basic directional light shadow mapping
parent
4095b7eda5
commit
28bc8c79e7
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@ -9,8 +9,11 @@ namespace Kav
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EffectParameter gAlbedoParam;
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EffectParameter gNormalParam;
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EffectParameter gMetallicRoughnessParam;
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EffectParameter shadowMapParam;
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EffectParameter eyePositionParam;
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EffectParameter lightSpaceMatrixParam;
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PointLightCollection pointLightCollection;
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DirectionalLightCollection directionalLightCollection;
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@ -18,8 +21,10 @@ namespace Kav
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public Texture2D GAlbedo { get; set; }
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public Texture2D GNormal { get; set; }
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public Texture2D GMetallicRoughness { get; set; }
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public Texture2D ShadowMap { get; set; }
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public Vector3 EyePosition { get; set; }
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public Matrix LightSpaceMatrix { get; set; }
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public int MaxPointLights { get; } = 64;
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@ -95,8 +100,10 @@ namespace Kav
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gAlbedoParam.SetValue(GAlbedo);
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gNormalParam.SetValue(GNormal);
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gMetallicRoughnessParam.SetValue(GMetallicRoughness);
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shadowMapParam.SetValue(ShadowMap);
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eyePositionParam.SetValue(EyePosition);
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lightSpaceMatrixParam.SetValue(LightSpaceMatrix);
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}
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void CacheEffectParameters()
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@ -105,8 +112,11 @@ namespace Kav
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gAlbedoParam = Parameters["gAlbedo"];
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gNormalParam = Parameters["gNormal"];
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gMetallicRoughnessParam = Parameters["gMetallicRoughness"];
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shadowMapParam = Parameters["shadowMap"];
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eyePositionParam = Parameters["EyePosition"];
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lightSpaceMatrixParam = Parameters["LightSpaceMatrix"];
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}
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}
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}
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@ -8,6 +8,7 @@ DECLARE_TEXTURE(gPosition, 0);
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DECLARE_TEXTURE(gAlbedo, 1);
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DECLARE_TEXTURE(gNormal, 2);
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DECLARE_TEXTURE(gMetallicRoughness, 3);
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DECLARE_TEXTURE(shadowMap, 4); // TODO: one map per directional light
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BEGIN_CONSTANTS
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@ -21,6 +22,8 @@ BEGIN_CONSTANTS
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MATRIX_CONSTANTS
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float4x4 LightSpaceMatrix _ps(c137) _cb(c137);
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END_CONSTANTS
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struct PixelInput
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@ -71,6 +74,24 @@ float GeometrySmith(float3 N, float3 V, float3 L, float roughness)
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return ggx1 * ggx2;
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}
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float ComputeShadow(float4 positionLightSpace)
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{
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float bias = 0.01;
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// maps to [-1, 1]
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float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w;
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// maps to [0, 1]
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projectionCoords = (projectionCoords * 0.5) + 0.5;
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float closestDepth = SAMPLE_TEXTURE(shadowMap, projectionCoords.xy).r;
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float currentDepth = projectionCoords.z;
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float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
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return shadow;
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}
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float3 ComputeLight(
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float3 lightDir,
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float3 radiance,
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@ -79,7 +100,8 @@ float3 ComputeLight(
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float3 N,
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float3 albedo,
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float metallic,
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float roughness
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float roughness,
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float shadow
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) {
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float3 L = normalize(lightDir);
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float3 H = normalize(V + L);
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@ -98,7 +120,7 @@ float3 ComputeLight(
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kD *= 1.0 - metallic;
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float NdotL = max(dot(N, L), 0.0);
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return (kD * albedo / PI + specular) * radiance * NdotL;
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return (kD * albedo / PI + specular) * radiance * NdotL * shadow;
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}
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float4 ComputeColor(
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@ -108,6 +130,9 @@ float4 ComputeColor(
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float metallic,
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float roughness
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) {
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float4 positionLightSpace = mul(float4(worldPosition, 1.0), LightSpaceMatrix);
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float shadow = ComputeShadow(positionLightSpace);
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float3 V = normalize(EyePosition - worldPosition);
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float3 N = normalize(worldNormal);
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@ -124,7 +149,7 @@ float4 ComputeColor(
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float attenuation = 1.0 / (distance * distance);
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float3 radiance = PointLightColors[i] * attenuation;
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Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness);
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Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness, 1.0);
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}
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// directional light
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@ -133,7 +158,7 @@ float4 ComputeColor(
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float3 lightDir = DirectionalLightDirections[i];
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float3 radiance = DirectionalLightColors[i];
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Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness);
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Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness, (1.0 - shadow));
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}
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float3 ambient = float3(0.03, 0.03, 0.03) * albedo; // * AO;
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@ -148,13 +173,13 @@ float4 ComputeColor(
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float4 main_ps(PixelInput input) : SV_TARGET0
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{
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float3 fragPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
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float3 worldPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
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float3 normal = SAMPLE_TEXTURE(gNormal, input.TexCoord).xyz;
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float3 albedo = SAMPLE_TEXTURE(gAlbedo, input.TexCoord).rgb;
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float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, input.TexCoord).rg;
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return ComputeColor(
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fragPosition,
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worldPosition,
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normal,
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albedo,
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metallicRoughness.r,
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@ -3,6 +3,8 @@
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BEGIN_CONSTANTS
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float4x4 ModelViewProjection _vs(c0) _cb(c0);
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float near _vs(c4) _cb(c4);
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float far _vs(c5) _cb(c5);
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MATRIX_CONSTANTS
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@ -16,21 +18,31 @@ struct VertexShaderInput
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struct VertexShaderOutput
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{
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float4 Position : SV_Position;
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float Depth : TEXCOORD0;
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};
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VertexShaderOutput main_vs(VertexShaderInput input)
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{
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VertexShaderOutput output;
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output.Position = mul(float4(input.Position.xyz, 1.0), ModelViewProjection);
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output.Position = mul(input.Position, ModelViewProjection);
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output.Depth = output.Position.z / output.Position.w;
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output.Depth = (output.Depth * 0.5) + 0.5;
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return output;
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}
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float4 main_ps(VertexShaderOutput input) : SV_TARGET0
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{
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return float4(input.Depth, 0.0, 0.0, 0.0);
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}
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Technique SimpleDepth
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{
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Pass
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{
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VertexShader = compile vs_3_0 main_vs();
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PixelShader = compile ps_3_0 main_ps();
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}
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}
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@ -6,6 +6,8 @@ namespace Kav
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public class SimpleDepthEffect : Effect
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{
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EffectParameter modelViewProjectionParam;
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EffectParameter nearParam;
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EffectParameter farParam;
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Matrix model;
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Matrix view;
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@ -42,6 +44,10 @@ namespace Kav
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dirtyFlags |= EffectDirtyFlags.WorldViewProj;
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}
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}
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public float Near { get; set; }
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public float Far { get; set; }
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public SimpleDepthEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.SimpleDepthEffect)
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{
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CacheEffectParameters();
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@ -58,11 +64,16 @@ namespace Kav
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dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
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}
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nearParam.SetValue(Near);
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farParam.SetValue(Far);
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}
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private void CacheEffectParameters()
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{
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modelViewProjectionParam = Parameters["ModelViewProjection"];
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nearParam = Parameters["near"];
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farParam = Parameters["far"];
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}
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}
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}
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@ -12,7 +12,7 @@ namespace Kav
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{
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get
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{
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return Matrix.CreateLookAt(-Direction * 100f, Vector3.Zero, Vector3.Up);
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return Matrix.CreateLookAt(Direction * 100f, Vector3.Zero, Vector3.Up);
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}
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}
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34
Renderer.cs
34
Renderer.cs
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@ -36,7 +36,7 @@ namespace Kav
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renderDimensionsX,
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renderDimensionsY,
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false,
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SurfaceFormat.HalfSingle, // unused
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SurfaceFormat.Single,
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DepthFormat.Depth24
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);
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@ -105,6 +105,13 @@ namespace Kav
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IEnumerable<PointLight> pointLights,
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IEnumerable<DirectionalLight> directionalLights
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) {
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foreach (var directionalLight in directionalLights)
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{
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DepthRender(modelTransforms, directionalLight);
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DeferredPBREffect.LightSpaceMatrix = directionalLight.View * directionalLight.Projection;
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break; // FIXME: this is a kludge
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}
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GraphicsDevice.SetRenderTargets(GBuffer);
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GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1f, 0);
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GraphicsDevice.DepthStencilState = DepthStencilState.Default;
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@ -150,6 +157,7 @@ namespace Kav
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DeferredPBREffect.GAlbedo = gAlbedo;
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DeferredPBREffect.GNormal = gNormal;
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DeferredPBREffect.GMetallicRoughness = gMetallicRoughness;
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DeferredPBREffect.ShadowMap = DepthRenderTarget;
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DeferredPBREffect.EyePosition = Matrix.Invert(camera.View).Translation;
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int i = 0;
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@ -173,23 +181,18 @@ namespace Kav
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SpriteBatch.End();
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}
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public void Render(
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Camera camera,
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IEnumerable<(Model, Matrix)> modelTransforms,
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IEnumerable<PointLight> pointLights,
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IEnumerable<DirectionalLight> directionalLights
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) {
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Render(camera.View, camera.Projection, modelTransforms, pointLights, directionalLights);
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}
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// for shadow mapping
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public void DepthRender(IEnumerable<(Model, Matrix)> modelTransforms, DirectionalLight directionalLight)
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{
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GraphicsDevice.SetRenderTarget(DepthRenderTarget);
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GraphicsDevice.Clear(ClearOptions.DepthBuffer, Color.Black, 1, 0);
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GraphicsDevice.Clear(Color.White);
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GraphicsDevice.DepthStencilState = DepthStencilState.Default;
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GraphicsDevice.BlendState = BlendState.Opaque;
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SimpleDepthEffect.View = directionalLight.View;
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SimpleDepthEffect.Projection = directionalLight.Projection;
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SimpleDepthEffect.Near = 0.1f; // FIXME: this is a kludge
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SimpleDepthEffect.Far = 200f;
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foreach (var (model, transform) in modelTransforms)
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{
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@ -220,6 +223,15 @@ namespace Kav
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}
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}
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public void Render(
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Camera camera,
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IEnumerable<(Model, Matrix)> modelTransforms,
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IEnumerable<PointLight> pointLights,
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IEnumerable<DirectionalLight> directionalLights
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) {
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Render(camera.View, camera.Projection, modelTransforms, pointLights, directionalLights);
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}
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private void Render(
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Matrix view,
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Matrix projection,
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