trying to do tiled draws
parent
0ebad486c5
commit
40b5d71bfe
|
@ -0,0 +1,35 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Kav.Data
|
||||
{
|
||||
public struct MeshPartDrawData : IGBufferDrawable, IUVDrawable, ICullable, IIndexDrawable
|
||||
{
|
||||
public MeshPart MeshPart { get; }
|
||||
public Matrix TransformMatrix { get; }
|
||||
public UVData UVData { get; }
|
||||
|
||||
public BoundingBox BoundingBox => MeshPart.BoundingBox;
|
||||
|
||||
public IndexBuffer IndexBuffer => MeshPart.IndexBuffer;
|
||||
public VertexBuffer VertexBuffer => MeshPart.VertexBuffer;
|
||||
|
||||
public Vector3 Albedo => MeshPart.Albedo;
|
||||
public float Metallic => MeshPart.Metallic;
|
||||
public float Roughness => MeshPart.Roughness;
|
||||
|
||||
public Texture2D AlbedoTexture => MeshPart.AlbedoTexture;
|
||||
public Texture2D NormalTexture => MeshPart.NormalTexture;
|
||||
public Texture2D MetallicRoughnessTexture => MeshPart.MetallicRoughnessTexture;
|
||||
|
||||
public MeshPartDrawData(
|
||||
MeshPart meshPart,
|
||||
Matrix transformMatrix,
|
||||
UVData uvData
|
||||
) {
|
||||
MeshPart = meshPart;
|
||||
TransformMatrix = transformMatrix;
|
||||
UVData = uvData;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -2,23 +2,25 @@ using Microsoft.Xna.Framework;
|
|||
|
||||
namespace Kav.Data
|
||||
{
|
||||
public struct MeshSpriteDrawData
|
||||
public struct MeshSpriteDrawData : ICullable
|
||||
{
|
||||
public MeshSprite MeshSprite { get; }
|
||||
public SpriteBillboardConstraint BillboardConstraint { get; }
|
||||
public Matrix TransformMatrix { get; }
|
||||
public UVData UVOffset { get; }
|
||||
public UVData UVData { get; }
|
||||
|
||||
public BoundingBox BoundingBox => MeshSprite.BoundingBox;
|
||||
|
||||
public MeshSpriteDrawData(
|
||||
MeshSprite meshSprite,
|
||||
SpriteBillboardConstraint billboardConstraint,
|
||||
Matrix transformMatrix,
|
||||
UVData offset
|
||||
UVData uvData
|
||||
) {
|
||||
MeshSprite = meshSprite;
|
||||
BillboardConstraint = billboardConstraint;
|
||||
TransformMatrix = transformMatrix;
|
||||
UVOffset = offset;
|
||||
UVData = uvData;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -15,5 +15,10 @@ namespace Kav.Data
|
|||
Percentage = subTextureDimensions / atlasDimensions;
|
||||
Offset = positionInAtlas / atlasDimensions;
|
||||
}
|
||||
|
||||
public Vector4 ToVector4()
|
||||
{
|
||||
return new Vector4(Offset.X, Offset.Y, Percentage.X, Percentage.Y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -12,14 +12,12 @@ namespace Kav
|
|||
EffectParameter normalTextureParam;
|
||||
EffectParameter metallicRoughnessTextureParam;
|
||||
|
||||
EffectParameter uvOffsetAndDimensionsParam;
|
||||
|
||||
EffectParameter albedoParam;
|
||||
EffectParameter metallicParam;
|
||||
EffectParameter roughnessParam;
|
||||
|
||||
EffectParameter numTextureRowsParam;
|
||||
EffectParameter numTextureColumnsParam;
|
||||
|
||||
EffectParameter vertexShaderIndexParam;
|
||||
EffectParameter shaderIndexParam;
|
||||
|
||||
Matrix world = Matrix.Identity;
|
||||
|
@ -30,8 +28,7 @@ namespace Kav
|
|||
float metallic;
|
||||
float roughness;
|
||||
|
||||
int numTextureRows = 1;
|
||||
int numTextureColumns = 1;
|
||||
Vector4 uvData;
|
||||
|
||||
bool albedoTextureEnabled = false;
|
||||
bool metallicRoughnessMapEnabled = false;
|
||||
|
@ -133,24 +130,15 @@ namespace Kav
|
|||
}
|
||||
}
|
||||
|
||||
public int NumTextureRows
|
||||
public Vector4 UVData
|
||||
{
|
||||
get { return numTextureRows; }
|
||||
get { return uvData; }
|
||||
set
|
||||
{
|
||||
numTextureRows = value;
|
||||
numTextureRowsParam.SetValue(numTextureRows);
|
||||
uvData = value;
|
||||
uvOffsetAndDimensionsParam.SetValue(uvData);
|
||||
}
|
||||
}
|
||||
|
||||
public int NumTextureColumns
|
||||
{
|
||||
get { return numTextureColumns; }
|
||||
set
|
||||
{
|
||||
numTextureColumns = value;
|
||||
numTextureColumnsParam.SetValue(numTextureColumns);
|
||||
}
|
||||
}
|
||||
|
||||
public bool HardwareInstancingEnabled
|
||||
|
@ -210,18 +198,6 @@ namespace Kav
|
|||
dirtyFlags &= ~EffectDirtyFlags.ViewProj;
|
||||
}
|
||||
|
||||
if ((dirtyFlags & EffectDirtyFlags.VertexShaderIndex) != 0)
|
||||
{
|
||||
int vertexShaderIndex = 0;
|
||||
|
||||
if (hardwareInstancingEnabled)
|
||||
{
|
||||
vertexShaderIndex = 1;
|
||||
}
|
||||
|
||||
vertexShaderIndexParam.SetValue(vertexShaderIndex);
|
||||
}
|
||||
|
||||
if ((dirtyFlags & EffectDirtyFlags.PixelShaderIndex) != 0)
|
||||
{
|
||||
int shaderIndex = 0;
|
||||
|
@ -274,11 +250,9 @@ namespace Kav
|
|||
metallicParam = Parameters["MetallicValue"];
|
||||
roughnessParam = Parameters["RoughnessValue"];
|
||||
|
||||
numTextureRowsParam = Parameters["NumTextureRows"];
|
||||
numTextureColumnsParam = Parameters["NumTextureColumns"];
|
||||
uvOffsetAndDimensionsParam = Parameters["UVOffsetAndDimensions"];
|
||||
|
||||
shaderIndexParam = Parameters["PixelShaderIndex"];
|
||||
vertexShaderIndexParam = Parameters["VertexShaderIndex"];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -33,8 +33,7 @@ namespace Kav
|
|||
Matrix view = Matrix.Identity;
|
||||
Matrix projection = Matrix.Identity;
|
||||
|
||||
Vector2 uvOffset;
|
||||
Vector2 subTextureDimensions;
|
||||
Vector4 uvData;
|
||||
|
||||
EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
|
||||
|
||||
|
@ -115,23 +114,13 @@ namespace Kav
|
|||
}
|
||||
}
|
||||
|
||||
public Vector2 UVOffset
|
||||
public Vector4 UVData
|
||||
{
|
||||
get { return uvOffset; }
|
||||
get { return uvData; }
|
||||
set
|
||||
{
|
||||
uvOffset = value;
|
||||
dirtyFlags |= EffectDirtyFlags.UVOrDimensions;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 SubTextureDimensions
|
||||
{
|
||||
get { return subTextureDimensions; }
|
||||
set
|
||||
{
|
||||
subTextureDimensions = value;
|
||||
dirtyFlags |= EffectDirtyFlags.UVOrDimensions;
|
||||
uvData = value;
|
||||
dirtyFlags |= EffectDirtyFlags.UVData;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -168,14 +157,11 @@ namespace Kav
|
|||
dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
|
||||
}
|
||||
|
||||
if ((dirtyFlags & EffectDirtyFlags.UVOrDimensions) != 0)
|
||||
if ((dirtyFlags & EffectDirtyFlags.UVData) != 0)
|
||||
{
|
||||
uvOffsetAndDimensionsParam.SetValue(new Vector4(
|
||||
UVOffset.X, UVOffset.Y,
|
||||
SubTextureDimensions.X, SubTextureDimensions.Y
|
||||
));
|
||||
uvOffsetAndDimensionsParam.SetValue(uvData);
|
||||
|
||||
dirtyFlags &= ~EffectDirtyFlags.UVOrDimensions;
|
||||
dirtyFlags &= ~EffectDirtyFlags.UVData;
|
||||
}
|
||||
|
||||
if ((dirtyFlags & EffectDirtyFlags.PixelShaderIndex) != 0)
|
||||
|
|
|
@ -11,7 +11,7 @@ namespace Kav
|
|||
VertexShaderIndex = 8,
|
||||
PixelShaderIndex = 16,
|
||||
ViewProj = 32,
|
||||
UVOrDimensions = 64,
|
||||
UVData = 64,
|
||||
All = -1
|
||||
}
|
||||
}
|
||||
|
|
BIN
Effects/FXB/DeferredPBR_GBufferEffect.fxb (Stored with Git LFS)
BIN
Effects/FXB/DeferredPBR_GBufferEffect.fxb (Stored with Git LFS)
Binary file not shown.
|
@ -4,29 +4,31 @@ DECLARE_TEXTURE(AlbedoTexture, 0);
|
|||
DECLARE_TEXTURE(NormalTexture, 1);
|
||||
DECLARE_TEXTURE(MetallicRoughnessTexture, 2);
|
||||
|
||||
BEGIN_CONSTANTS
|
||||
float3 AlbedoValue;
|
||||
float MetallicValue;
|
||||
float RoughnessValue;
|
||||
|
||||
float3 AlbedoValue _ps(c0) _cb(c0);
|
||||
float MetallicValue _ps(c1) _cb(c1);
|
||||
float RoughnessValue _ps(c2) _cb(c2);
|
||||
float4 UVOffsetAndDimensions;
|
||||
|
||||
int NumTextureRows _vs(c9) _cb(c3);
|
||||
int NumTextureColumns _vs(c10) _cb(c4);
|
||||
|
||||
MATRIX_CONSTANTS
|
||||
|
||||
float4x4 World _vs(c0) _cb(c7);
|
||||
float4x4 ViewProjection _vs(c4) _cb(c11);
|
||||
|
||||
END_CONSTANTS
|
||||
float4x4 World;
|
||||
float4x4 ViewProjection;
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float3 Position : POSITION;
|
||||
float3 Normal : NORMAL;
|
||||
float2 TexCoord : TEXCOORD;
|
||||
};
|
||||
|
||||
struct VertexInstancedInput
|
||||
{
|
||||
float3 Position : POSITION;
|
||||
float3 Normal : NORMAL;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
float3 Translation : TEXCOORD2;
|
||||
float2 UVData : TANGENT;
|
||||
};
|
||||
|
||||
struct PixelInput
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
|
@ -51,7 +53,11 @@ PixelInput main_vs(VertexInput input)
|
|||
|
||||
output.PositionWorld = mul(input.Position, World).xyz;
|
||||
output.NormalWorld = normalize(mul(input.Normal, World));
|
||||
output.TexCoord = input.TexCoord;
|
||||
|
||||
float2 texCoord;
|
||||
texCoord.x = (input.TexCoord.x / UVOffsetAndDimensions.z) + UVOffsetAndDimensions.x;
|
||||
texCoord.y = (input.TexCoord.y / UVOffsetAndDimensions.w) + UVOffsetAndDimensions.y;
|
||||
output.TexCoord = texCoord;
|
||||
|
||||
float4x4 worldViewProjection = mul(World, ViewProjection);
|
||||
output.Position = mul(input.Position, worldViewProjection);
|
||||
|
@ -60,9 +66,7 @@ PixelInput main_vs(VertexInput input)
|
|||
}
|
||||
|
||||
PixelInput instanced_vs(
|
||||
VertexInput input,
|
||||
float3 Translation : TEXCOORD2,
|
||||
float2 UVOffset : TEXCOORD5
|
||||
VertexInstancedInput input
|
||||
) {
|
||||
PixelInput output;
|
||||
|
||||
|
@ -70,7 +74,7 @@ PixelInput instanced_vs(
|
|||
float4(1, 0, 0, 0),
|
||||
float4(0, 1, 0, 0),
|
||||
float4(0, 0, 1, 0),
|
||||
float4(Translation.x, Translation.y, Translation.z, 1)
|
||||
float4(input.Translation.x, input.Translation.y, input.Translation.z, 1)
|
||||
);
|
||||
|
||||
float4x4 worldViewProjection = mul(world, ViewProjection);
|
||||
|
@ -79,9 +83,9 @@ PixelInput instanced_vs(
|
|||
output.NormalWorld = mul(input.Normal, world);
|
||||
|
||||
float2 texCoord;
|
||||
texCoord.x = (input.TexCoord.x / NumTextureColumns + UVOffset.x);
|
||||
texCoord.y = (input.TexCoord.y / NumTextureRows + UVOffset.y);
|
||||
output.TexCoord = texCoord;
|
||||
texCoord.x = (input.TexCoord.x / 8) + input.UVData.x;
|
||||
texCoord.y = (input.TexCoord.y / 1) + input.UVData.y;
|
||||
output.TexCoord = input.TexCoord;
|
||||
|
||||
output.Position = mul(input.Position, worldViewProjection);
|
||||
|
||||
|
@ -204,19 +208,6 @@ PixelOutput AlbedoMetallicRoughnessNormalMapPS(PixelInput input)
|
|||
return output;
|
||||
}
|
||||
|
||||
VertexShader VSArray[2] =
|
||||
{
|
||||
compile vs_3_0 main_vs(),
|
||||
compile vs_3_0 instanced_vs()
|
||||
};
|
||||
|
||||
int VSIndices[2] =
|
||||
{
|
||||
0, 1
|
||||
};
|
||||
|
||||
int VertexShaderIndex = 0;
|
||||
|
||||
PixelShader PSArray[8] =
|
||||
{
|
||||
compile ps_3_0 NonePS(),
|
||||
|
@ -243,7 +234,7 @@ Technique GBuffer
|
|||
{
|
||||
Pass
|
||||
{
|
||||
VertexShader = (VSArray[VSIndices[VertexShaderIndex]]);
|
||||
VertexShader = compile vs_3_0 instanced_vs();
|
||||
PixelShader = (PSArray[PSIndices[PixelShaderIndex]]);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,5 +5,6 @@ namespace Kav
|
|||
public interface ICullable
|
||||
{
|
||||
BoundingBox BoundingBox { get; }
|
||||
Matrix TransformMatrix { get; }
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
using Kav.Data;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
|
@ -12,8 +13,5 @@ namespace Kav
|
|||
Texture2D AlbedoTexture { get; }
|
||||
Texture2D NormalTexture { get; }
|
||||
Texture2D MetallicRoughnessTexture { get; }
|
||||
|
||||
int NumTextureRows { get; }
|
||||
int NumTextureColumns { get; }
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,9 @@
|
|||
using Kav.Data;
|
||||
|
||||
namespace Kav
|
||||
{
|
||||
public interface IUVDrawable
|
||||
{
|
||||
UVData UVData { get; }
|
||||
}
|
||||
}
|
|
@ -3,7 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
|
|||
|
||||
namespace Kav
|
||||
{
|
||||
public class MeshPart : IIndexDrawable, IGBufferDrawable, ICullable, IHasVertexPositions
|
||||
public class MeshPart : IIndexDrawable, IGBufferDrawable, IHasVertexPositions
|
||||
{
|
||||
public IndexBuffer IndexBuffer { get; }
|
||||
public VertexBuffer VertexBuffer { get; }
|
||||
|
@ -38,9 +38,6 @@ namespace Kav
|
|||
public float Metallic { get; set; } = 0.5f;
|
||||
public float Roughness { get; set; } = 0.5f;
|
||||
|
||||
public int NumTextureRows { get; set; } = 1;
|
||||
public int NumTextureColumns { get; set; } = 1;
|
||||
|
||||
public bool DisableAlbedoMap { get; set; } = false;
|
||||
public bool DisableNormalMap { get; set; } = false;
|
||||
public bool DisableMetallicRoughnessMap { get; set; } = false;
|
||||
|
|
|
@ -4,7 +4,7 @@ using Microsoft.Xna.Framework.Graphics;
|
|||
|
||||
namespace Kav
|
||||
{
|
||||
public class MeshSprite : ICullable, IIndexDrawable
|
||||
public class MeshSprite : IIndexDrawable
|
||||
{
|
||||
public enum FlipOptions
|
||||
{
|
||||
|
|
|
@ -2,7 +2,7 @@ using Microsoft.Xna.Framework;
|
|||
|
||||
namespace Kav
|
||||
{
|
||||
public class Model : ICullable
|
||||
public class Model
|
||||
{
|
||||
public Mesh[] Meshes { get; }
|
||||
public BoundingBox BoundingBox { get; }
|
||||
|
|
65
Renderer.cs
65
Renderer.cs
|
@ -159,20 +159,14 @@ namespace Kav
|
|||
|
||||
var boundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
|
||||
|
||||
foreach (var data in meshSpriteDrawDatas)
|
||||
foreach (var data in FrustumCull(boundingFrustum, meshSpriteDrawDatas))
|
||||
{
|
||||
var matrix = BillboardTransforms(camera, data.TransformMatrix, data.BillboardConstraint);
|
||||
|
||||
if (FrustumCull(boundingFrustum, data.MeshSprite, matrix))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
DiffuseLitSpriteEffect.NormalMapEnabled = data.MeshSprite.Normal != null;
|
||||
|
||||
DiffuseLitSpriteEffect.World = matrix;
|
||||
DiffuseLitSpriteEffect.UVOffset = data.UVOffset.Offset;
|
||||
DiffuseLitSpriteEffect.SubTextureDimensions = data.UVOffset.Percentage;
|
||||
DiffuseLitSpriteEffect.UVData = data.UVData.ToVector4();
|
||||
|
||||
GraphicsDevice.Textures[0] = data.MeshSprite.Texture;
|
||||
GraphicsDevice.Textures[1] = data.MeshSprite.Normal;
|
||||
|
@ -232,13 +226,13 @@ namespace Kav
|
|||
public static void CullAndRenderIndexed<T, U>(
|
||||
GraphicsDevice graphicsDevice,
|
||||
BoundingFrustum boundingFrustum,
|
||||
IEnumerable<(T, Matrix)> drawableTransformPairs,
|
||||
IEnumerable<T> drawables,
|
||||
U effect
|
||||
) where T : IIndexDrawable, ICullable where U : Effect, IHasWorldMatrix
|
||||
{
|
||||
foreach (var (drawable, transform) in FrustumCull(boundingFrustum, drawableTransformPairs))
|
||||
foreach (var drawable in FrustumCull(boundingFrustum, drawables))
|
||||
{
|
||||
effect.World = transform;
|
||||
effect.World = drawable.TransformMatrix;
|
||||
|
||||
RenderIndexed(
|
||||
graphicsDevice,
|
||||
|
@ -316,7 +310,7 @@ namespace Kav
|
|||
public void RenderDepthIndexed<T>(
|
||||
RenderTarget2D renderTarget,
|
||||
PerspectiveCamera camera,
|
||||
IEnumerable<(T, Matrix)> drawableTransforms
|
||||
IEnumerable<T> drawables
|
||||
) where T : ICullable, IIndexDrawable
|
||||
{
|
||||
GraphicsDevice.SetRenderTarget(renderTarget);
|
||||
|
@ -328,7 +322,7 @@ namespace Kav
|
|||
CullAndRenderIndexed(
|
||||
GraphicsDevice,
|
||||
new BoundingFrustum(camera.View * camera.Projection),
|
||||
drawableTransforms,
|
||||
drawables,
|
||||
SimpleDepthEffect
|
||||
);
|
||||
}
|
||||
|
@ -381,9 +375,6 @@ namespace Kav
|
|||
Deferred_GBufferEffect.Metallic = drawable.Metallic;
|
||||
Deferred_GBufferEffect.Roughness = drawable.Roughness;
|
||||
|
||||
Deferred_GBufferEffect.NumTextureRows = drawable.NumTextureRows;
|
||||
Deferred_GBufferEffect.NumTextureColumns = drawable.NumTextureColumns;
|
||||
|
||||
Deferred_GBufferEffect.AlbedoTexture = drawable.AlbedoTexture;
|
||||
Deferred_GBufferEffect.NormalTexture = drawable.NormalTexture;
|
||||
Deferred_GBufferEffect.MetallicRoughnessTexture = drawable.MetallicRoughnessTexture;
|
||||
|
@ -417,8 +408,8 @@ namespace Kav
|
|||
public void RenderGBufferIndexed<T>(
|
||||
RenderTargetBinding[] gBuffer,
|
||||
PerspectiveCamera camera,
|
||||
IEnumerable<(T, Matrix)> drawableTransforms
|
||||
) where T : ICullable, IIndexDrawable, IGBufferDrawable {
|
||||
IEnumerable<T> drawables
|
||||
) where T : ICullable, IIndexDrawable, IUVDrawable, IGBufferDrawable {
|
||||
GraphicsDevice.SetRenderTargets(gBuffer);
|
||||
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
|
||||
GraphicsDevice.BlendState = BlendState.Opaque;
|
||||
|
@ -429,9 +420,9 @@ namespace Kav
|
|||
|
||||
var boundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
|
||||
|
||||
foreach (var (drawable, transform) in FrustumCull(boundingFrustum, drawableTransforms))
|
||||
foreach (var drawable in FrustumCull(boundingFrustum, drawables))
|
||||
{
|
||||
Deferred_GBufferEffect.World = transform;
|
||||
Deferred_GBufferEffect.World = drawable.TransformMatrix;
|
||||
|
||||
Deferred_GBufferEffect.HardwareInstancingEnabled = false;
|
||||
|
||||
|
@ -439,6 +430,8 @@ namespace Kav
|
|||
Deferred_GBufferEffect.Metallic = drawable.Metallic;
|
||||
Deferred_GBufferEffect.Roughness = drawable.Roughness;
|
||||
|
||||
Deferred_GBufferEffect.UVData = drawable.UVData.ToVector4();
|
||||
|
||||
Deferred_GBufferEffect.AlbedoTexture = drawable.AlbedoTexture;
|
||||
Deferred_GBufferEffect.NormalTexture = drawable.NormalTexture;
|
||||
Deferred_GBufferEffect.MetallicRoughnessTexture = drawable.MetallicRoughnessTexture;
|
||||
|
@ -684,7 +677,7 @@ namespace Kav
|
|||
|
||||
public void RenderDirectionalShadowsIndexed<T>(
|
||||
DirectionalShadowMapData shadowMapData,
|
||||
IEnumerable<(T, Matrix)> drawableTransforms
|
||||
IEnumerable<T> drawableTransforms
|
||||
) where T : ICullable, IIndexDrawable {
|
||||
// render the individual shadow cascades
|
||||
for (var i = 0; i < shadowMapData.NumShadowCascades; i++)
|
||||
|
@ -700,7 +693,7 @@ namespace Kav
|
|||
private void RenderDirectionalShadowMapIndexed<T>(
|
||||
DirectionalShadowMapData shadowMapData,
|
||||
int shadowCascadeIndex,
|
||||
IEnumerable<(T, Matrix)> drawableTransforms
|
||||
IEnumerable<T> drawables
|
||||
) where T : ICullable, IIndexDrawable {
|
||||
GraphicsDevice.SetRenderTarget(shadowMapData.ShadowMaps[shadowCascadeIndex]);
|
||||
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
|
||||
|
@ -712,7 +705,7 @@ namespace Kav
|
|||
CullAndRenderIndexed(
|
||||
GraphicsDevice,
|
||||
new BoundingFrustum(SimpleDepthEffect.View * SimpleDepthEffect.Projection),
|
||||
drawableTransforms,
|
||||
drawables,
|
||||
SimpleDepthEffect
|
||||
);
|
||||
}
|
||||
|
@ -763,7 +756,7 @@ namespace Kav
|
|||
|
||||
public void RenderPointShadowMapIndexed<T>(
|
||||
RenderTargetCube pointShadowCubeMap,
|
||||
IEnumerable<(T, Matrix)> modelTransforms,
|
||||
IEnumerable<T> drawables,
|
||||
PointLight pointLight
|
||||
) where T : ICullable, IIndexDrawable {
|
||||
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
|
||||
|
@ -831,7 +824,7 @@ namespace Kav
|
|||
CullAndRenderIndexed(
|
||||
GraphicsDevice,
|
||||
new BoundingFrustum(LinearDepthEffect.View * LinearDepthEffect.Projection),
|
||||
modelTransforms,
|
||||
drawables,
|
||||
LinearDepthEffect
|
||||
);
|
||||
}
|
||||
|
@ -843,7 +836,7 @@ namespace Kav
|
|||
VertexBuffer instanceVertexBuffer,
|
||||
int numInstances,
|
||||
PointLight pointLight
|
||||
) where T : ICullable, IIndexDrawable
|
||||
) where T : IIndexDrawable
|
||||
{
|
||||
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
|
||||
GraphicsDevice.BlendState = BlendState.Opaque;
|
||||
|
@ -917,31 +910,21 @@ namespace Kav
|
|||
}
|
||||
}
|
||||
|
||||
private static IEnumerable<(T, Matrix)> FrustumCull<T>(
|
||||
private static IEnumerable<T> FrustumCull<T>(
|
||||
BoundingFrustum boundingFrustum,
|
||||
IEnumerable<(T, Matrix)> cullableTransforms
|
||||
IEnumerable<T> cullables
|
||||
) where T : ICullable {
|
||||
foreach (var (cullable, transform) in cullableTransforms)
|
||||
foreach (var cullable in cullables)
|
||||
{
|
||||
var boundingBox = TransformedBoundingBox(cullable.BoundingBox, transform);
|
||||
var boundingBox = TransformedBoundingBox(cullable.BoundingBox, cullable.TransformMatrix);
|
||||
var containment = boundingFrustum.Contains(boundingBox);
|
||||
if (containment != ContainmentType.Disjoint)
|
||||
{
|
||||
yield return (cullable, transform);
|
||||
yield return cullable;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static bool FrustumCull<T>(
|
||||
BoundingFrustum boundingFrustum,
|
||||
T cullable,
|
||||
Matrix transform
|
||||
) where T : ICullable {
|
||||
var boundingBox = TransformedBoundingBox(cullable.BoundingBox, transform);
|
||||
var containment = boundingFrustum.Contains(boundingBox);
|
||||
return (containment == ContainmentType.Disjoint);
|
||||
}
|
||||
|
||||
private static BoundingBox TransformedBoundingBox(BoundingBox boundingBox, Matrix matrix)
|
||||
{
|
||||
var center = (boundingBox.Min + boundingBox.Max) / 2f;
|
||||
|
|
|
@ -12,7 +12,7 @@ namespace Kav
|
|||
public static VertexDeclaration PositionTextureOffsetInstanceDeclaration = new VertexDeclaration
|
||||
(
|
||||
new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.TextureCoordinate, 2),
|
||||
new VertexElement(12, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 5)
|
||||
new VertexElement(12, VertexElementFormat.Vector4, VertexElementUsage.Tangent, 0)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -16,16 +16,16 @@ namespace Kav
|
|||
}
|
||||
|
||||
public Vector3 Translation { get; set; }
|
||||
public Vector2 UVOffset { get; set; }
|
||||
public Vector4 UVData { get; set; }
|
||||
|
||||
public static readonly VertexDeclaration VertexDeclaration;
|
||||
|
||||
public PositionTextureOffsetInstanceVertex(
|
||||
Vector3 translation,
|
||||
Vector2 uvOffset
|
||||
Vector4 uvData
|
||||
) {
|
||||
Translation = translation;
|
||||
UVOffset = uvOffset;
|
||||
UVData = uvData;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue