initial diffuse lit sprite effect
parent
ae445d94d3
commit
47242e4f52
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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 DiffuseLitSpriteEffect : Effect
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{
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EffectParameter textureParam;
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EffectParameter ambientColorParam;
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EffectParameter directionalLightDirectionParam;
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EffectParameter directionalLightColorParam;
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EffectParameter worldParam;
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EffectParameter worldViewProjectionParam;
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EffectParameter worldInverseTransposeParam;
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Texture2D texture;
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Vector3 ambientColor;
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Vector3 directionalLightDirection;
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Vector3 directionalLightColor;
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Matrix world = Matrix.Identity;
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Matrix view = Matrix.Identity;
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Matrix projection = Matrix.Identity;
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EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
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public Texture2D Texture
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{
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get { return texture; }
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set
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{
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texture = value;
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textureParam.SetValue(texture);
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}
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}
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public Matrix World
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{
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get { return world; }
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set
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{
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world = value;
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dirtyFlags |= EffectDirtyFlags.World | EffectDirtyFlags.WorldViewProj;
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}
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}
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public Matrix View
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{
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get { return view; }
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set
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{
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view = value;
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dirtyFlags |= EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.EyePosition;
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}
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}
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public Matrix Projection
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{
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get { return projection; }
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set
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{
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projection = value;
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dirtyFlags |= EffectDirtyFlags.WorldViewProj;
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}
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}
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public int MaxPointLights { get; } = 8;
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public Vector3 AmbientColor
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{
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get { return ambientColor; }
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set
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{
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ambientColor = value;
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ambientColorParam.SetValue(ambientColor);
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}
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}
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public PointLightCollection PointLights { get; private set; }
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public Vector3 DirectionalLightDirection
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{
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get { return directionalLightDirection; }
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set
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{
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directionalLightDirection = value;
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directionalLightDirectionParam.SetValue(directionalLightDirection);
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}
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}
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public Vector3 DirectionalLightColor
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{
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get { return directionalLightColor; }
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set
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{
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directionalLightColor = value;
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directionalLightColorParam.SetValue(directionalLightColor);
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}
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}
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public DiffuseLitSpriteEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DiffuseLitSpriteEffect)
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{
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CacheEffectParameters();
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PointLights = new PointLightCollection(
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Parameters["PointLightPositions"],
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Parameters["PointLightColors"],
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MaxPointLights
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);
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}
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protected override void OnApply()
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{
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if ((dirtyFlags & EffectDirtyFlags.World) != 0)
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{
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worldParam.SetValue(world);
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Matrix.Invert(ref world, out Matrix worldInverse);
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Matrix.Transpose(ref worldInverse, out Matrix worldInverseTranspose);
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worldInverseTransposeParam.SetValue(worldInverseTranspose);
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dirtyFlags &= ~EffectDirtyFlags.World;
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}
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if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0)
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{
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Matrix.Multiply(ref world, ref view, out Matrix worldView);
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Matrix.Multiply(ref worldView, ref projection, out Matrix worldViewProj);
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worldViewProjectionParam.SetValue(worldViewProj);
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dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
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}
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}
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private void CacheEffectParameters()
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{
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textureParam = Parameters["Texture"];
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worldParam = Parameters["World"];
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worldViewProjectionParam = Parameters["WorldViewProjection"];
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worldInverseTransposeParam = Parameters["WorldInverseTranspose"];
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ambientColorParam = Parameters["AmbientColor"];
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directionalLightDirectionParam = Parameters["DirectionalLightDirection"];
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directionalLightColorParam = Parameters["DirectionalLightColor"];
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}
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}
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}
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Binary file not shown.
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@ -0,0 +1,90 @@
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#include "Macros.fxh" //from FNA
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// Effect applies normalmapped lighting to a 2D sprite.
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DECLARE_TEXTURE(Texture, 0);
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DECLARE_TEXTURE(Normal, 1);
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BEGIN_CONSTANTS
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float AmbientColor _ps(c0) _cb(c0);
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float3 PointLightPositions[8] _ps(c1) _cb(c1);
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float3 PointLightColors[8] _ps(c9) _cb(c9);
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float DirectionalLightDirection _ps(c17) _cb(c17);
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float DirectionalLightColor _ps(c18) _cb(c18);
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MATRIX_CONSTANTS
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float4x4 WorldInverseTranspose _ps(c19) _cb(c19);
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float4x4 World _vs(c0) _cb(c23);
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float4x4 WorldViewProjection _vs(c4) _cb(c27);
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END_CONSTANTS
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struct VertexShaderInput
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{
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float4 Position : POSITION;
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float2 TexCoord : TEXCOORD0;
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};
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struct PixelShaderInput
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{
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float4 Position : SV_Position;
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float2 TexCoord : TEXCOORD0;
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float3 PositionWS : TEXCOORD2;
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};
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PixelShaderInput main_vs(VertexShaderInput input)
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{
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PixelShaderInput output;
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output.TexCoord = input.TexCoord;
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output.PositionWS = mul(input.Position, World).xyz;
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output.Position = mul(input.Position, WorldViewProjection);
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return output;
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}
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float4 main_ps(PixelShaderInput input) : COLOR0
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{
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// Look up the texture and normalmap values.
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float4 tex = tex2D(TextureSampler, input.TexCoord);
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float3 normal = tex2D(NormalSampler, input.TexCoord).xyz;
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float3 normalWS = mul(normal, (float3x3)WorldInverseTranspose).xyz;
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float3 lightColor = float3(0.0, 0.0, 0.0);
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// point lights
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for (int i = 0; i < 8; i++)
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{
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float3 lightVec = PointLightPositions[i] - input.PositionWS;
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float distance = length(lightVec);
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float3 lightDir = normalize(lightVec);
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float diffuse = max(dot(normalWS, lightDir), 0.0);
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float3 attenuation = 1.0 / (distance * distance);
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lightColor += diffuse * attenuation * PointLightColors[i];
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}
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// directional light
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float directionalDiffuse = max(dot(normalWS, DirectionalLightDirection), 0.0);
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lightColor += directionalDiffuse * DirectionalLightColor;
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// ambient light
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lightColor += AmbientColor;
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// blend with sample
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return tex * float4(lightColor, 1.0);
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}
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Technique DiffuseLitSprite
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{
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pass
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{
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VertexShader = compile vs_3_0 main_vs();
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PixelShader = compile ps_3_0 main_ps();
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}
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}
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@ -49,6 +49,9 @@
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<EmbeddedResource Include="Effects\FXB\SkyboxEffect.fxb">
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<LogicalName>Kav.Resources.SkyboxEffect.fxb</LogicalName>
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</EmbeddedResource>
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<EmbeddedResource Include="Effects\FXB\DiffuseLitSpriteEffect.fxb">
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<LogicalName>Kav.Resources.DiffuseLitSpriteEffect.fxb</LogicalName>
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</EmbeddedResource>
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<EmbeddedResource Include="Models\UnitCube.glb">
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<LogicalName>Kav.Resources.UnitCube.glb</LogicalName>
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</EmbeddedResource>
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<EmbeddedResource Include="Effects\FXB\SkyboxEffect.fxb">
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<LogicalName>Kav.Resources.SkyboxEffect.fxb</LogicalName>
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</EmbeddedResource>
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<EmbeddedResource Include="Effects\FXB\DiffuseLitSpriteEffect.fxb">
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<LogicalName>Kav.Resources.DiffuseLitSpriteEffect.fxb</LogicalName>
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</EmbeddedResource>
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<EmbeddedResource Include="Models\UnitCube.glb">
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<LogicalName>Kav.Resources.UnitCube.glb</LogicalName>
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</EmbeddedResource>
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38
Renderer.cs
38
Renderer.cs
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@ -33,7 +33,7 @@ namespace Kav
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private LinearDepthEffect LinearDepthEffect { get; }
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private Effect ToneMapEffect { get; }
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private SkyboxEffect SkyboxEffect { get; }
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private BasicEffect BasicEffect { get; }
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private DiffuseLitSpriteEffect DiffuseLitSpriteEffect { get; }
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private RenderTarget2D gPosition { get; }
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private RenderTarget2D gNormal { get; }
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ToneMapEffect = new Effect(graphicsDevice, Resources.ToneMapEffect);
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Deferred_ToonEffect = new Deferred_ToonEffect(GraphicsDevice);
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SkyboxEffect = new SkyboxEffect(GraphicsDevice);
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BasicEffect = new BasicEffect(GraphicsDevice);
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DiffuseLitSpriteEffect = new DiffuseLitSpriteEffect(GraphicsDevice);
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FullscreenTriangle = new VertexBuffer(GraphicsDevice, typeof(VertexPositionTexture), 3, BufferUsage.WriteOnly);
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FullscreenTriangle.SetData(new VertexPositionTexture[3] {
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RenderTarget2D renderTarget,
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PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms,
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IEnumerable<Sprite> sprites
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IEnumerable<Sprite> sprites,
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AmbientLight ambientLight,
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IEnumerable<PointLight> pointLights,
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DirectionalLight directionalLight
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) {
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GraphicsDevice.SetRenderTarget(ColorRenderTarget);
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GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1f, 0);
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DepthRender(camera, modelTransforms);
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GraphicsDevice.Clear(ClearOptions.Target, new Color(0, 0, 0, 0), 1f, 0);
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BasicEffect.View = camera.View;
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BasicEffect.Projection = camera.Projection;
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BasicEffect.TextureEnabled = true;
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BasicEffect.VertexColorEnabled = true;
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DiffuseLitSpriteEffect.View = camera.View;
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DiffuseLitSpriteEffect.Projection = camera.Projection;
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DiffuseLitSpriteEffect.DirectionalLightDirection =
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directionalLight.Direction;
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DiffuseLitSpriteEffect.DirectionalLightColor =
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directionalLight.Color.ToVector3() * directionalLight.Intensity;
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var i = 0;
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foreach (var pointLight in pointLights)
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{
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if (i > DiffuseLitSpriteEffect.MaxPointLights) { break; }
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DiffuseLitSpriteEffect.PointLights[i] = pointLight;
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i += 1;
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}
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foreach (var sprite in sprites)
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{
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if (sprite.BillboardConstraint == SpriteBillboardConstraint.None)
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{
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BasicEffect.World = sprite.TransformMatrix;
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DiffuseLitSpriteEffect.World = sprite.TransformMatrix;
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}
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else if (sprite.BillboardConstraint == SpriteBillboardConstraint.Horizontal)
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{
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BasicEffect.World = Matrix.CreateConstrainedBillboard(
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DiffuseLitSpriteEffect.World = Matrix.CreateConstrainedBillboard(
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sprite.Position,
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camera.Position,
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Vector3.Up,
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}
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else
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{
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BasicEffect.World = Matrix.CreateConstrainedBillboard(
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DiffuseLitSpriteEffect.World = Matrix.CreateConstrainedBillboard(
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sprite.Position,
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camera.Position,
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Vector3.Up,
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@ -286,7 +300,9 @@ namespace Kav
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);
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}
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SpriteBatch.Begin(0, null, null, DepthStencilState.DepthRead, RasterizerState.CullNone, BasicEffect);
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GraphicsDevice.Textures[1] = sprite.Texture;
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SpriteBatch.Begin(0, null, null, DepthStencilState.DepthRead, RasterizerState.CullNone, DiffuseLitSpriteEffect);
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SpriteBatch.Draw(
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sprite.Texture,
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Vector2.Zero,
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13
Resources.cs
13
Resources.cs
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@ -135,6 +135,18 @@ namespace Kav
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}
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}
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public static byte[] DiffuseLitSpriteEffect
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{
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get
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{
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if (diffuseLitSpriteEffect == null)
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{
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diffuseLitSpriteEffect = GetResource("DiffuseLitSpriteEffect.fxb");
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}
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return diffuseLitSpriteEffect;
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}
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}
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public static byte[] UnitCubeModel
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{
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get
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@ -158,6 +170,7 @@ namespace Kav
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private static byte[] simpleDepthEffect;
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private static byte[] linearDepthEffect;
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private static byte[] skyboxEffect;
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private static byte[] diffuseLitSpriteEffect;
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private static byte[] unitCubeModel;
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