new mesh sprite and diffuse lit sprite system
parent
60ebb19e24
commit
ca6c91446e
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@ -5,8 +5,6 @@ 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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@ -16,7 +14,12 @@ namespace Kav
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EffectParameter worldViewProjectionParam;
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EffectParameter worldInverseTransposeParam;
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EffectParameter shaderIndexParam;
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Texture2D texture;
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Texture2D normal;
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bool normalMapEnabled = false;
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Vector3 ambientColor;
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@ -29,13 +32,16 @@ namespace Kav
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EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
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public Texture2D Texture
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public bool NormalMapEnabled
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{
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get { return texture; }
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get { return normalMapEnabled; }
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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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if (normalMapEnabled != value)
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{
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normalMapEnabled = value;
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dirtyFlags |= EffectDirtyFlags.ShaderIndex;
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}
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}
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}
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@ -135,12 +141,22 @@ namespace Kav
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dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
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}
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if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0)
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{
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int shaderIndex = 0;
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if (normalMapEnabled)
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{
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shaderIndex = 1;
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}
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shaderIndexParam.SetValue(shaderIndex);
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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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@ -149,6 +165,8 @@ namespace Kav
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directionalLightDirectionParam = Parameters["DirectionalLightDirection"];
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directionalLightColorParam = Parameters["DirectionalLightColor"];
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shaderIndexParam = Parameters["ShaderIndex"];
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}
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}
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}
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BIN
Effects/FXB/DiffuseLitSpriteEffect.fxb (Stored with Git LFS)
BIN
Effects/FXB/DiffuseLitSpriteEffect.fxb (Stored with Git LFS)
Binary file not shown.
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@ -1,90 +0,0 @@
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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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@ -0,0 +1,134 @@
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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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float3 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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float3 DirectionalLightDirection _ps(c17) _cb(c17);
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float3 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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float3 Normal : NORMAL;
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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 NormalWS : TEXCOORD1;
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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.Position = mul(input.Position, WorldViewProjection);
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output.TexCoord = input.TexCoord;
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output.NormalWS = mul(input.Normal, (float3x3)WorldInverseTranspose).xyz;
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output.PositionWS = mul(input.Position, World).xyz;
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return output;
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}
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// Easy trick to get tangent-normals to world-space to keep PBR code simplified.
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float3 GetNormalFromMap(float3 worldPos, float2 texCoords, float3 normal)
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{
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float3 tangentNormal = SAMPLE_TEXTURE(Normal, texCoords).xyz * 2.0 - 1.0;
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float3 Q1 = ddx(worldPos);
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float3 Q2 = ddy(worldPos);
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float2 st1 = ddx(texCoords);
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float2 st2 = ddy(texCoords);
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float3 N = normalize(normal);
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float3 T = normalize(Q1*st2.y - Q2*st1.y);
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float3 B = -normalize(cross(N, T));
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float3x3 TBN = float3x3(T, B, N);
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return normalize(mul(tangentNormal, TBN));
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}
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float4 LightColor(float3 worldPosition, float3 worldNormal)
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{
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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] - worldPosition;
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float distance = length(lightVec);
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float3 lightDir = normalize(lightVec);
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float diffuse = max(dot(worldNormal, 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(worldNormal, 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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return float4(lightColor, 1.0);
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}
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float4 WithoutNormalMap(PixelShaderInput input) : COLOR0
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{
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float4 tex = SAMPLE_TEXTURE(Texture, input.TexCoord);
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float3 normalWS = normalize(input.NormalWS);
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return tex * LightColor(input.PositionWS, normalWS);
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}
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float4 WithNormalMap(PixelShaderInput input) : COLOR0
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{
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float4 tex = SAMPLE_TEXTURE(Texture, input.TexCoord);
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float3 normalWS = GetNormalFromMap(input.PositionWS, input.TexCoord, input.NormalWS);
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return tex * LightColor(input.PositionWS, normalWS);
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}
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PixelShader PSArray[2] =
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{
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compile ps_3_0 WithoutNormalMap(),
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compile ps_3_0 WithNormalMap()
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};
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int PSIndices[2] =
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{
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0, 1
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};
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int ShaderIndex = 0;
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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 = (PSArray[PSIndices[ShaderIndex]]);
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}
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}
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@ -0,0 +1,105 @@
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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 MeshSprite
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{
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private static readonly int PixelScale = 40;
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public IndexBuffer IndexBuffer { get; }
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public VertexBuffer VertexBuffer { get; }
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public Texture2D Texture { get; }
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public Texture2D Normal { get; }
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public SpriteBillboardConstraint BillboardConstraint { get; }
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public MeshSprite(
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GraphicsDevice graphicsDevice,
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Texture2D texture,
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SpriteBillboardConstraint billboardConstraint
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) {
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Texture = texture;
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Normal = null;
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BillboardConstraint = billboardConstraint;
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IndexBuffer = new IndexBuffer(
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graphicsDevice,
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IndexElementSize.SixteenBits,
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6,
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BufferUsage.WriteOnly
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);
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IndexBuffer.SetData(GenerateIndexArray());
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VertexBuffer = new VertexBuffer(
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graphicsDevice,
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typeof(VertexPositionNormalTexture),
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4,
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BufferUsage.WriteOnly
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);
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VertexBuffer.SetData(GenerateVertexArray(Texture));
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}
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public MeshSprite(
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GraphicsDevice graphicsDevice,
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Texture2D texture,
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Texture2D normal,
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SpriteBillboardConstraint billboardConstraint
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) {
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Texture = texture;
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Normal = normal;
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BillboardConstraint = billboardConstraint;
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IndexBuffer = new IndexBuffer(
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graphicsDevice,
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IndexElementSize.SixteenBits,
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6,
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BufferUsage.WriteOnly
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);
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IndexBuffer.SetData(GenerateIndexArray());
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VertexBuffer = new VertexBuffer(
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graphicsDevice,
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typeof(VertexPositionNormalTexture),
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4,
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BufferUsage.WriteOnly
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);
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VertexBuffer.SetData(GenerateVertexArray(Texture));
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}
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private static short[] GenerateIndexArray()
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{
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short[] result = new short[6];
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result[0] = 0;
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result[1] = 1;
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result[2] = 2;
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result[3] = 1;
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result[4] = 3;
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result[5] = 2;
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return result;
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}
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private static VertexPositionNormalTexture[] GenerateVertexArray(Texture2D texture)
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{
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VertexPositionNormalTexture[] result = new VertexPositionNormalTexture[4];
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result[0].Position = new Vector3(-texture.Width / 2, texture.Height / 2, 0) / PixelScale;
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result[0].Normal = new Vector3(0, 0, -1);
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result[0].TextureCoordinate = new Vector2(0, 0);
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result[1].Position = new Vector3(texture.Width / 2, texture.Height / 2, 0) / PixelScale;
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result[1].Normal = new Vector3(0, 0, -1);
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result[1].TextureCoordinate = new Vector2(1, 0);
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result[2].Position = new Vector3(-texture.Width / 2, -texture.Height / 2, 0) / PixelScale;
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result[2].Normal = new Vector3(0, 0, -1);
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result[2].TextureCoordinate = new Vector2(0, 1);
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result[3].Position = new Vector3(texture.Width / 2, -texture.Height / 2, 0) / PixelScale;
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result[3].Normal = new Vector3(0, 0, -1);
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result[3].TextureCoordinate = new Vector2(1, 1);
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return result;
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}
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}
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}
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93
Renderer.cs
93
Renderer.cs
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@ -183,7 +183,7 @@ namespace Kav
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IEnumerable<(Model, Matrix)> modelTransforms,
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AmbientLight ambientLight,
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IEnumerable<PointLight> pointLights,
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DirectionalLight directionalLight
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DirectionalLight? directionalLight
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) {
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GBufferRender(camera, modelTransforms);
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PointLightRender(camera, modelTransforms, pointLight);
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}
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DirectionalLightRender(camera, modelTransforms, directionalLight);
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if (directionalLight.HasValue)
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{
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DirectionalLightRender(camera, modelTransforms, directionalLight.Value);
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}
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GraphicsDevice.SetRenderTarget(renderTarget);
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SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, ToneMapEffect);
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IEnumerable<(Model, Matrix)> modelTransforms,
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AmbientLight ambientLight,
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IEnumerable<PointLight> pointLights,
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DirectionalLight directionalLight,
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DirectionalLight? directionalLight,
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TextureCube skybox
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) {
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GBufferRender(camera, modelTransforms);
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{
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PointLightRender(camera, modelTransforms, pointLight);
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}
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DirectionalLightToonRender(camera, modelTransforms, directionalLight);
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if (directionalLight.HasValue)
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{
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DirectionalLightToonRender(camera, modelTransforms, directionalLight.Value);
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}
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SkyboxRender(camera, skybox);
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GraphicsDevice.SetRenderTarget(renderTarget);
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SpriteBatch.End();
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}
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// billboards sprites into the scene
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// FIXME: we can frustum cull the sprites probably
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public void BillboardSpriteRender(
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// TODO: we could make this a lot more efficient probably
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// draws mesh sprites with a forward rendered diffuse lighting technique
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public void MeshSpriteRender(
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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<(MeshSprite, Matrix)> meshSpriteTransforms,
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AmbientLight ambientLight,
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IEnumerable<PointLight> pointLights,
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DirectionalLight directionalLight
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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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GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
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GraphicsDevice.RasterizerState = RasterizerState.CullNone;
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GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp;
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GraphicsDevice.SamplerStates[1] = SamplerState.PointClamp;
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GraphicsDevice.BlendState = BlendState.AlphaBlend;
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DiffuseLitSpriteEffect.View = camera.View;
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DiffuseLitSpriteEffect.Projection = camera.Projection;
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DiffuseLitSpriteEffect.AmbientColor =
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ambientLight.Color.ToVector3();
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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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if (directionalLight.HasValue)
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{
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DiffuseLitSpriteEffect.DirectionalLightDirection =
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directionalLight.Value.Direction;
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DiffuseLitSpriteEffect.DirectionalLightColor =
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directionalLight.Value.Color.ToVector3() * directionalLight.Value.Intensity;
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}
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else
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{
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DiffuseLitSpriteEffect.DirectionalLightColor = Vector3.Zero;
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}
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var i = 0;
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foreach (var pointLight in pointLights)
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@ -276,26 +297,28 @@ namespace Kav
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i += 1;
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}
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foreach (var sprite in sprites)
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foreach (var (sprite, transform) in meshSpriteTransforms)
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{
|
||||
DiffuseLitSpriteEffect.NormalMapEnabled = sprite.Normal != null;
|
||||
|
||||
if (sprite.BillboardConstraint == SpriteBillboardConstraint.None)
|
||||
{
|
||||
DiffuseLitSpriteEffect.World = sprite.TransformMatrix;
|
||||
DiffuseLitSpriteEffect.World = transform;
|
||||
}
|
||||
else if (sprite.BillboardConstraint == SpriteBillboardConstraint.Horizontal)
|
||||
{
|
||||
DiffuseLitSpriteEffect.World = Matrix.CreateConstrainedBillboard(
|
||||
sprite.Position,
|
||||
transform.Translation,
|
||||
camera.Position,
|
||||
Vector3.Up,
|
||||
camera.Forward,
|
||||
camera.Position - sprite.Position
|
||||
camera.Position - transform.Translation
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
DiffuseLitSpriteEffect.World = Matrix.CreateConstrainedBillboard(
|
||||
sprite.Position,
|
||||
transform.Translation,
|
||||
camera.Position,
|
||||
Vector3.Up,
|
||||
null,
|
||||
|
@ -303,24 +326,27 @@ namespace Kav
|
|||
);
|
||||
}
|
||||
|
||||
GraphicsDevice.Textures[1] = sprite.Texture;
|
||||
GraphicsDevice.Textures[0] = sprite.Texture;
|
||||
GraphicsDevice.Textures[1] = sprite.Normal;
|
||||
|
||||
SpriteBatch.Begin(0, null, null, DepthStencilState.DepthRead, RasterizerState.CullNone, DiffuseLitSpriteEffect);
|
||||
SpriteBatch.Draw(
|
||||
sprite.Texture,
|
||||
Vector2.Zero,
|
||||
null,
|
||||
Color.White,
|
||||
sprite.Rotation,
|
||||
sprite.Origin,
|
||||
sprite.Scale / new Vector2(sprite.Texture.Width, -sprite.Texture.Height),
|
||||
0,
|
||||
0
|
||||
);
|
||||
SpriteBatch.End();
|
||||
GraphicsDevice.SetVertexBuffer(sprite.VertexBuffer);
|
||||
GraphicsDevice.Indices = sprite.IndexBuffer;
|
||||
|
||||
foreach (var pass in DiffuseLitSpriteEffect.CurrentTechnique.Passes)
|
||||
{
|
||||
pass.Apply();
|
||||
|
||||
GraphicsDevice.DrawIndexedPrimitives(
|
||||
PrimitiveType.TriangleList,
|
||||
0,
|
||||
0,
|
||||
sprite.VertexBuffer.VertexCount,
|
||||
0,
|
||||
2
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
GraphicsDevice.SetRenderTarget(renderTarget);
|
||||
GraphicsDevice.Clear(new Color(0, 0, 0, 0));
|
||||
SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null);
|
||||
|
@ -558,6 +584,7 @@ namespace Kav
|
|||
Deferred_ToonEffect.DitheredShadows = false;
|
||||
|
||||
Deferred_ToonEffect.EyePosition = camera.Position;
|
||||
|
||||
Deferred_ToonEffect.DirectionalLightDirection = directionalLight.Direction;
|
||||
Deferred_ToonEffect.DirectionalLightColor =
|
||||
directionalLight.Color.ToVector3() * directionalLight.Intensity;
|
||||
|
|
Loading…
Reference in New Issue