supporting directional lights
parent
86cc23b0ad
commit
393b8bcb03
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@ -0,0 +1,8 @@
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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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Binary file not shown.
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@ -23,12 +23,15 @@ BEGIN_CONSTANTS
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// Light Info
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// Light Info
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float3 LightPositions[4] _ps(c4) _cb(c4);
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float3 LightPositions[4] _ps(c4) _cb(c4);
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float3 LightColors[4] _ps(c8) _cb(c8);
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float3 PositionLightColors[4] _ps(c8) _cb(c8);
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float3 EyePosition _ps(c12) _cb(c12);
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float3 LightDirections[4] _ps(c12) _cb(c12);
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float3 DirectionLightColors[4] _ps(c16) _cb(c16);
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float4x4 World _vs(c0) _cb(c16);
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float3 EyePosition _ps(c20) _cb(c20);
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float4x4 WorldInverseTranspose _vs(c4) _cb(c20);
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float4x4 World _vs(c0) _cb(c21);
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float4x4 WorldInverseTranspose _vs(c4) _cb(c25);
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MATRIX_CONSTANTS
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MATRIX_CONSTANTS
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@ -121,31 +124,19 @@ float3 GetNormalFromMap(float3 worldPos, float2 texCoords, float3 normal)
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return normalize(mul(tangentNormal, TBN));
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return normalize(mul(tangentNormal, TBN));
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}
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}
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float4 ComputeColor(
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float3 ComputeLight(
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float3 worldPosition,
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float3 lightDir,
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float3 worldNormal,
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float3 radiance,
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float3 F0,
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float3 V,
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float3 N,
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float3 albedo,
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float3 albedo,
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float metallic,
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float metallic,
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float roughness
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float roughness
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) {
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) {
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float3 V = normalize(EyePosition - worldPosition);
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float3 N = worldNormal;
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float3 F0 = float3(0.04, 0.04, 0.04);
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F0 = lerp(F0, albedo, metallic);
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float3 Lo = float3(0.0, 0.0, 0.0);
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for (int i = 0; i < 4; i++)
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{
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float3 lightDir = LightPositions[i] - worldPosition;
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float3 L = normalize(lightDir);
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float3 L = normalize(lightDir);
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float3 H = normalize(V + L);
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float3 H = normalize(V + L);
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float distance = length(lightDir);
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float attenuation = 1.0 / (distance * distance);
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float3 radiance = LightColors[i] * attenuation;
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float NDF = DistributionGGX(N, H, roughness);
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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float3 F = FresnelSchlick(max(dot(H, V), 0.0), F0);
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float3 F = FresnelSchlick(max(dot(H, V), 0.0), F0);
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@ -160,7 +151,42 @@ float4 ComputeColor(
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kD *= 1.0 - metallic;
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kD *= 1.0 - metallic;
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float NdotL = max(dot(N, L), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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Lo += (kD * albedo / PI + specular) * radiance * NdotL;
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return (kD * albedo / PI + specular) * radiance * NdotL;
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}
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float4 ComputeColor(
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float3 worldPosition,
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float3 worldNormal,
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float3 albedo,
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float metallic,
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float roughness
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) {
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float3 V = normalize(EyePosition - worldPosition);
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float3 N = worldNormal;
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float3 F0 = float3(0.04, 0.04, 0.04);
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F0 = lerp(F0, albedo, metallic);
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float3 Lo = float3(0.0, 0.0, 0.0);
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// point light
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for (int i = 0; i < 4; i++)
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{
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float3 lightDir = LightPositions[i] - worldPosition;
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float distance = length(lightDir);
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float attenuation = 1.0 / (distance * distance);
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float3 radiance = PositionLightColors[i] * attenuation;
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Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness);
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}
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// directional light
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for (int i = 0; i < 4; i++)
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{
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float3 lightDir = LightDirections[i];
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float3 radiance = DirectionLightColors[i];
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Lo += ComputeLight(lightDir, radiance, F0, V, N, albedo, metallic, roughness);
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}
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}
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float3 ambient = float3(0.03, 0.03, 0.03) * albedo * AO;
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float3 ambient = float3(0.03, 0.03, 0.03) * albedo * AO;
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@ -45,7 +45,49 @@ namespace Kav
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}
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}
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}
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}
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public class PBREffect : Effect, TransformEffect, PointLightEffect
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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 lightPositionsParam;
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readonly EffectParameter lightColorsParam;
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public DirectionalLightCollection(EffectParameter lightPositionsParam, EffectParameter lightColorsParam)
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{
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this.lightPositionsParam = lightPositionsParam;
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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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lightPositionsParam.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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public class PBREffect : Effect, TransformEffect, PointLightEffect, DirectionalLightEffect
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{
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{
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EffectParameter worldParam;
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EffectParameter worldParam;
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EffectParameter worldViewProjectionParam;
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EffectParameter worldViewProjectionParam;
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@ -73,6 +115,7 @@ namespace Kav
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Matrix view = Matrix.Identity;
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Matrix view = Matrix.Identity;
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Matrix projection = Matrix.Identity;
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Matrix projection = Matrix.Identity;
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PointLightCollection pointLightCollection;
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PointLightCollection pointLightCollection;
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DirectionalLightCollection directionalLightCollection;
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Vector3 albedo;
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Vector3 albedo;
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float metallic;
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float metallic;
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@ -122,7 +165,15 @@ namespace Kav
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public PointLightCollection PointLights
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public PointLightCollection PointLights
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{
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{
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get { return pointLightCollection; }
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get { return pointLightCollection; }
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internal set { pointLightCollection = value; }
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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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}
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public Vector3 Albedo
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public Vector3 Albedo
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@ -234,7 +285,12 @@ namespace Kav
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pointLightCollection = new PointLightCollection(
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pointLightCollection = new PointLightCollection(
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Parameters["LightPositions"],
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Parameters["LightPositions"],
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Parameters["LightColors"]
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Parameters["PositionLightColors"]
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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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}
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}
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@ -248,14 +304,24 @@ namespace Kav
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PointLights = new PointLightCollection(
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PointLights = new PointLightCollection(
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Parameters["LightPositions"],
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Parameters["LightPositions"],
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Parameters["LightColors"]
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Parameters["PositionLightColors"]
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);
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);
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < MaxPointLights; i++)
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{
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{
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PointLights[i] = cloneSource.PointLights[i];
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PointLights[i] = cloneSource.PointLights[i];
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}
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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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AlbedoTexture = cloneSource.AlbedoTexture;
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NormalTexture = cloneSource.NormalTexture;
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NormalTexture = cloneSource.NormalTexture;
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EmissionTexture = cloneSource.EmissionTexture;
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EmissionTexture = cloneSource.EmissionTexture;
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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 ApplyTransform(Matrix transform)
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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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if (meshPart.Effect is TransformEffect transformEffect)
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{
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transformEffect.World = transform;
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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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}
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<EmbeddedResource Include="Effects\FXB\PBREffect.fxb">
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<EmbeddedResource Include="Effects\FXB\PBREffect.fxb">
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<LogicalName>Kav.Resources.PBREffect.fxb</LogicalName>
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<LogicalName>Kav.Resources.PBREffect.fxb</LogicalName>
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</EmbeddedResource>
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</EmbeddedResource>
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<EmbeddedResource Include="Effects\FXB\SimpleDepthEffect.fxb">
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<LogicalName>Kav.Resources.SimpleDepthEffect.fxb</LogicalName>
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</EmbeddedResource>
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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@ -0,0 +1,34 @@
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using Microsoft.Xna.Framework;
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namespace Kav
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{
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public struct DirectionalLight
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{
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public Vector3 Direction { get; set; }
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public Color Color { get; set; }
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public float Intensity { get; set; }
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public Matrix View
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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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}
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}
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public Matrix Projection
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{
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get
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{
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return Matrix.CreateOrthographic(20f, 20f, 1f, 101f);
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}
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}
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public DirectionalLight(Vector3 direction, Color color, float intensity = 1f)
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{
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Direction = direction;
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Color = color;
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Intensity = intensity;
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}
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}
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}
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namespace Kav
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namespace Kav
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{
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{
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public class PointLight
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public struct PointLight
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{
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{
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public Vector3 Position { get; set; }
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public Vector3 Position { get; }
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public Color Color { get; set; }
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public Color Color { get; }
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public float Intensity { get; set; }
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public float Intensity { get; }
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public PointLight(Vector3 position, Color color, float intensity = 1f)
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public PointLight(Vector3 position, Color color, float intensity = 1f)
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{
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{
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39
Renderer.cs
39
Renderer.cs
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SimpleDepthEffect = new SimpleDepthEffect(GraphicsDevice);
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SimpleDepthEffect = new SimpleDepthEffect(GraphicsDevice);
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}
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}
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public void Render(Camera camera, IEnumerable<Model> models, IEnumerable<PointLight> pointLights)
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public void Render(
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{
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Camera camera,
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Render(camera.View, camera.Projection, models, pointLights);
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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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}
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// for shadow mapping
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// for shadow mapping
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public void DepthRender(Matrix view, Matrix projection, IEnumerable<(Model, Matrix)> modelTransforms, IEnumerable<PointLight> pointLights)
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public void DepthRender(IEnumerable<(Model, Matrix)> modelTransforms, DirectionalLight directionalLight)
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{
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{
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GraphicsDevice.SetRenderTarget(DepthRenderTarget);
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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(ClearOptions.DepthBuffer, Color.Black, 1, 0);
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SimpleDepthEffect.View = view;
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SimpleDepthEffect.View = directionalLight.View;
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SimpleDepthEffect.Projection = projection;
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SimpleDepthEffect.Projection = directionalLight.Projection;
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foreach (var (model, transform) in modelTransforms)
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foreach (var (model, transform) in modelTransforms)
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{
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{
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@ -74,9 +78,14 @@ namespace Kav
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}
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}
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}
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}
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private void Render(Matrix view, Matrix projection, IEnumerable<Model> models, IEnumerable<PointLight> pointLights)
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private void Render(
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{
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Matrix view,
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foreach (var model in models)
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Matrix projection,
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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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foreach (var (model, transform) in modelTransforms)
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{
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{
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foreach (var modelMesh in model.Meshes)
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foreach (var modelMesh in model.Meshes)
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{
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{
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@ -87,6 +96,7 @@ namespace Kav
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if (meshPart.Effect is TransformEffect transformEffect)
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if (meshPart.Effect is TransformEffect transformEffect)
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{
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{
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transformEffect.World = transform;
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transformEffect.View = view;
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transformEffect.View = view;
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transformEffect.Projection = projection;
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transformEffect.Projection = projection;
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}
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}
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@ -102,6 +112,17 @@ namespace Kav
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}
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}
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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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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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|
@ -22,7 +22,7 @@ namespace Kav
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{
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{
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if (simpleDepthEffect == null)
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if (simpleDepthEffect == null)
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{
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{
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simpleDepthEffect = GetResource("SimpleDepthEffecT");
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simpleDepthEffect = GetResource("SimpleDepthEffect");
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}
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}
|
||||||
return simpleDepthEffect;
|
return simpleDepthEffect;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue