turn point lights into classes and give them a shadow map

mesh_sprite_draw
cosmonaut 2020-12-09 17:10:01 -08:00
parent ee909ba94e
commit d5d0a38ff1
5 changed files with 36 additions and 85 deletions

View File

@ -74,32 +74,6 @@ namespace Kav
);
}
protected DeferredPBREffect(DeferredPBREffect cloneSource) : base(cloneSource)
{
GPosition = cloneSource.GPosition;
GAlbedo = cloneSource.GAlbedo;
GNormal = cloneSource.GNormal;
GMetallicRoughness = cloneSource.GMetallicRoughness;
EyePosition = cloneSource.EyePosition;
PointLights = new PointLightCollection(
Parameters["LightPositions"],
Parameters["PositionLightColors"],
MaxPointLights
);
for (int i = 0; i < MaxPointLights; i++)
{
PointLights[i] = cloneSource.PointLights[i];
}
}
public override Effect Clone()
{
return new DeferredPBREffect(this);
}
protected override void OnApply()
{
gPositionParam.SetValue(GPosition);

View File

@ -197,45 +197,6 @@ namespace Kav
);
}
protected PBREffect(PBREffect cloneSource) : base(cloneSource)
{
CacheEffectParameters();
World = cloneSource.World;
View = cloneSource.View;
Projection = cloneSource.Projection;
PointLights = new PointLightCollection(
Parameters["LightPositions"],
Parameters["PositionLightColors"],
MaxPointLights
);
for (int i = 0; i < MaxPointLights; i++)
{
PointLights[i] = cloneSource.PointLights[i];
}
AlbedoTexture = cloneSource.AlbedoTexture;
NormalTexture = cloneSource.NormalTexture;
EmissionTexture = cloneSource.EmissionTexture;
OcclusionTexture = cloneSource.OcclusionTexture;
MetallicRoughnessTexture = cloneSource.MetallicRoughnessTexture;
EnvDiffuseTexture = cloneSource.EnvDiffuseTexture;
BRDFLutTexture = cloneSource.BRDFLutTexture;
EnvSpecularTexture = cloneSource.EnvSpecularTexture;
Albedo = cloneSource.Albedo;
Metallic = cloneSource.Metallic;
Roughness = cloneSource.Roughness;
AO = cloneSource.AO;
}
public override Effect Clone()
{
return new PBREffect(this);
}
protected override void OnApply()
{
if ((dirtyFlags & EffectDirtyFlags.World) != 0)

View File

@ -23,20 +23,6 @@ namespace Kav
public PointLight this[int i]
{
get
{
var color = colors[i] / intensities[i];
return new PointLight(
positions[i],
new Color(
color.X,
color.Y,
color.Z,
1f
),
intensities[i]
);
}
set
{
positions[i] = value.Position;

View File

@ -1,24 +1,55 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
namespace Kav
{
public struct PointLight
public sealed class PointLight : IDisposable
{
public static double ATTENUATION_EPSILON = 0.1;
public Vector3 Position { get; }
public Color Color { get; }
public float Radius { get; }
public BoundingSphere BoundingSphere { get; }
public PointLight(Vector3 position, Color color, float radius)
{
public RenderTargetCube ShadowMap { get; }
public PointLight(
GraphicsDevice graphicsDevice,
Vector3 position,
Color color,
float radius,
int shadowMapSize
) {
Position = position;
Color = color;
Radius = radius;
BoundingSphere = new BoundingSphere(position, Radius);
ShadowMap = new RenderTargetCube(
graphicsDevice,
shadowMapSize,
false,
SurfaceFormat.Single,
DepthFormat.Depth24,
0,
RenderTargetUsage.PreserveContents
);
var currentRTs = graphicsDevice.GetRenderTargets();
foreach (CubeMapFace face in Enum.GetValues(typeof(CubeMapFace)))
{
graphicsDevice.SetRenderTarget(ShadowMap, face);
graphicsDevice.Clear(Color.White);
}
graphicsDevice.SetRenderTargets(currentRTs);
}
public void Dispose()
{
ShadowMap.Dispose();
}
}
}

View File

@ -755,7 +755,6 @@ namespace Kav
public void RenderPointShadowMapIndexed<T>(
RenderTargetCube pointShadowCubeMap,
PerspectiveCamera camera,
IEnumerable<(T, Matrix)> modelTransforms,
PointLight pointLight
) where T : ICullable, IIndexDrawable {