diffuse sprite effect takes uv data
parent
8ff6e26887
commit
0ebad486c5
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@ -2,23 +2,23 @@ using Microsoft.Xna.Framework;
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namespace Kav.Data
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{
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public struct MeshSpriteDrawData
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public struct MeshSpriteDrawData
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{
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public MeshSprite MeshSprite { get; }
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public SpriteBillboardConstraint BillboardConstraint { get; }
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public Matrix TransformMatrix { get; }
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public UVOffsets UVOffsets { get; }
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public UVData UVOffset { get; }
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public MeshSpriteDrawData(
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MeshSprite meshSprite,
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SpriteBillboardConstraint billboardConstraint,
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Matrix transformMatrix,
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UVOffsets uVOffsets
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UVData offset
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) {
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MeshSprite = meshSprite;
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BillboardConstraint = billboardConstraint;
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TransformMatrix = transformMatrix;
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UVOffsets = uVOffsets;
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UVOffset = offset;
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}
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}
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}
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@ -0,0 +1,19 @@
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using Microsoft.Xna.Framework;
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namespace Kav.Data
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{
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public struct UVData
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{
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public Vector2 Offset { get; }
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public Vector2 Percentage { get; }
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public UVData(
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Vector2 positionInAtlas,
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Vector2 subTextureDimensions,
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Vector2 atlasDimensions
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) {
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Percentage = subTextureDimensions / atlasDimensions;
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Offset = positionInAtlas / atlasDimensions;
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}
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}
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}
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@ -1,22 +0,0 @@
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using Microsoft.Xna.Framework;
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namespace Kav.Data
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{
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public struct UVOffsets
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{
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public static UVOffsets Default { get; } = new UVOffsets(
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new Vector2(0, 0), new Vector2(1, 1)
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);
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// (start / width), (end / width)
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public Vector2 StartUV { get; }
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// (start / height), (end / height)
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public Vector2 EndUV { get; }
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public UVOffsets(Vector2 startUV, Vector2 endUV)
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{
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StartUV = startUV;
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EndUV = endUV;
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}
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}
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}
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@ -1,3 +1,4 @@
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using Kav.Data;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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@ -10,6 +11,8 @@ namespace Kav
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EffectParameter directionalLightDirectionParam;
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EffectParameter directionalLightColorParam;
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EffectParameter uvOffsetAndDimensionsParam;
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EffectParameter worldParam;
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EffectParameter worldViewProjectionParam;
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EffectParameter worldInverseTransposeParam;
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@ -30,6 +33,9 @@ namespace Kav
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Matrix view = Matrix.Identity;
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Matrix projection = Matrix.Identity;
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Vector2 uvOffset;
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Vector2 subTextureDimensions;
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EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
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public bool NormalMapEnabled
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@ -109,6 +115,26 @@ namespace Kav
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}
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}
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public Vector2 UVOffset
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{
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get { return uvOffset; }
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set
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{
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uvOffset = value;
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dirtyFlags |= EffectDirtyFlags.UVOrDimensions;
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}
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}
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public Vector2 SubTextureDimensions
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{
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get { return subTextureDimensions; }
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set
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{
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subTextureDimensions = value;
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dirtyFlags |= EffectDirtyFlags.UVOrDimensions;
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}
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}
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public DiffuseLitSpriteEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DiffuseLitSpriteEffect)
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{
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CacheEffectParameters();
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@ -142,6 +168,16 @@ namespace Kav
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dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
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}
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if ((dirtyFlags & EffectDirtyFlags.UVOrDimensions) != 0)
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{
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uvOffsetAndDimensionsParam.SetValue(new Vector4(
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UVOffset.X, UVOffset.Y,
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SubTextureDimensions.X, SubTextureDimensions.Y
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));
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dirtyFlags &= ~EffectDirtyFlags.UVOrDimensions;
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}
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if ((dirtyFlags & EffectDirtyFlags.PixelShaderIndex) != 0)
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{
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int shaderIndex = 0;
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@ -166,6 +202,8 @@ namespace Kav
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directionalLightDirectionParam = Parameters["DirectionalLightDirection"];
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directionalLightColorParam = Parameters["DirectionalLightColor"];
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uvOffsetAndDimensionsParam = Parameters["UVOffsetAndDimensions"];
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shaderIndexParam = Parameters["ShaderIndex"];
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}
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}
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@ -11,6 +11,7 @@ namespace Kav
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VertexShaderIndex = 8,
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PixelShaderIndex = 16,
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ViewProj = 32,
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UVOrDimensions = 64,
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All = -1
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}
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}
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BIN
Effects/FXB/DiffuseLitSpriteEffect.fxb (Stored with Git LFS)
BIN
Effects/FXB/DiffuseLitSpriteEffect.fxb (Stored with Git LFS)
Binary file not shown.
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@ -5,23 +5,19 @@
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DECLARE_TEXTURE(Texture, 0);
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DECLARE_TEXTURE(Normal, 1);
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BEGIN_CONSTANTS
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float3 AmbientColor;
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float3 AmbientColor _ps(c0) _cb(c0);
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float3 PointLightPositions[8];
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float3 PointLightColors[8];
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float3 PointLightPositions[8] _ps(c1) _cb(c1);
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float3 PointLightColors[8] _ps(c9) _cb(c9);
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float3 DirectionalLightDirection;
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float3 DirectionalLightColor;
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float3 DirectionalLightDirection _ps(c17) _cb(c17);
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float3 DirectionalLightColor _ps(c18) _cb(c18);
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float4 UVOffsetAndDimensions;
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MATRIX_CONSTANTS
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float4x4 WorldInverseTranspose _ps(c19) _cb(c19);
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float4x4 World _vs(c0) _cb(c23);
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float4x4 WorldViewProjection _vs(c4) _cb(c27);
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END_CONSTANTS
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float4x4 WorldInverseTranspose;
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float4x4 World;
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float4x4 WorldViewProjection;
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struct VertexShaderInput
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{
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@ -43,10 +39,14 @@ PixelShaderInput main_vs(VertexShaderInput input)
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PixelShaderInput output;
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output.Position = mul(input.Position, WorldViewProjection);
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output.TexCoord = input.TexCoord;
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output.NormalWS = normalize(mul(input.Normal, (float3x3)WorldInverseTranspose));
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output.PositionWS = mul(input.Position, World).xyz;
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float2 texCoord;
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texCoord.x = (input.TexCoord.x / UVOffsetAndDimensions.z) + UVOffsetAndDimensions.x;
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texCoord.y = (input.TexCoord.y / UVOffsetAndDimensions.w) + UVOffsetAndDimensions.y;
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output.TexCoord = texCoord;
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return output;
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}
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28
Renderer.cs
28
Renderer.cs
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@ -171,6 +171,8 @@ namespace Kav
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DiffuseLitSpriteEffect.NormalMapEnabled = data.MeshSprite.Normal != null;
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DiffuseLitSpriteEffect.World = matrix;
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DiffuseLitSpriteEffect.UVOffset = data.UVOffset.Offset;
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DiffuseLitSpriteEffect.SubTextureDimensions = data.UVOffset.Percentage;
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GraphicsDevice.Textures[0] = data.MeshSprite.Texture;
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GraphicsDevice.Textures[1] = data.MeshSprite.Normal;
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@ -232,7 +234,7 @@ namespace Kav
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BoundingFrustum boundingFrustum,
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IEnumerable<(T, Matrix)> drawableTransformPairs,
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U effect
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) where T : IIndexDrawable, ICullable where U : Effect, IHasWorldMatrix
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) where T : IIndexDrawable, ICullable where U : Effect, IHasWorldMatrix
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{
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foreach (var (drawable, transform) in FrustumCull(boundingFrustum, drawableTransformPairs))
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{
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@ -315,7 +317,7 @@ namespace Kav
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RenderTarget2D renderTarget,
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PerspectiveCamera camera,
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IEnumerable<(T, Matrix)> drawableTransforms
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) where T : ICullable, IIndexDrawable
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) where T : ICullable, IIndexDrawable
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{
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GraphicsDevice.SetRenderTarget(renderTarget);
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GraphicsDevice.DepthStencilState = DepthStencilState.Default;
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@ -350,7 +352,7 @@ namespace Kav
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RenderIndexed(
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GraphicsDevice,
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UnitCube.Meshes[0].MeshParts[0],
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UnitCube.Meshes[0].MeshParts[0],
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SkyboxEffect
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);
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DeferredPointLightEffect.Projection = camera.Projection;
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RenderIndexed(
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GraphicsDevice,
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GraphicsDevice,
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UnitSphere.Meshes[0].MeshParts[0],
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DeferredPointLightEffect
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);
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@ -688,8 +690,8 @@ namespace Kav
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for (var i = 0; i < shadowMapData.NumShadowCascades; i++)
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{
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RenderDirectionalShadowMapIndexed(
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shadowMapData,
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i,
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shadowMapData,
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i,
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drawableTransforms
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);
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}
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SimpleDepthEffect.Projection = shadowMapData.LightSpaceProjections[shadowCascadeIndex];
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CullAndRenderIndexed(
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GraphicsDevice,
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new BoundingFrustum(SimpleDepthEffect.View * SimpleDepthEffect.Projection),
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drawableTransforms,
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GraphicsDevice,
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new BoundingFrustum(SimpleDepthEffect.View * SimpleDepthEffect.Projection),
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drawableTransforms,
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SimpleDepthEffect
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);
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}
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SimpleDepthEffectInstanced.Projection = shadowMapData.LightSpaceProjections[shadowCascadeIndex];
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RenderInstanced(
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GraphicsDevice,
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GraphicsDevice,
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drawable,
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instanceVertexBuffer,
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numInstances,
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@ -828,8 +830,8 @@ namespace Kav
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CullAndRenderIndexed(
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GraphicsDevice,
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new BoundingFrustum(LinearDepthEffect.View * LinearDepthEffect.Projection),
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modelTransforms,
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new BoundingFrustum(LinearDepthEffect.View * LinearDepthEffect.Projection),
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modelTransforms,
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LinearDepthEffect
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);
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}
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@ -841,7 +843,7 @@ namespace Kav
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VertexBuffer instanceVertexBuffer,
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int numInstances,
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PointLight pointLight
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) where T : ICullable, IIndexDrawable
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) where T : ICullable, IIndexDrawable
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{
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GraphicsDevice.DepthStencilState = DepthStencilState.Default;
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GraphicsDevice.BlendState = BlendState.Opaque;
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