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tiled_draw
Author | SHA1 | Date |
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cosmonaut | 40b5d71bfe |
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@ -0,0 +1,35 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Kav.Data
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{
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public struct MeshPartDrawData : IGBufferDrawable, IUVDrawable, ICullable, IIndexDrawable
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{
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public MeshPart MeshPart { get; }
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public Matrix TransformMatrix { get; }
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public UVData UVData { get; }
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public BoundingBox BoundingBox => MeshPart.BoundingBox;
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public IndexBuffer IndexBuffer => MeshPart.IndexBuffer;
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public VertexBuffer VertexBuffer => MeshPart.VertexBuffer;
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public Vector3 Albedo => MeshPart.Albedo;
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public float Metallic => MeshPart.Metallic;
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public float Roughness => MeshPart.Roughness;
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public Texture2D AlbedoTexture => MeshPart.AlbedoTexture;
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public Texture2D NormalTexture => MeshPart.NormalTexture;
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public Texture2D MetallicRoughnessTexture => MeshPart.MetallicRoughnessTexture;
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public MeshPartDrawData(
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MeshPart meshPart,
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Matrix transformMatrix,
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UVData uvData
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) {
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MeshPart = meshPart;
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TransformMatrix = transformMatrix;
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UVData = uvData;
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}
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}
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}
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@ -2,23 +2,25 @@ using Microsoft.Xna.Framework;
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namespace Kav.Data
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{
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public struct MeshSpriteDrawData
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public struct MeshSpriteDrawData : ICullable
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{
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public MeshSprite MeshSprite { get; }
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public SpriteBillboardConstraint BillboardConstraint { get; }
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public Matrix TransformMatrix { get; }
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public UVData UVOffset { get; }
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public UVData UVData { get; }
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public BoundingBox BoundingBox => MeshSprite.BoundingBox;
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public MeshSpriteDrawData(
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MeshSprite meshSprite,
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SpriteBillboardConstraint billboardConstraint,
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Matrix transformMatrix,
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UVData offset
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UVData uvData
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) {
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MeshSprite = meshSprite;
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BillboardConstraint = billboardConstraint;
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TransformMatrix = transformMatrix;
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UVOffset = offset;
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UVData = uvData;
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}
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}
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}
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@ -15,5 +15,10 @@ namespace Kav.Data
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Percentage = subTextureDimensions / atlasDimensions;
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Offset = positionInAtlas / atlasDimensions;
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}
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public Vector4 ToVector4()
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{
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return new Vector4(Offset.X, Offset.Y, Percentage.X, Percentage.Y);
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}
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}
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}
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@ -12,14 +12,12 @@ namespace Kav
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EffectParameter normalTextureParam;
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EffectParameter metallicRoughnessTextureParam;
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EffectParameter uvOffsetAndDimensionsParam;
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EffectParameter albedoParam;
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EffectParameter metallicParam;
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EffectParameter roughnessParam;
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EffectParameter numTextureRowsParam;
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EffectParameter numTextureColumnsParam;
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EffectParameter vertexShaderIndexParam;
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EffectParameter shaderIndexParam;
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Matrix world = Matrix.Identity;
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@ -30,8 +28,7 @@ namespace Kav
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float metallic;
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float roughness;
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int numTextureRows = 1;
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int numTextureColumns = 1;
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Vector4 uvData;
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bool albedoTextureEnabled = false;
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bool metallicRoughnessMapEnabled = false;
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@ -133,24 +130,15 @@ namespace Kav
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}
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}
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public int NumTextureRows
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public Vector4 UVData
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{
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get { return numTextureRows; }
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get { return uvData; }
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set
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{
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numTextureRows = value;
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numTextureRowsParam.SetValue(numTextureRows);
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}
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uvData = value;
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uvOffsetAndDimensionsParam.SetValue(uvData);
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}
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public int NumTextureColumns
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{
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get { return numTextureColumns; }
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set
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{
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numTextureColumns = value;
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numTextureColumnsParam.SetValue(numTextureColumns);
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}
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}
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public bool HardwareInstancingEnabled
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@ -210,18 +198,6 @@ namespace Kav
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dirtyFlags &= ~EffectDirtyFlags.ViewProj;
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}
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if ((dirtyFlags & EffectDirtyFlags.VertexShaderIndex) != 0)
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{
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int vertexShaderIndex = 0;
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if (hardwareInstancingEnabled)
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{
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vertexShaderIndex = 1;
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}
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vertexShaderIndexParam.SetValue(vertexShaderIndex);
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}
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if ((dirtyFlags & EffectDirtyFlags.PixelShaderIndex) != 0)
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{
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int shaderIndex = 0;
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@ -274,11 +250,9 @@ namespace Kav
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metallicParam = Parameters["MetallicValue"];
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roughnessParam = Parameters["RoughnessValue"];
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numTextureRowsParam = Parameters["NumTextureRows"];
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numTextureColumnsParam = Parameters["NumTextureColumns"];
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uvOffsetAndDimensionsParam = Parameters["UVOffsetAndDimensions"];
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shaderIndexParam = Parameters["PixelShaderIndex"];
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vertexShaderIndexParam = Parameters["VertexShaderIndex"];
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}
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}
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}
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@ -33,8 +33,7 @@ namespace Kav
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Matrix view = Matrix.Identity;
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Matrix projection = Matrix.Identity;
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Vector2 uvOffset;
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Vector2 subTextureDimensions;
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Vector4 uvData;
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EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
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@ -115,23 +114,13 @@ namespace Kav
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}
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}
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public Vector2 UVOffset
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public Vector4 UVData
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{
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get { return uvOffset; }
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get { return uvData; }
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set
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{
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uvOffset = value;
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dirtyFlags |= EffectDirtyFlags.UVOrDimensions;
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}
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}
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public Vector2 SubTextureDimensions
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{
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get { return subTextureDimensions; }
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set
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{
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subTextureDimensions = value;
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dirtyFlags |= EffectDirtyFlags.UVOrDimensions;
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uvData = value;
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dirtyFlags |= EffectDirtyFlags.UVData;
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}
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}
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@ -168,14 +157,11 @@ namespace Kav
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dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
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}
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if ((dirtyFlags & EffectDirtyFlags.UVOrDimensions) != 0)
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if ((dirtyFlags & EffectDirtyFlags.UVData) != 0)
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{
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uvOffsetAndDimensionsParam.SetValue(new Vector4(
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UVOffset.X, UVOffset.Y,
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SubTextureDimensions.X, SubTextureDimensions.Y
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));
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uvOffsetAndDimensionsParam.SetValue(uvData);
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dirtyFlags &= ~EffectDirtyFlags.UVOrDimensions;
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dirtyFlags &= ~EffectDirtyFlags.UVData;
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}
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if ((dirtyFlags & EffectDirtyFlags.PixelShaderIndex) != 0)
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@ -11,7 +11,7 @@ namespace Kav
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VertexShaderIndex = 8,
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PixelShaderIndex = 16,
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ViewProj = 32,
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UVOrDimensions = 64,
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UVData = 64,
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All = -1
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}
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}
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BIN
Effects/FXB/DeferredPBR_GBufferEffect.fxb (Stored with Git LFS)
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);
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DECLARE_TEXTURE(NormalTexture, 1);
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DECLARE_TEXTURE(MetallicRoughnessTexture, 2);
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BEGIN_CONSTANTS
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float3 AlbedoValue;
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float MetallicValue;
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float RoughnessValue;
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float3 AlbedoValue _ps(c0) _cb(c0);
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float MetallicValue _ps(c1) _cb(c1);
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float RoughnessValue _ps(c2) _cb(c2);
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float4 UVOffsetAndDimensions;
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int NumTextureRows _vs(c9) _cb(c3);
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int NumTextureColumns _vs(c10) _cb(c4);
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MATRIX_CONSTANTS
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float4x4 World _vs(c0) _cb(c7);
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float4x4 ViewProjection _vs(c4) _cb(c11);
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END_CONSTANTS
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float4x4 World;
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float4x4 ViewProjection;
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struct VertexInput
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{
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float4 Position : POSITION;
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float3 Position : POSITION;
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float3 Normal : NORMAL;
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float2 TexCoord : TEXCOORD;
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};
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struct VertexInstancedInput
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{
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float3 Position : POSITION;
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float3 Normal : NORMAL;
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float2 TexCoord : TEXCOORD0;
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float3 Translation : TEXCOORD2;
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float2 UVData : TANGENT;
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};
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struct PixelInput
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{
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float4 Position : SV_POSITION;
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@ -51,7 +53,11 @@ PixelInput main_vs(VertexInput input)
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output.PositionWorld = mul(input.Position, World).xyz;
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output.NormalWorld = normalize(mul(input.Normal, World));
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output.TexCoord = input.TexCoord;
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float2 texCoord;
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texCoord.x = (input.TexCoord.x / UVOffsetAndDimensions.z) + UVOffsetAndDimensions.x;
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texCoord.y = (input.TexCoord.y / UVOffsetAndDimensions.w) + UVOffsetAndDimensions.y;
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output.TexCoord = texCoord;
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float4x4 worldViewProjection = mul(World, ViewProjection);
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output.Position = mul(input.Position, worldViewProjection);
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@ -60,9 +66,7 @@ PixelInput main_vs(VertexInput input)
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}
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PixelInput instanced_vs(
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VertexInput input,
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float3 Translation : TEXCOORD2,
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float2 UVOffset : TEXCOORD5
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VertexInstancedInput input
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) {
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PixelInput output;
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@ -70,7 +74,7 @@ PixelInput instanced_vs(
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float4(1, 0, 0, 0),
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float4(0, 1, 0, 0),
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float4(0, 0, 1, 0),
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float4(Translation.x, Translation.y, Translation.z, 1)
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float4(input.Translation.x, input.Translation.y, input.Translation.z, 1)
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);
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float4x4 worldViewProjection = mul(world, ViewProjection);
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@ -79,9 +83,9 @@ PixelInput instanced_vs(
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output.NormalWorld = mul(input.Normal, world);
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float2 texCoord;
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texCoord.x = (input.TexCoord.x / NumTextureColumns + UVOffset.x);
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texCoord.y = (input.TexCoord.y / NumTextureRows + UVOffset.y);
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output.TexCoord = texCoord;
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texCoord.x = (input.TexCoord.x / 8) + input.UVData.x;
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texCoord.y = (input.TexCoord.y / 1) + input.UVData.y;
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output.TexCoord = input.TexCoord;
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output.Position = mul(input.Position, worldViewProjection);
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@ -204,19 +208,6 @@ PixelOutput AlbedoMetallicRoughnessNormalMapPS(PixelInput input)
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return output;
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}
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VertexShader VSArray[2] =
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{
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compile vs_3_0 main_vs(),
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compile vs_3_0 instanced_vs()
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};
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int VSIndices[2] =
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{
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0, 1
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};
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int VertexShaderIndex = 0;
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PixelShader PSArray[8] =
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{
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compile ps_3_0 NonePS(),
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@ -243,7 +234,7 @@ Technique GBuffer
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{
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Pass
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{
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VertexShader = (VSArray[VSIndices[VertexShaderIndex]]);
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VertexShader = compile vs_3_0 instanced_vs();
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PixelShader = (PSArray[PSIndices[PixelShaderIndex]]);
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}
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}
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@ -5,5 +5,6 @@ namespace Kav
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public interface ICullable
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{
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BoundingBox BoundingBox { get; }
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Matrix TransformMatrix { get; }
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}
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}
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@ -1,3 +1,4 @@
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using Kav.Data;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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@ -12,8 +13,5 @@ namespace Kav
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Texture2D AlbedoTexture { get; }
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Texture2D NormalTexture { get; }
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Texture2D MetallicRoughnessTexture { get; }
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int NumTextureRows { get; }
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int NumTextureColumns { get; }
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}
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}
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|
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@ -0,0 +1,9 @@
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using Kav.Data;
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namespace Kav
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{
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public interface IUVDrawable
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{
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UVData UVData { get; }
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}
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}
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@ -3,7 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
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namespace Kav
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{
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public class MeshPart : IIndexDrawable, IGBufferDrawable, ICullable, IHasVertexPositions
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public class MeshPart : IIndexDrawable, IGBufferDrawable, IHasVertexPositions
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{
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public IndexBuffer IndexBuffer { get; }
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public VertexBuffer VertexBuffer { get; }
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@ -38,9 +38,6 @@ namespace Kav
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public float Metallic { get; set; } = 0.5f;
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public float Roughness { get; set; } = 0.5f;
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public int NumTextureRows { get; set; } = 1;
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public int NumTextureColumns { get; set; } = 1;
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public bool DisableAlbedoMap { get; set; } = false;
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public bool DisableNormalMap { get; set; } = false;
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public bool DisableMetallicRoughnessMap { get; set; } = false;
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|
|
|
@ -4,7 +4,7 @@ using Microsoft.Xna.Framework.Graphics;
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namespace Kav
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{
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public class MeshSprite : ICullable, IIndexDrawable
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public class MeshSprite : IIndexDrawable
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{
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public enum FlipOptions
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{
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|
|
|
@ -2,7 +2,7 @@ using Microsoft.Xna.Framework;
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namespace Kav
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{
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public class Model : ICullable
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public class Model
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{
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public Mesh[] Meshes { get; }
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public BoundingBox BoundingBox { get; }
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|
|
65
Renderer.cs
65
Renderer.cs
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@ -159,20 +159,14 @@ namespace Kav
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var boundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
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foreach (var data in meshSpriteDrawDatas)
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foreach (var data in FrustumCull(boundingFrustum, meshSpriteDrawDatas))
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{
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var matrix = BillboardTransforms(camera, data.TransformMatrix, data.BillboardConstraint);
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if (FrustumCull(boundingFrustum, data.MeshSprite, matrix))
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{
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continue;
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}
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DiffuseLitSpriteEffect.NormalMapEnabled = data.MeshSprite.Normal != null;
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DiffuseLitSpriteEffect.World = matrix;
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DiffuseLitSpriteEffect.UVOffset = data.UVOffset.Offset;
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DiffuseLitSpriteEffect.SubTextureDimensions = data.UVOffset.Percentage;
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DiffuseLitSpriteEffect.UVData = data.UVData.ToVector4();
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GraphicsDevice.Textures[0] = data.MeshSprite.Texture;
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GraphicsDevice.Textures[1] = data.MeshSprite.Normal;
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|
@ -232,13 +226,13 @@ namespace Kav
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public static void CullAndRenderIndexed<T, U>(
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GraphicsDevice graphicsDevice,
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BoundingFrustum boundingFrustum,
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IEnumerable<(T, Matrix)> drawableTransformPairs,
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IEnumerable<T> drawables,
|
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U effect
|
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) where T : IIndexDrawable, ICullable where U : Effect, IHasWorldMatrix
|
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{
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foreach (var (drawable, transform) in FrustumCull(boundingFrustum, drawableTransformPairs))
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foreach (var drawable in FrustumCull(boundingFrustum, drawables))
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{
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effect.World = transform;
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effect.World = drawable.TransformMatrix;
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RenderIndexed(
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graphicsDevice,
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|
@ -316,7 +310,7 @@ namespace Kav
|
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public void RenderDepthIndexed<T>(
|
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RenderTarget2D renderTarget,
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PerspectiveCamera camera,
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IEnumerable<(T, Matrix)> drawableTransforms
|
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IEnumerable<T> drawables
|
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) where T : ICullable, IIndexDrawable
|
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{
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GraphicsDevice.SetRenderTarget(renderTarget);
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|
@ -328,7 +322,7 @@ namespace Kav
|
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CullAndRenderIndexed(
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GraphicsDevice,
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new BoundingFrustum(camera.View * camera.Projection),
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drawableTransforms,
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drawables,
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SimpleDepthEffect
|
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);
|
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}
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|
@ -381,9 +375,6 @@ namespace Kav
|
|||
Deferred_GBufferEffect.Metallic = drawable.Metallic;
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Deferred_GBufferEffect.Roughness = drawable.Roughness;
|
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|
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Deferred_GBufferEffect.NumTextureRows = drawable.NumTextureRows;
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Deferred_GBufferEffect.NumTextureColumns = drawable.NumTextureColumns;
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|
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Deferred_GBufferEffect.AlbedoTexture = drawable.AlbedoTexture;
|
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Deferred_GBufferEffect.NormalTexture = drawable.NormalTexture;
|
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Deferred_GBufferEffect.MetallicRoughnessTexture = drawable.MetallicRoughnessTexture;
|
||||
|
@ -417,8 +408,8 @@ namespace Kav
|
|||
public void RenderGBufferIndexed<T>(
|
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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