more toon effect + remove material from MeshPart
parent
565be374bb
commit
2fb20747e4
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@ -11,6 +11,9 @@ namespace Kav
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EffectParameter eyePositionParam;
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EffectParameter eyePositionParam;
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EffectParameter directionalLightDirectionParam;
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EffectParameter directionalLightDirectionParam;
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EffectParameter directionalLightColorParam;
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EffectParameter softnessParam;
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public Texture2D GPosition { get; set; }
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public Texture2D GPosition { get; set; }
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public Texture2D GAlbedo { get; set; }
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public Texture2D GAlbedo { get; set; }
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@ -18,6 +21,9 @@ namespace Kav
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public Vector3 EyePosition { get; set; }
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public Vector3 EyePosition { get; set; }
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public Vector3 DirectionalLightDirection { get; set; }
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public Vector3 DirectionalLightDirection { get; set; }
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public Vector3 DirectionalLightColor { get; set; }
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public float Softness { get; set; }
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public Deferred_ToonEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.Deferred_ToonEffect)
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public Deferred_ToonEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.Deferred_ToonEffect)
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{
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{
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@ -29,9 +35,12 @@ namespace Kav
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gPositionParam.SetValue(GPosition);
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gPositionParam.SetValue(GPosition);
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gAlbedoParam.SetValue(GAlbedo);
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gAlbedoParam.SetValue(GAlbedo);
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gNormalParam.SetValue(GNormal);
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gNormalParam.SetValue(GNormal);
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eyePositionParam.SetValue(EyePosition);
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eyePositionParam.SetValue(EyePosition);
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directionalLightDirectionParam.SetValue(DirectionalLightDirection);
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directionalLightDirectionParam.SetValue(DirectionalLightDirection);
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directionalLightColorParam.SetValue(DirectionalLightColor);
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softnessParam.SetValue(Softness);
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}
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}
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void CacheEffectParameters()
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void CacheEffectParameters()
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@ -42,6 +51,9 @@ namespace Kav
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eyePositionParam = Parameters["EyePosition"];
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eyePositionParam = Parameters["EyePosition"];
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directionalLightDirectionParam = Parameters["DirectionalLightDirection"];
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directionalLightDirectionParam = Parameters["DirectionalLightDirection"];
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directionalLightColorParam = Parameters["DirectionalLightColor"];
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softnessParam = Parameters["Softness"];
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}
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}
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}
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}
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}
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}
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BIN
Effects/FXB/Deferred_ToonEffect.fxb (Stored with Git LFS)
BIN
Effects/FXB/Deferred_ToonEffect.fxb (Stored with Git LFS)
Binary file not shown.
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@ -9,7 +9,9 @@ BEGIN_CONSTANTS
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float3 EyePosition _ps(c0) _cb(c0);
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float3 EyePosition _ps(c0) _cb(c0);
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float3 DirectionalLightDirection _ps(c1) _cb(c1);
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float3 DirectionalLightDirection _ps(c1) _cb(c1);
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float3 AmbientLightColor _ps(c2) _cb(c2);
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float3 DirectionalLightColor _ps(c2) _cb(c2);
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float Softness _ps(c3) _cb(c3);
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END_CONSTANTS
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END_CONSTANTS
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@ -44,10 +46,39 @@ float4 main_ps(PixelInput input) : SV_TARGET0
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float3 V = normalize(EyePosition - worldPosition);
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float3 V = normalize(EyePosition - worldPosition);
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float3 L = normalize(DirectionalLightDirection);
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float3 L = normalize(DirectionalLightDirection);
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float3 N = normalize(normal);
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float3 N = normalize(normal);
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float NdotL = dot(N, L);
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float3 H = normalize(V + L);
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float lightIntensity = (NdotL > 0.0) ? 1.0 : 0.0;
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float NdotL = dot(N, L);
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return float4(albedo * (lightIntensity, 1.0);
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float NdotH = max(dot(N, H), 0.0);
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float lightIntensity;
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if (Softness > 0.0)
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{
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lightIntensity = smoothstep(0, Softness, NdotL);
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}
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else
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{
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lightIntensity = (NdotL > 0.0) ? 1.0 : 0.0;
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}
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float3 light = lightIntensity * DirectionalLightColor;
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float specularIntensity = pow(NdotH * lightIntensity, 32 * 32);
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float specularSmooth = smoothstep(0.005, 0.01, specularIntensity);
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float3 specular = specularSmooth * float3(1.0, 1.0, 1.0);
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float rimColor = float3(1.0, 1.0, 1.0);
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float rimThreshold = 0.1;
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float rimAmount = 0.76;
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float rimDot = 1 - dot(V, N);
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float rimIntensity = rimDot * pow(max(NdotL, 0.0), rimThreshold);
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rimIntensity = smoothstep(rimAmount - 0.01, rimAmount + 0.01, rimIntensity);
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float3 rim = rimIntensity * rimColor;
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float3 color = albedo * (light + specular + rim);
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return float4(color, 1.0);
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}
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}
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Technique Deferred_Toon
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Technique Deferred_Toon
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@ -9,15 +9,47 @@ namespace Kav
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public VertexBuffer VertexBuffer { get; }
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public VertexBuffer VertexBuffer { get; }
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public Triangle[] Triangles { get; }
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public Triangle[] Triangles { get; }
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public Vector3[] Positions { get; }
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public Vector3[] Positions { get; }
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public Effect Effect { get; }
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private Texture2D albedoTexture = null;
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private Texture2D normalTexture = null;
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private Texture2D metallicRoughnessTexture = null;
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public MeshPart(VertexBuffer vertexBuffer, IndexBuffer indexBuffer, Vector3[] positions, Triangle[] triangles, Effect effect)
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public Texture2D AlbedoTexture
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{
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{
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get { return DisableAlbedoMap ? null : albedoTexture; }
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set { albedoTexture = value; }
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}
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public Texture2D NormalTexture
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{
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get { return DisableNormalMap ? null : normalTexture; }
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set { normalTexture = value; }
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}
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public Texture2D MetallicRoughnessTexture
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{
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get { return DisableMetallicRoughnessMap ? null : metallicRoughnessTexture; }
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set { metallicRoughnessTexture = value; }
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}
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public Vector3 Albedo { get; set; } = Vector3.One;
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public float Metallic { get; set; } = 0.5f;
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public float Roughness { get; set; } = 0.5f;
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public bool DisableAlbedoMap { get; set; } = false;
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public bool DisableNormalMap { get; set; } = false;
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public bool DisableMetallicRoughnessMap { get; set; } = false;
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public MeshPart(
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VertexBuffer vertexBuffer,
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IndexBuffer indexBuffer,
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Vector3[] positions,
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Triangle[] triangles
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) {
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VertexBuffer = vertexBuffer;
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VertexBuffer = vertexBuffer;
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IndexBuffer = indexBuffer;
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IndexBuffer = indexBuffer;
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Positions = positions;
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Positions = positions;
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Triangles = triangles;
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Triangles = triangles;
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Effect = effect;
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}
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}
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}
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}
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}
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}
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@ -6,9 +6,59 @@ namespace Kav
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{
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{
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public Mesh[] Meshes { get; }
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public Mesh[] Meshes { get; }
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private Color albedoValue;
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public Color Albedo
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{
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get { return albedoValue; }
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set
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{
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foreach (var mesh in Meshes)
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{
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foreach (var meshPart in mesh.MeshParts)
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{
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meshPart.Albedo = value.ToVector3();
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}
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}
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}
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}
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public Model(Mesh[] meshes)
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public Model(Mesh[] meshes)
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{
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{
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Meshes = meshes;
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Meshes = meshes;
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}
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}
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public void DisableAlbedoMaps()
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{
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foreach (var mesh in Meshes)
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{
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foreach (var meshPart in mesh.MeshParts)
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{
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meshPart.DisableAlbedoMap = true;
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}
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}
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}
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public void DisableNormalMaps()
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{
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foreach (var mesh in Meshes)
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{
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foreach (var meshPart in mesh.MeshParts)
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{
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meshPart.DisableNormalMap = true;
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}
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}
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}
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public void DisableMetallicRoughnessMaps()
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{
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foreach (var mesh in Meshes)
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{
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foreach (var meshPart in mesh.MeshParts)
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{
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meshPart.DisableMetallicRoughnessMap = true;
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}
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}
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}
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}
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}
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}
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}
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@ -15,19 +15,6 @@ namespace Kav
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foreach (var meshPartData in meshData.MeshParts)
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foreach (var meshPartData in meshData.MeshParts)
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{
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{
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var effect = new Kav.DeferredPBR_GBufferEffect(
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graphicsDevice
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)
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{
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Albedo = meshPartData.Albedo,
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Metallic = meshPartData.Metallic,
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Roughness = meshPartData.Roughness,
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AlbedoTexture = meshPartData.AlbedoTexture,
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NormalTexture = meshPartData.NormalTexture,
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MetallicRoughnessTexture = meshPartData.MetallicRoughnessTexture
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};
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var triangles = new Kav.Triangle[meshPartData.Triangles.Length];
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var triangles = new Kav.Triangle[meshPartData.Triangles.Length];
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for (int i = 0; i < meshPartData.Triangles.Length; i++)
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for (int i = 0; i < meshPartData.Triangles.Length; i++)
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{
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{
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);
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);
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}
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}
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meshParts.Add(new Kav.MeshPart(
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var meshPart = new Kav.MeshPart(
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meshPartData.VertexBuffer,
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meshPartData.VertexBuffer,
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meshPartData.IndexBuffer,
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meshPartData.IndexBuffer,
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meshPartData.Positions,
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meshPartData.Positions,
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triangles,
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triangles
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effect
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);
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));
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meshPart.Albedo = meshPartData.Albedo;
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meshPart.Metallic = meshPartData.Metallic;
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meshPart.Roughness = meshPartData.Roughness;
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meshPart.AlbedoTexture = meshPartData.AlbedoTexture;
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meshPart.NormalTexture = meshPartData.NormalTexture;
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meshPart.MetallicRoughnessTexture = meshPartData.MetallicRoughnessTexture;
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meshParts.Add(meshPart);
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}
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}
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meshes.Add(new Kav.Mesh(meshParts.ToArray()));
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meshes.Add(new Kav.Mesh(meshParts.ToArray()));
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98
Renderer.cs
98
Renderer.cs
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@ -21,6 +21,8 @@ namespace Kav
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private RenderTarget2D[] ShadowRenderTargets { get; }
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private RenderTarget2D[] ShadowRenderTargets { get; }
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private DeferredPBREffect DeferredPBREffect { get; }
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private DeferredPBREffect DeferredPBREffect { get; }
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/* FIXME: these next two dont actually have anything to do with PBR */
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private DeferredPBR_GBufferEffect Deferred_GBufferEffect { get; }
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private DeferredPBR_AmbientLightEffect DeferredAmbientLightEffect { get; }
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private DeferredPBR_AmbientLightEffect DeferredAmbientLightEffect { get; }
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private DeferredPBR_PointLightEffect DeferredPointLightEffect { get; }
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private DeferredPBR_PointLightEffect DeferredPointLightEffect { get; }
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private DeferredPBR_DirectionalLightEffect DeferredDirectionalLightEffect { get; }
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private DeferredPBR_DirectionalLightEffect DeferredDirectionalLightEffect { get; }
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SimpleDepthEffect = new SimpleDepthEffect(GraphicsDevice);
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SimpleDepthEffect = new SimpleDepthEffect(GraphicsDevice);
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DeferredPBREffect = new DeferredPBREffect(GraphicsDevice);
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DeferredPBREffect = new DeferredPBREffect(GraphicsDevice);
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Deferred_GBufferEffect = new DeferredPBR_GBufferEffect(GraphicsDevice);
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DeferredAmbientLightEffect = new DeferredPBR_AmbientLightEffect(GraphicsDevice);
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DeferredAmbientLightEffect = new DeferredPBR_AmbientLightEffect(GraphicsDevice);
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DeferredPointLightEffect = new DeferredPBR_PointLightEffect(GraphicsDevice);
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DeferredPointLightEffect = new DeferredPBR_PointLightEffect(GraphicsDevice);
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DeferredDirectionalLightEffect = new DeferredPBR_DirectionalLightEffect(GraphicsDevice);
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DeferredDirectionalLightEffect = new DeferredPBR_DirectionalLightEffect(GraphicsDevice);
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@ -199,7 +203,7 @@ namespace Kav
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GraphicsDevice.SetRenderTarget(null);
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GraphicsDevice.SetRenderTarget(null);
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GraphicsDevice.Clear(Color.Black);
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GraphicsDevice.Clear(Color.Black);
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SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, ToneMapEffect);
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SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, null);
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SpriteBatch.Draw(ColorRenderTarget, Vector2.Zero, Color.White);
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SpriteBatch.Draw(ColorRenderTarget, Vector2.Zero, Color.White);
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SpriteBatch.End();
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SpriteBatch.End();
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}
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}
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{
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{
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foreach (var meshPart in modelMesh.MeshParts)
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foreach (var meshPart in modelMesh.MeshParts)
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{
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{
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Deferred_GBufferEffect.World = transform;
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Deferred_GBufferEffect.View = camera.View;
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Deferred_GBufferEffect.Projection = camera.Projection;
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Deferred_GBufferEffect.Albedo = meshPart.Albedo;
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Deferred_GBufferEffect.Metallic = meshPart.Metallic;
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Deferred_GBufferEffect.Roughness = meshPart.Roughness;
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Deferred_GBufferEffect.AlbedoTexture = meshPart.AlbedoTexture;
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Deferred_GBufferEffect.NormalTexture = meshPart.NormalTexture;
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Deferred_GBufferEffect.MetallicRoughnessTexture = meshPart.MetallicRoughnessTexture;
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GraphicsDevice.SetVertexBuffer(meshPart.VertexBuffer);
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GraphicsDevice.SetVertexBuffer(meshPart.VertexBuffer);
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GraphicsDevice.Indices = meshPart.IndexBuffer;
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GraphicsDevice.Indices = meshPart.IndexBuffer;
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if (meshPart.Effect is TransformEffect transformEffect)
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foreach (var pass in Deferred_GBufferEffect.CurrentTechnique.Passes)
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{
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transformEffect.World = transform;
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transformEffect.View = camera.View;
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transformEffect.Projection = camera.Projection;
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}
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foreach (var pass in meshPart.Effect.CurrentTechnique.Passes)
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{
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{
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pass.Apply();
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pass.Apply();
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@ -353,12 +362,16 @@ namespace Kav
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PerspectiveCamera camera,
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PerspectiveCamera camera,
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DirectionalLight directionalLight
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DirectionalLight directionalLight
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) {
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) {
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Deferred_ToonEffect.EyePosition = camera.Position;
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Deferred_ToonEffect.DirectionalLightDirection = directionalLight.Direction;
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GraphicsDevice.SetRenderTarget(ColorRenderTarget);
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GraphicsDevice.SetRenderTarget(ColorRenderTarget);
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GraphicsDevice.BlendState = BlendState.Additive;
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GraphicsDevice.BlendState = BlendState.Additive;
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Deferred_ToonEffect.EyePosition = camera.Position;
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Deferred_ToonEffect.DirectionalLightDirection = directionalLight.Direction;
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Deferred_ToonEffect.DirectionalLightColor =
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directionalLight.Color.ToVector3() * directionalLight.Intensity;
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Deferred_ToonEffect.Softness = 0.01f;
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foreach (EffectPass pass in Deferred_ToonEffect.CurrentTechnique.Passes)
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foreach (EffectPass pass in Deferred_ToonEffect.CurrentTechnique.Passes)
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{
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{
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pass.Apply();
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pass.Apply();
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@ -456,66 +469,5 @@ namespace Kav
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}
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}
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}
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}
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}
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}
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public void Render(
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PerspectiveCamera 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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IEnumerable<(Model, Matrix)> modelTransforms,
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|
||||||
IEnumerable<PointLight> pointLights,
|
|
||||||
IEnumerable<DirectionalLight> directionalLights
|
|
||||||
) {
|
|
||||||
foreach (var (model, transform) in modelTransforms)
|
|
||||||
{
|
|
||||||
foreach (var modelMesh in model.Meshes)
|
|
||||||
{
|
|
||||||
foreach (var meshPart in modelMesh.MeshParts)
|
|
||||||
{
|
|
||||||
GraphicsDevice.SetVertexBuffer(meshPart.VertexBuffer);
|
|
||||||
GraphicsDevice.Indices = meshPart.IndexBuffer;
|
|
||||||
|
|
||||||
if (meshPart.Effect is TransformEffect transformEffect)
|
|
||||||
{
|
|
||||||
transformEffect.World = transform;
|
|
||||||
transformEffect.View = view;
|
|
||||||
transformEffect.Projection = projection;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (meshPart.Effect is PointLightEffect pointLightEffect)
|
|
||||||
{
|
|
||||||
int i = 0;
|
|
||||||
foreach (var pointLight in pointLights)
|
|
||||||
{
|
|
||||||
if (i > pointLightEffect.MaxPointLights) { break; }
|
|
||||||
pointLightEffect.PointLights[i] = pointLight;
|
|
||||||
i++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
foreach (var pass in meshPart.Effect.CurrentTechnique.Passes)
|
|
||||||
{
|
|
||||||
pass.Apply();
|
|
||||||
|
|
||||||
GraphicsDevice.DrawIndexedPrimitives(
|
|
||||||
PrimitiveType.TriangleList,
|
|
||||||
0,
|
|
||||||
0,
|
|
||||||
meshPart.VertexBuffer.VertexCount,
|
|
||||||
0,
|
|
||||||
meshPart.Triangles.Length
|
|
||||||
);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue