drawing shadows with fixed projection
parent
28bc8c79e7
commit
3540e098d5
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@ -1,8 +0,0 @@
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namespace Kav
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{
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public interface DirectionalLightEffect
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{
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int MaxDirectionalLights { get; }
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DirectionalLightCollection DirectionalLights { get; }
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}
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}
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@ -11,11 +11,13 @@ namespace Kav
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EffectParameter gMetallicRoughnessParam;
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EffectParameter shadowMapParam;
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EffectParameter directionalLightColorParam;
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EffectParameter directionalLightDirectionParam;
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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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public Texture2D GPosition { get; set; }
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public Texture2D GAlbedo { get; set; }
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@ -23,9 +25,12 @@ namespace Kav
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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 Vector3 DirectionalLightColor { get; set; }
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public Vector3 DirectionalLightDirection { get; set; }
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public Matrix LightSpaceMatrix { get; set; }
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public Vector3 EyePosition { get; set; }
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public int MaxPointLights { get; } = 64;
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public PointLightCollection PointLights
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@ -34,14 +39,6 @@ namespace Kav
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private set { pointLightCollection = value; }
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}
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public int MaxDirectionalLights { get; } = 4;
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public DirectionalLightCollection DirectionalLights
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{
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get { return directionalLightCollection; }
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private set { directionalLightCollection = value; }
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}
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public DeferredPBREffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBREffect)
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{
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CacheEffectParameters();
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@ -51,11 +48,6 @@ namespace Kav
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Parameters["PointLightColors"],
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MaxPointLights
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);
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DirectionalLights = new DirectionalLightCollection(
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Parameters["DirectionalLightDirections"],
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Parameters["DirectionalLightColors"]
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);
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}
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protected DeferredPBREffect(DeferredPBREffect cloneSource) : base(cloneSource)
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@ -77,16 +69,6 @@ namespace Kav
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{
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PointLights[i] = cloneSource.PointLights[i];
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}
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DirectionalLights = new DirectionalLightCollection(
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Parameters["DirectionalLightDirections"],
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Parameters["DirectionalLightColors"]
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);
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for (int i = 0; i < MaxDirectionalLights; i++)
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{
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DirectionalLights[i] = cloneSource.DirectionalLights[i];
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}
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}
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public override Effect Clone()
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@ -102,6 +84,9 @@ namespace Kav
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gMetallicRoughnessParam.SetValue(GMetallicRoughness);
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shadowMapParam.SetValue(ShadowMap);
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directionalLightColorParam.SetValue(DirectionalLightColor);
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directionalLightDirectionParam.SetValue(DirectionalLightDirection);
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eyePositionParam.SetValue(EyePosition);
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lightSpaceMatrixParam.SetValue(LightSpaceMatrix);
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}
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@ -114,9 +99,11 @@ namespace Kav
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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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directionalLightDirectionParam = Parameters["DirectionalLightDirection"];
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directionalLightColorParam = Parameters["DirectionalLightColor"];
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lightSpaceMatrixParam = Parameters["LightSpaceMatrix"];
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eyePositionParam = Parameters["EyePosition"];
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}
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}
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}
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@ -1,47 +0,0 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Kav
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{
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public class DirectionalLightCollection
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{
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private readonly Vector3[] directions = new Vector3[4];
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private readonly Vector3[] colors = new Vector3[4];
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private readonly float[] intensities = new float[4];
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readonly EffectParameter lightDirectionsParam;
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readonly EffectParameter lightColorsParam;
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public DirectionalLightCollection(EffectParameter lightDirectionsParam, EffectParameter lightColorsParam)
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{
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this.lightDirectionsParam = lightDirectionsParam;
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this.lightColorsParam = lightColorsParam;
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}
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public DirectionalLight this[int i]
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{
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get
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{
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var color = colors[i] / intensities[i];
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return new DirectionalLight(
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directions[i],
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new Color(
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color.X,
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color.Y,
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color.Z,
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1f
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),
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intensities[i]
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);
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}
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set
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{
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directions[i] = value.Direction;
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colors[i] = value.Color.ToVector3() * value.Intensity;
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intensities[i] = value.Intensity;
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lightDirectionsParam.SetValue(directions);
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lightColorsParam.SetValue(colors);
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}
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}
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}
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}
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@ -2,13 +2,12 @@
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static const float PI = 3.141592653589793;
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static const int MAX_POINT_LIGHTS = 64;
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static const int MAX_DIRECTIONAL_LIGHTS = 4;
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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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DECLARE_TEXTURE(shadowMap, 4);
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BEGIN_CONSTANTS
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@ -17,12 +16,12 @@ BEGIN_CONSTANTS
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float3 PointLightPositions[MAX_POINT_LIGHTS] _ps(c1) _cb(c1);
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float3 PointLightColors[MAX_POINT_LIGHTS] _ps(c65) _cb(c65);
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float3 DirectionalLightDirections[MAX_DIRECTIONAL_LIGHTS] _ps(c129) _cb(c129);
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float3 DirectionalLightColors[MAX_DIRECTIONAL_LIGHTS] _ps(c133) _cb(c133);
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float3 DirectionalLightDirection _ps(c129) _cb(c129);
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float3 DirectionalLightColor _ps(c130) _cb(c130);
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MATRIX_CONSTANTS
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float4x4 LightSpaceMatrix _ps(c137) _cb(c137);
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float4x4 LightSpaceMatrix _ps(c131) _cb(c131);
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END_CONSTANTS
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@ -83,6 +82,7 @@ float ComputeShadow(float4 positionLightSpace)
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// maps to [0, 1]
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projectionCoords = (projectionCoords * 0.5) + 0.5;
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projectionCoords.y *= -1;
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float closestDepth = SAMPLE_TEXTURE(shadowMap, projectionCoords.xy).r;
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float currentDepth = projectionCoords.z;
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@ -153,13 +153,10 @@ float4 ComputeColor(
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}
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// directional light
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for (int i = 0; i < MAX_DIRECTIONAL_LIGHTS; i++)
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{
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float3 lightDir = DirectionalLightDirections[i];
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float3 radiance = DirectionalLightColors[i];
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float3 lightDir = DirectionalLightDirection;
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float3 radiance = DirectionalLightColor;
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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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float3 color = ambient + Lo;
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@ -3,8 +3,6 @@
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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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@ -26,9 +24,7 @@ VertexShaderOutput main_vs(VertexShaderInput input)
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VertexShaderOutput output;
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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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@ -3,7 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
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namespace Kav
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{
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public class PBREffect : Effect, TransformEffect, PointLightEffect, DirectionalLightEffect
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public class PBREffect : Effect, TransformEffect, PointLightEffect
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{
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EffectParameter worldParam;
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EffectParameter worldViewProjectionParam;
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Matrix view = Matrix.Identity;
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Matrix projection = Matrix.Identity;
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PointLightCollection pointLightCollection;
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DirectionalLightCollection directionalLightCollection;
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Vector3 albedo;
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float metallic;
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private set { pointLightCollection = value; }
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}
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public int MaxDirectionalLights { get; } = 4;
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public DirectionalLightCollection DirectionalLights
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{
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get { return directionalLightCollection; }
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private set { directionalLightCollection = value; }
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}
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public Vector3 Albedo
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{
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get { return albedo; }
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Parameters["PositionLightColors"],
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MaxPointLights
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);
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directionalLightCollection = new DirectionalLightCollection(
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Parameters["LightDirections"],
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Parameters["DirectionLightColors"]
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);
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}
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protected PBREffect(PBREffect cloneSource) : base(cloneSource)
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PointLights[i] = cloneSource.PointLights[i];
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}
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DirectionalLights = new DirectionalLightCollection(
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Parameters["LightDirections"],
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Parameters["DirectionLightColors"]
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);
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for (int i = 0; i < MaxDirectionalLights; i++)
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{
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DirectionalLights[i] = cloneSource.DirectionalLights[i];
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}
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AlbedoTexture = cloneSource.AlbedoTexture;
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NormalTexture = cloneSource.NormalTexture;
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EmissionTexture = cloneSource.EmissionTexture;
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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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}
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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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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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70
Renderer.cs
70
Renderer.cs
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@ -10,7 +10,7 @@ namespace Kav
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private int RenderDimensionsX { get; }
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private int RenderDimensionsY { get; }
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private RenderTarget2D DepthRenderTarget { get; }
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private RenderTarget2D ShadowRenderTarget { get; }
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private SimpleDepthEffect SimpleDepthEffect { get; }
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private RenderTarget2D gPosition { get; }
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@ -31,10 +31,10 @@ namespace Kav
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RenderDimensionsX = renderDimensionsX;
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RenderDimensionsY = renderDimensionsY;
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DepthRenderTarget = new RenderTarget2D(
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ShadowRenderTarget = new RenderTarget2D(
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GraphicsDevice,
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renderDimensionsX,
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renderDimensionsY,
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1024,
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1024,
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false,
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SurfaceFormat.Single,
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DepthFormat.Depth24
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@ -103,14 +103,9 @@ namespace Kav
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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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DirectionalLight directionalLight
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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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ShadowMapRender(camera, modelTransforms, directionalLight);
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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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@ -157,7 +152,7 @@ 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.ShadowMap = ShadowRenderTarget;
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DeferredPBREffect.EyePosition = Matrix.Invert(camera.View).Translation;
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int i = 0;
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@ -168,13 +163,8 @@ namespace Kav
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i++;
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}
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i = 0;
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foreach (var directionalLight in directionalLights)
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{
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if (i > DeferredPBREffect.MaxDirectionalLights) { break; }
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DeferredPBREffect.DirectionalLights[i] = directionalLight;
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i++;
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}
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DeferredPBREffect.DirectionalLightColor = directionalLight.Color.ToVector3() * directionalLight.Intensity;
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DeferredPBREffect.DirectionalLightDirection = directionalLight.Direction;
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SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, null, null, DeferredPBREffect);
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SpriteBatch.Draw(deferredRenderTarget, Vector2.Zero, Color.White);
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@ -182,17 +172,40 @@ namespace Kav
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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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public void ShadowMapRender(Camera camera, IEnumerable<(Model, Matrix)> modelTransforms, DirectionalLight directionalLight)
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{
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GraphicsDevice.SetRenderTarget(DepthRenderTarget);
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GraphicsDevice.SetRenderTarget(ShadowRenderTarget);
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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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var right = Vector3.Cross(Vector3.Up, directionalLight.Direction);
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var up = Vector3.Cross(directionalLight.Direction, right);
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var lightRotation = Matrix.CreateLookAt(Vector3.Zero, -directionalLight.Direction, up);
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var cameraBoundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
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Vector3[] frustumCorners = cameraBoundingFrustum.GetCorners();
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for (var i = 0; i < frustumCorners.Length; i++)
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{
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frustumCorners[i] = Vector3.Transform(frustumCorners[i], lightRotation);
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}
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BoundingBox lightBox = BoundingBox.CreateFromPoints(frustumCorners);
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Vector3 boxSize = lightBox.Max - lightBox.Min;
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Vector3 halfBoxSize = boxSize * 0.5f;
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Vector3 lightPosition = lightBox.Min + halfBoxSize;
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lightPosition.Z = lightBox.Min.Z;
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lightPosition = Vector3.Transform(lightPosition, Matrix.Invert(lightRotation));
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//SimpleDepthEffect.View = Matrix.CreateLookAt(lightPosition, lightPosition - directionalLight.Direction, up);
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//SimpleDepthEffect.Projection = Matrix.CreateOrthographic(boxSize.X, boxSize.Y, -boxSize.Z, boxSize.Z);
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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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DeferredPBREffect.LightSpaceMatrix = SimpleDepthEffect.View * SimpleDepthEffect.Projection;
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foreach (var (model, transform) in modelTransforms)
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{
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@ -266,17 +279,6 @@ namespace Kav
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}
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}
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if (meshPart.Effect is DirectionalLightEffect directionalLightEffect)
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{
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int i = 0;
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foreach (var directionalLight in directionalLights)
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{
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if (i > directionalLightEffect.MaxDirectionalLights) { break; }
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directionalLightEffect.DirectionalLights[i] = directionalLight;
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i++;
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}
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}
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foreach (var pass in meshPart.Effect.CurrentTechnique.Passes)
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{
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pass.Apply();
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