCenter = Vector3.Transform(center, matrix);
var newExtent = Vector3.TransformNormal(extent, AbsoluteMatrix(matrix));
return new BoundingBox(newCenter - newExtent, newCenter + newExtent);
}
private static Matrix AbsoluteMatrix(Matrix matrix)
{
return new Matrix(
Math.Abs(matrix.M11), Math.Abs(matrix.M12), Math.Abs(matrix.M13), Math.Abs(matrix.M14),
Math.Abs(matrix.M21), Math.Abs(matrix.M22), Math.Abs(matrix.M23), Math.Abs(matrix.M24),
Math.Abs(matrix.M31), Math.Abs(matrix.M32), Math.Abs(matrix.M33), Math.Abs(matrix.M34),
Math.Abs(matrix.M41), Math.Abs(matrix.M42), Math.Abs(matrix.M43), Math.Abs(matrix.M44)
);
}
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}
}