trying to do tiled draws

tiled_draw_refactor
cosmonaut 2020-12-10 16:02:13 -08:00
parent 0ebad486c5
commit 40b5d71bfe
17 changed files with 134 additions and 153 deletions

35
Data/MeshPartDrawData.cs Normal file
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@ -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;
}
}
}

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@ -2,23 +2,25 @@ using Microsoft.Xna.Framework;
namespace Kav.Data namespace Kav.Data
{ {
public struct MeshSpriteDrawData public struct MeshSpriteDrawData : ICullable
{ {
public MeshSprite MeshSprite { get; } public MeshSprite MeshSprite { get; }
public SpriteBillboardConstraint BillboardConstraint { get; } public SpriteBillboardConstraint BillboardConstraint { get; }
public Matrix TransformMatrix { get; } public Matrix TransformMatrix { get; }
public UVData UVOffset { get; } public UVData UVData { get; }
public BoundingBox BoundingBox => MeshSprite.BoundingBox;
public MeshSpriteDrawData( public MeshSpriteDrawData(
MeshSprite meshSprite, MeshSprite meshSprite,
SpriteBillboardConstraint billboardConstraint, SpriteBillboardConstraint billboardConstraint,
Matrix transformMatrix, Matrix transformMatrix,
UVData offset UVData uvData
) { ) {
MeshSprite = meshSprite; MeshSprite = meshSprite;
BillboardConstraint = billboardConstraint; BillboardConstraint = billboardConstraint;
TransformMatrix = transformMatrix; TransformMatrix = transformMatrix;
UVOffset = offset; UVData = uvData;
} }
} }
} }

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@ -15,5 +15,10 @@ namespace Kav.Data
Percentage = subTextureDimensions / atlasDimensions; Percentage = subTextureDimensions / atlasDimensions;
Offset = positionInAtlas / atlasDimensions; Offset = positionInAtlas / atlasDimensions;
} }
public Vector4 ToVector4()
{
return new Vector4(Offset.X, Offset.Y, Percentage.X, Percentage.Y);
}
} }
} }

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@ -12,14 +12,12 @@ namespace Kav
EffectParameter normalTextureParam; EffectParameter normalTextureParam;
EffectParameter metallicRoughnessTextureParam; EffectParameter metallicRoughnessTextureParam;
EffectParameter uvOffsetAndDimensionsParam;
EffectParameter albedoParam; EffectParameter albedoParam;
EffectParameter metallicParam; EffectParameter metallicParam;
EffectParameter roughnessParam; EffectParameter roughnessParam;
EffectParameter numTextureRowsParam;
EffectParameter numTextureColumnsParam;
EffectParameter vertexShaderIndexParam;
EffectParameter shaderIndexParam; EffectParameter shaderIndexParam;
Matrix world = Matrix.Identity; Matrix world = Matrix.Identity;
@ -30,8 +28,7 @@ namespace Kav
float metallic; float metallic;
float roughness; float roughness;
int numTextureRows = 1; Vector4 uvData;
int numTextureColumns = 1;
bool albedoTextureEnabled = false; bool albedoTextureEnabled = false;
bool metallicRoughnessMapEnabled = false; bool metallicRoughnessMapEnabled = false;
@ -133,24 +130,15 @@ namespace Kav
} }
} }
public int NumTextureRows public Vector4 UVData
{ {
get { return numTextureRows; } get { return uvData; }
set set
{ {
numTextureRows = value; uvData = value;
numTextureRowsParam.SetValue(numTextureRows); uvOffsetAndDimensionsParam.SetValue(uvData);
}
} }
public int NumTextureColumns
{
get { return numTextureColumns; }
set
{
numTextureColumns = value;
numTextureColumnsParam.SetValue(numTextureColumns);
}
} }
public bool HardwareInstancingEnabled public bool HardwareInstancingEnabled
@ -210,18 +198,6 @@ namespace Kav
dirtyFlags &= ~EffectDirtyFlags.ViewProj; dirtyFlags &= ~EffectDirtyFlags.ViewProj;
} }
if ((dirtyFlags & EffectDirtyFlags.VertexShaderIndex) != 0)
{
int vertexShaderIndex = 0;
if (hardwareInstancingEnabled)
{
vertexShaderIndex = 1;
}
vertexShaderIndexParam.SetValue(vertexShaderIndex);
}
if ((dirtyFlags & EffectDirtyFlags.PixelShaderIndex) != 0) if ((dirtyFlags & EffectDirtyFlags.PixelShaderIndex) != 0)
{ {
int shaderIndex = 0; int shaderIndex = 0;
@ -274,11 +250,9 @@ namespace Kav
metallicParam = Parameters["MetallicValue"]; metallicParam = Parameters["MetallicValue"];
roughnessParam = Parameters["RoughnessValue"]; roughnessParam = Parameters["RoughnessValue"];
numTextureRowsParam = Parameters["NumTextureRows"]; uvOffsetAndDimensionsParam = Parameters["UVOffsetAndDimensions"];
numTextureColumnsParam = Parameters["NumTextureColumns"];
shaderIndexParam = Parameters["PixelShaderIndex"]; shaderIndexParam = Parameters["PixelShaderIndex"];
vertexShaderIndexParam = Parameters["VertexShaderIndex"];
} }
} }
} }

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@ -33,8 +33,7 @@ namespace Kav
Matrix view = Matrix.Identity; Matrix view = Matrix.Identity;
Matrix projection = Matrix.Identity; Matrix projection = Matrix.Identity;
Vector2 uvOffset; Vector4 uvData;
Vector2 subTextureDimensions;
EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All; EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
@ -115,23 +114,13 @@ namespace Kav
} }
} }
public Vector2 UVOffset public Vector4 UVData
{ {
get { return uvOffset; } get { return uvData; }
set set
{ {
uvOffset = value; uvData = value;
dirtyFlags |= EffectDirtyFlags.UVOrDimensions; dirtyFlags |= EffectDirtyFlags.UVData;
}
}
public Vector2 SubTextureDimensions
{
get { return subTextureDimensions; }
set
{
subTextureDimensions = value;
dirtyFlags |= EffectDirtyFlags.UVOrDimensions;
} }
} }
@ -168,14 +157,11 @@ namespace Kav
dirtyFlags &= ~EffectDirtyFlags.WorldViewProj; dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
} }
if ((dirtyFlags & EffectDirtyFlags.UVOrDimensions) != 0) if ((dirtyFlags & EffectDirtyFlags.UVData) != 0)
{ {
uvOffsetAndDimensionsParam.SetValue(new Vector4( uvOffsetAndDimensionsParam.SetValue(uvData);
UVOffset.X, UVOffset.Y,
SubTextureDimensions.X, SubTextureDimensions.Y
));
dirtyFlags &= ~EffectDirtyFlags.UVOrDimensions; dirtyFlags &= ~EffectDirtyFlags.UVData;
} }
if ((dirtyFlags & EffectDirtyFlags.PixelShaderIndex) != 0) if ((dirtyFlags & EffectDirtyFlags.PixelShaderIndex) != 0)

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@ -11,7 +11,7 @@ namespace Kav
VertexShaderIndex = 8, VertexShaderIndex = 8,
PixelShaderIndex = 16, PixelShaderIndex = 16,
ViewProj = 32, ViewProj = 32,
UVOrDimensions = 64, UVData = 64,
All = -1 All = -1
} }
} }

BIN
Effects/FXB/DeferredPBR_GBufferEffect.fxb (Stored with Git LFS)

Binary file not shown.

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@ -4,29 +4,31 @@ DECLARE_TEXTURE(AlbedoTexture, 0);
DECLARE_TEXTURE(NormalTexture, 1); DECLARE_TEXTURE(NormalTexture, 1);
DECLARE_TEXTURE(MetallicRoughnessTexture, 2); DECLARE_TEXTURE(MetallicRoughnessTexture, 2);
BEGIN_CONSTANTS float3 AlbedoValue;
float MetallicValue;
float RoughnessValue;
float3 AlbedoValue _ps(c0) _cb(c0); float4 UVOffsetAndDimensions;
float MetallicValue _ps(c1) _cb(c1);
float RoughnessValue _ps(c2) _cb(c2);
int NumTextureRows _vs(c9) _cb(c3); float4x4 World;
int NumTextureColumns _vs(c10) _cb(c4); float4x4 ViewProjection;
MATRIX_CONSTANTS
float4x4 World _vs(c0) _cb(c7);
float4x4 ViewProjection _vs(c4) _cb(c11);
END_CONSTANTS
struct VertexInput struct VertexInput
{ {
float4 Position : POSITION; float3 Position : POSITION;
float3 Normal : NORMAL; float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD; float2 TexCoord : TEXCOORD;
}; };
struct VertexInstancedInput
{
float3 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
float3 Translation : TEXCOORD2;
float2 UVData : TANGENT;
};
struct PixelInput struct PixelInput
{ {
float4 Position : SV_POSITION; float4 Position : SV_POSITION;
@ -51,7 +53,11 @@ PixelInput main_vs(VertexInput input)
output.PositionWorld = mul(input.Position, World).xyz; output.PositionWorld = mul(input.Position, World).xyz;
output.NormalWorld = normalize(mul(input.Normal, World)); 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); float4x4 worldViewProjection = mul(World, ViewProjection);
output.Position = mul(input.Position, worldViewProjection); output.Position = mul(input.Position, worldViewProjection);
@ -60,9 +66,7 @@ PixelInput main_vs(VertexInput input)
} }
PixelInput instanced_vs( PixelInput instanced_vs(
VertexInput input, VertexInstancedInput input
float3 Translation : TEXCOORD2,
float2 UVOffset : TEXCOORD5
) { ) {
PixelInput output; PixelInput output;
@ -70,7 +74,7 @@ PixelInput instanced_vs(
float4(1, 0, 0, 0), float4(1, 0, 0, 0),
float4(0, 1, 0, 0), float4(0, 1, 0, 0),
float4(0, 0, 1, 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); float4x4 worldViewProjection = mul(world, ViewProjection);
@ -79,9 +83,9 @@ PixelInput instanced_vs(
output.NormalWorld = mul(input.Normal, world); output.NormalWorld = mul(input.Normal, world);
float2 texCoord; float2 texCoord;
texCoord.x = (input.TexCoord.x / NumTextureColumns + UVOffset.x); texCoord.x = (input.TexCoord.x / 8) + input.UVData.x;
texCoord.y = (input.TexCoord.y / NumTextureRows + UVOffset.y); texCoord.y = (input.TexCoord.y / 1) + input.UVData.y;
output.TexCoord = texCoord; output.TexCoord = input.TexCoord;
output.Position = mul(input.Position, worldViewProjection); output.Position = mul(input.Position, worldViewProjection);
@ -204,19 +208,6 @@ PixelOutput AlbedoMetallicRoughnessNormalMapPS(PixelInput input)
return output; 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] = PixelShader PSArray[8] =
{ {
compile ps_3_0 NonePS(), compile ps_3_0 NonePS(),
@ -243,7 +234,7 @@ Technique GBuffer
{ {
Pass Pass
{ {
VertexShader = (VSArray[VSIndices[VertexShaderIndex]]); VertexShader = compile vs_3_0 instanced_vs();
PixelShader = (PSArray[PSIndices[PixelShaderIndex]]); PixelShader = (PSArray[PSIndices[PixelShaderIndex]]);
} }
} }

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@ -5,5 +5,6 @@ namespace Kav
public interface ICullable public interface ICullable
{ {
BoundingBox BoundingBox { get; } BoundingBox BoundingBox { get; }
Matrix TransformMatrix { get; }
} }
} }

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@ -1,3 +1,4 @@
using Kav.Data;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
@ -12,8 +13,5 @@ namespace Kav
Texture2D AlbedoTexture { get; } Texture2D AlbedoTexture { get; }
Texture2D NormalTexture { get; } Texture2D NormalTexture { get; }
Texture2D MetallicRoughnessTexture { get; } Texture2D MetallicRoughnessTexture { get; }
int NumTextureRows { get; }
int NumTextureColumns { get; }
} }
} }

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@ -0,0 +1,9 @@
using Kav.Data;
namespace Kav
{
public interface IUVDrawable
{
UVData UVData { get; }
}
}

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@ -3,7 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
namespace Kav namespace Kav
{ {
public class MeshPart : IIndexDrawable, IGBufferDrawable, ICullable, IHasVertexPositions public class MeshPart : IIndexDrawable, IGBufferDrawable, IHasVertexPositions
{ {
public IndexBuffer IndexBuffer { get; } public IndexBuffer IndexBuffer { get; }
public VertexBuffer VertexBuffer { get; } public VertexBuffer VertexBuffer { get; }
@ -38,9 +38,6 @@ namespace Kav
public float Metallic { get; set; } = 0.5f; public float Metallic { get; set; } = 0.5f;
public float Roughness { 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 DisableAlbedoMap { get; set; } = false;
public bool DisableNormalMap { get; set; } = false; public bool DisableNormalMap { get; set; } = false;
public bool DisableMetallicRoughnessMap { get; set; } = false; public bool DisableMetallicRoughnessMap { get; set; } = false;

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@ -4,7 +4,7 @@ using Microsoft.Xna.Framework.Graphics;
namespace Kav namespace Kav
{ {
public class MeshSprite : ICullable, IIndexDrawable public class MeshSprite : IIndexDrawable
{ {
public enum FlipOptions public enum FlipOptions
{ {

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@ -2,7 +2,7 @@ using Microsoft.Xna.Framework;
namespace Kav namespace Kav
{ {
public class Model : ICullable public class Model
{ {
public Mesh[] Meshes { get; } public Mesh[] Meshes { get; }
public BoundingBox BoundingBox { get; } public BoundingBox BoundingBox { get; }

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@ -159,20 +159,14 @@ namespace Kav
var boundingFrustum = new BoundingFrustum(camera.View * camera.Projection); 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); var matrix = BillboardTransforms(camera, data.TransformMatrix, data.BillboardConstraint);
if (FrustumCull(boundingFrustum, data.MeshSprite, matrix))
{
continue;
}
DiffuseLitSpriteEffect.NormalMapEnabled = data.MeshSprite.Normal != null; DiffuseLitSpriteEffect.NormalMapEnabled = data.MeshSprite.Normal != null;
DiffuseLitSpriteEffect.World = matrix; DiffuseLitSpriteEffect.World = matrix;
DiffuseLitSpriteEffect.UVOffset = data.UVOffset.Offset; DiffuseLitSpriteEffect.UVData = data.UVData.ToVector4();
DiffuseLitSpriteEffect.SubTextureDimensions = data.UVOffset.Percentage;
GraphicsDevice.Textures[0] = data.MeshSprite.Texture; GraphicsDevice.Textures[0] = data.MeshSprite.Texture;
GraphicsDevice.Textures[1] = data.MeshSprite.Normal; GraphicsDevice.Textures[1] = data.MeshSprite.Normal;
@ -232,13 +226,13 @@ namespace Kav
public static void CullAndRenderIndexed<T, U>( public static void CullAndRenderIndexed<T, U>(
GraphicsDevice graphicsDevice, GraphicsDevice graphicsDevice,
BoundingFrustum boundingFrustum, BoundingFrustum boundingFrustum,
IEnumerable<(T, Matrix)> drawableTransformPairs, IEnumerable<T> drawables,
U effect U effect
) where T : IIndexDrawable, ICullable where U : Effect, IHasWorldMatrix ) 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( RenderIndexed(
graphicsDevice, graphicsDevice,
@ -316,7 +310,7 @@ namespace Kav
public void RenderDepthIndexed<T>( public void RenderDepthIndexed<T>(
RenderTarget2D renderTarget, RenderTarget2D renderTarget,
PerspectiveCamera camera, PerspectiveCamera camera,
IEnumerable<(T, Matrix)> drawableTransforms IEnumerable<T> drawables
) where T : ICullable, IIndexDrawable ) where T : ICullable, IIndexDrawable
{ {
GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.SetRenderTarget(renderTarget);
@ -328,7 +322,7 @@ namespace Kav
CullAndRenderIndexed( CullAndRenderIndexed(
GraphicsDevice, GraphicsDevice,
new BoundingFrustum(camera.View * camera.Projection), new BoundingFrustum(camera.View * camera.Projection),
drawableTransforms, drawables,
SimpleDepthEffect SimpleDepthEffect
); );
} }
@ -381,9 +375,6 @@ namespace Kav
Deferred_GBufferEffect.Metallic = drawable.Metallic; Deferred_GBufferEffect.Metallic = drawable.Metallic;
Deferred_GBufferEffect.Roughness = drawable.Roughness; Deferred_GBufferEffect.Roughness = drawable.Roughness;
Deferred_GBufferEffect.NumTextureRows = drawable.NumTextureRows;
Deferred_GBufferEffect.NumTextureColumns = drawable.NumTextureColumns;
Deferred_GBufferEffect.AlbedoTexture = drawable.AlbedoTexture; Deferred_GBufferEffect.AlbedoTexture = drawable.AlbedoTexture;
Deferred_GBufferEffect.NormalTexture = drawable.NormalTexture; Deferred_GBufferEffect.NormalTexture = drawable.NormalTexture;
Deferred_GBufferEffect.MetallicRoughnessTexture = drawable.MetallicRoughnessTexture; Deferred_GBufferEffect.MetallicRoughnessTexture = drawable.MetallicRoughnessTexture;
@ -417,8 +408,8 @@ namespace Kav
public void RenderGBufferIndexed<T>( public void RenderGBufferIndexed<T>(
RenderTargetBinding[] gBuffer, RenderTargetBinding[] gBuffer,
PerspectiveCamera camera, PerspectiveCamera camera,
IEnumerable<(T, Matrix)> drawableTransforms IEnumerable<T> drawables
) where T : ICullable, IIndexDrawable, IGBufferDrawable { ) where T : ICullable, IIndexDrawable, IUVDrawable, IGBufferDrawable {
GraphicsDevice.SetRenderTargets(gBuffer); GraphicsDevice.SetRenderTargets(gBuffer);
GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.BlendState = BlendState.Opaque;
@ -429,9 +420,9 @@ namespace Kav
var boundingFrustum = new BoundingFrustum(camera.View * camera.Projection); 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; Deferred_GBufferEffect.HardwareInstancingEnabled = false;
@ -439,6 +430,8 @@ namespace Kav
Deferred_GBufferEffect.Metallic = drawable.Metallic; Deferred_GBufferEffect.Metallic = drawable.Metallic;
Deferred_GBufferEffect.Roughness = drawable.Roughness; Deferred_GBufferEffect.Roughness = drawable.Roughness;
Deferred_GBufferEffect.UVData = drawable.UVData.ToVector4();
Deferred_GBufferEffect.AlbedoTexture = drawable.AlbedoTexture; Deferred_GBufferEffect.AlbedoTexture = drawable.AlbedoTexture;
Deferred_GBufferEffect.NormalTexture = drawable.NormalTexture; Deferred_GBufferEffect.NormalTexture = drawable.NormalTexture;
Deferred_GBufferEffect.MetallicRoughnessTexture = drawable.MetallicRoughnessTexture; Deferred_GBufferEffect.MetallicRoughnessTexture = drawable.MetallicRoughnessTexture;
@ -684,7 +677,7 @@ namespace Kav
public void RenderDirectionalShadowsIndexed<T>( public void RenderDirectionalShadowsIndexed<T>(
DirectionalShadowMapData shadowMapData, DirectionalShadowMapData shadowMapData,
IEnumerable<(T, Matrix)> drawableTransforms IEnumerable<T> drawableTransforms
) where T : ICullable, IIndexDrawable { ) where T : ICullable, IIndexDrawable {
// render the individual shadow cascades // render the individual shadow cascades
for (var i = 0; i < shadowMapData.NumShadowCascades; i++) for (var i = 0; i < shadowMapData.NumShadowCascades; i++)
@ -700,7 +693,7 @@ namespace Kav
private void RenderDirectionalShadowMapIndexed<T>( private void RenderDirectionalShadowMapIndexed<T>(
DirectionalShadowMapData shadowMapData, DirectionalShadowMapData shadowMapData,
int shadowCascadeIndex, int shadowCascadeIndex,
IEnumerable<(T, Matrix)> drawableTransforms IEnumerable<T> drawables
) where T : ICullable, IIndexDrawable { ) where T : ICullable, IIndexDrawable {
GraphicsDevice.SetRenderTarget(shadowMapData.ShadowMaps[shadowCascadeIndex]); GraphicsDevice.SetRenderTarget(shadowMapData.ShadowMaps[shadowCascadeIndex]);
GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.DepthStencilState = DepthStencilState.Default;
@ -712,7 +705,7 @@ namespace Kav
CullAndRenderIndexed( CullAndRenderIndexed(
GraphicsDevice, GraphicsDevice,
new BoundingFrustum(SimpleDepthEffect.View * SimpleDepthEffect.Projection), new BoundingFrustum(SimpleDepthEffect.View * SimpleDepthEffect.Projection),
drawableTransforms, drawables,
SimpleDepthEffect SimpleDepthEffect
); );
} }
@ -763,7 +756,7 @@ namespace Kav
public void RenderPointShadowMapIndexed<T>( public void RenderPointShadowMapIndexed<T>(
RenderTargetCube pointShadowCubeMap, RenderTargetCube pointShadowCubeMap,
IEnumerable<(T, Matrix)> modelTransforms, IEnumerable<T> drawables,
PointLight pointLight PointLight pointLight
) where T : ICullable, IIndexDrawable { ) where T : ICullable, IIndexDrawable {
GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.DepthStencilState = DepthStencilState.Default;
@ -831,7 +824,7 @@ namespace Kav
CullAndRenderIndexed( CullAndRenderIndexed(
GraphicsDevice, GraphicsDevice,
new BoundingFrustum(LinearDepthEffect.View * LinearDepthEffect.Projection), new BoundingFrustum(LinearDepthEffect.View * LinearDepthEffect.Projection),
modelTransforms, drawables,
LinearDepthEffect LinearDepthEffect
); );
} }
@ -843,7 +836,7 @@ namespace Kav
VertexBuffer instanceVertexBuffer, VertexBuffer instanceVertexBuffer,
int numInstances, int numInstances,
PointLight pointLight PointLight pointLight
) where T : ICullable, IIndexDrawable ) where T : IIndexDrawable
{ {
GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque; 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, BoundingFrustum boundingFrustum,
IEnumerable<(T, Matrix)> cullableTransforms IEnumerable<T> cullables
) where T : ICullable { ) 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); var containment = boundingFrustum.Contains(boundingBox);
if (containment != ContainmentType.Disjoint) 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) private static BoundingBox TransformedBoundingBox(BoundingBox boundingBox, Matrix matrix)
{ {
var center = (boundingBox.Min + boundingBox.Max) / 2f; var center = (boundingBox.Min + boundingBox.Max) / 2f;

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@ -12,7 +12,7 @@ namespace Kav
public static VertexDeclaration PositionTextureOffsetInstanceDeclaration = new VertexDeclaration public static VertexDeclaration PositionTextureOffsetInstanceDeclaration = new VertexDeclaration
( (
new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.TextureCoordinate, 2), new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.TextureCoordinate, 2),
new VertexElement(12, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 5) new VertexElement(12, VertexElementFormat.Vector4, VertexElementUsage.Tangent, 0)
); );
} }
} }

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@ -16,16 +16,16 @@ namespace Kav
} }
public Vector3 Translation { get; set; } public Vector3 Translation { get; set; }
public Vector2 UVOffset { get; set; } public Vector4 UVData { get; set; }
public static readonly VertexDeclaration VertexDeclaration; public static readonly VertexDeclaration VertexDeclaration;
public PositionTextureOffsetInstanceVertex( public PositionTextureOffsetInstanceVertex(
Vector3 translation, Vector3 translation,
Vector2 uvOffset Vector4 uvData
) { ) {
Translation = translation; Translation = translation;
UVOffset = uvOffset; UVData = uvData;
} }
} }
} }