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No commits in common. "main" and "sprites" have entirely different histories.
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@ -10,26 +10,17 @@ namespace Kav
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public Vector3 Position { get; }
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public Vector3 Forward { get; }
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public Vector3 Up { get; }
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public Vector3 Right { get; }
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public float FieldOfView { get; }
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public float AspectRatio { get; }
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public float NearPlane { get; }
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public float FarPlane { get; }
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public PerspectiveCamera(
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Vector3 position,
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Vector3 forward,
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Vector3 up,
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float fieldOfView,
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float aspectRatio,
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float nearPlane,
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float farPlane
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) {
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public PerspectiveCamera(Vector3 position, Vector3 forward, Vector3 up, float fieldOfView, float aspectRatio, float nearPlane, float farPlane)
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{
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Position = position;
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Forward = forward;
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Up = up;
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Right = Vector3.Cross(forward, up);
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View = Matrix.CreateLookAt(Position, Position + Forward, Up);
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FieldOfView = fieldOfView;
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@ -1,14 +0,0 @@
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namespace Kav
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{
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public struct AtlasAnimation
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{
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public UVData[] Frames { get; }
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public int Framerate { get; }
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public AtlasAnimation(UVData[] frames, int framerate)
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{
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Frames = frames;
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Framerate = framerate;
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}
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}
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}
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@ -1,63 +0,0 @@
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using System.Collections.Generic;
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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 InstanceData<T> where T : struct, IVertexType
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{
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public T[] InstanceDataArray { get; }
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public DynamicVertexBuffer VertexBuffer { get; }
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public int InstanceCount { get; private set; }
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public InstanceData(GraphicsDevice graphicsDevice, int size)
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{
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InstanceDataArray = new T[size];
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VertexBuffer = new DynamicVertexBuffer(
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graphicsDevice,
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typeof(T),
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size,
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BufferUsage.WriteOnly
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);
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InstanceCount = 0;
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}
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public void AddAndSetData(IEnumerable<T> data)
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{
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InstanceCount = 0;
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foreach (var datum in data)
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{
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AddData(datum);
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}
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if (InstanceCount == 0) { throw new System.Exception(); }
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SetData();
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}
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public void AddData(T datum)
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{
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InstanceDataArray[InstanceCount] = datum;
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InstanceCount += 1;
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}
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public void SetData()
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{
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if (InstanceCount > 0)
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{
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VertexBuffer.SetData(
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InstanceDataArray,
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0,
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InstanceCount,
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SetDataOptions.NoOverwrite
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);
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}
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}
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public void Clear()
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{
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InstanceCount = 0;
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}
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}
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}
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@ -1,35 +0,0 @@
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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 MeshSpriteDrawData : IIndexDrawable, ICullable, ITransformable
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{
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public SpriteMesh MeshSprite { 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 Matrix TransformMatrix { get; }
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public UVData UVOffset { get; }
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public IndexBuffer IndexBuffer => MeshSprite.IndexBuffer;
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public VertexBuffer VertexBuffer => MeshSprite.VertexBuffer;
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public BoundingBox BoundingBox => MeshSprite.BoundingBox;
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public MeshSpriteDrawData(
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SpriteMesh meshSprite,
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Texture2D texture,
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Texture2D normal,
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SpriteBillboardConstraint billboardConstraint,
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Matrix transformMatrix,
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UVData offset
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) {
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MeshSprite = meshSprite;
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Texture = texture;
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Normal = normal;
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BillboardConstraint = billboardConstraint;
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TransformMatrix = transformMatrix;
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UVOffset = offset;
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}
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}
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}
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@ -1,96 +0,0 @@
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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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using System.Collections.Generic;
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using System.IO;
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namespace Kav
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{
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public struct TextureAtlasSlice
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{
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public int X { get; }
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public int Y { get; }
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public int W { get; }
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public int H { get; }
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public UVData UVData { get; }
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// for use with tiling
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public Vector2 TiledUVOffset { get; }
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public TextureAtlasSlice(int x, int y, int w, int h, int totalW, int totalH)
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{
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X = x;
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Y = y;
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W = w;
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H = h;
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UVData = new UVData(new Vector2(x, y), new Vector2(w, h), new Vector2(totalW, totalH));
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TiledUVOffset = new Vector2(x / (float)totalW, y / (float)totalH);
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}
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}
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public class TextureAtlas
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{
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public Texture2D Texture { get; }
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protected List<string> Names { get; } = new List<string>();
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protected Dictionary<string, TextureAtlasSlice> Slices { get; } = new Dictionary<string, TextureAtlasSlice>();
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public TextureAtlas(GraphicsDevice graphicsDevice, FileInfo atlasMetadataFile)
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{
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var atlasData = CrunchAtlasReader.ReadTextureAtlas(atlasMetadataFile);
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var textureData = atlasData.Textures[0];
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using var stream = File.OpenRead(Path.Combine(atlasMetadataFile.DirectoryName, textureData.Name + ".png"));
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Texture = Texture2D.FromStream(graphicsDevice, stream);
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foreach (var slice in textureData.Images)
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{
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Names.Add(slice.N);
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Slices.Add(
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slice.N,
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new TextureAtlasSlice(
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slice.X,
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slice.Y,
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slice.W,
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slice.H,
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Texture.Width,
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Texture.Height
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)
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);
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}
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}
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public TextureAtlasSlice Lookup(string name)
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{
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return Slices[name];
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}
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public string Name(int index)
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{
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return Names[index];
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}
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public int Count()
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{
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return Names.Count;
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}
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}
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// Assumes all subimages are the same size
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public class TiledTextureAtlas : TextureAtlas
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{
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public int NumRows { get; }
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public int NumColumns { get; }
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public TiledTextureAtlas(GraphicsDevice graphicsDevice, FileInfo atlasMetadataFile) : base(graphicsDevice, atlasMetadataFile)
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{
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var subImageSlice = Slices[Names[0]];
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NumRows = Texture.Height / subImageSlice.H;
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NumColumns = Texture.Width / subImageSlice.W;
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}
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}
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}
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@ -1,19 +0,0 @@
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using Microsoft.Xna.Framework;
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namespace Kav
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{
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public struct UVData
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{
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public Vector2 Offset { get; }
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public Vector2 Percentage { get; }
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public UVData(
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Vector2 positionInAtlas,
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Vector2 subTextureDimensions,
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Vector2 atlasDimensions
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) {
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Percentage = subTextureDimensions / atlasDimensions;
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Offset = positionInAtlas / atlasDimensions;
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}
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}
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}
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@ -1,59 +0,0 @@
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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 DirectionalShadowMapData
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{
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public static readonly int MAX_SHADOW_CASCADES = 4;
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public RenderTarget2D[] ShadowMaps { get; }
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public Matrix[] LightSpaceViews { get; }
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public Matrix[] LightSpaceProjections { get; }
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public float[] CascadeFarPlanes { get; }
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public int ShadowMapSize { get; }
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public int NumShadowCascades { get; }
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internal DirectionalShadowMapData(
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GraphicsDevice graphicsDevice,
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int shadowMapSize,
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int numCascades
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) {
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ShadowMapSize = shadowMapSize;
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NumShadowCascades = (int)MathHelper.Clamp(numCascades, 1, MAX_SHADOW_CASCADES);
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LightSpaceViews = new Matrix[4];
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LightSpaceProjections = new Matrix[4];
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ShadowMaps = new RenderTarget2D[NumShadowCascades];
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for (var i = 0; i < NumShadowCascades; i++)
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{
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ShadowMaps[i] = new RenderTarget2D(
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graphicsDevice,
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shadowMapSize,
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shadowMapSize,
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false,
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SurfaceFormat.Single,
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DepthFormat.Depth24,
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0,
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RenderTargetUsage.PreserveContents
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);
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}
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CascadeFarPlanes = new float[MAX_SHADOW_CASCADES];
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}
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public void Clear(GraphicsDevice graphicsDevice)
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{
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foreach (var shadowMap in ShadowMaps)
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{
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graphicsDevice.SetRenderTarget(shadowMap);
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graphicsDevice.Clear(Color.White);
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}
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}
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}
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}
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@ -1,9 +0,0 @@
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using Microsoft.Xna.Framework;
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namespace Kav
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{
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public interface IHasTranslation
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{
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Vector3 Translation { get; set; }
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}
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}
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@ -1,9 +0,0 @@
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using Microsoft.Xna.Framework;
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namespace Kav
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{
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public interface IHasWorldMatrix
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{
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Matrix World { get; set; }
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}
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}
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@ -74,6 +74,32 @@ namespace Kav
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);
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}
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protected DeferredPBREffect(DeferredPBREffect cloneSource) : base(cloneSource)
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{
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GPosition = cloneSource.GPosition;
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GAlbedo = cloneSource.GAlbedo;
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GNormal = cloneSource.GNormal;
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GMetallicRoughness = cloneSource.GMetallicRoughness;
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EyePosition = cloneSource.EyePosition;
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PointLights = new PointLightCollection(
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Parameters["LightPositions"],
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Parameters["PositionLightColors"],
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MaxPointLights
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);
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for (int i = 0; i < MaxPointLights; i++)
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{
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PointLights[i] = cloneSource.PointLights[i];
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}
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}
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public override Effect Clone()
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{
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return new DeferredPBREffect(this);
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}
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protected override void OnApply()
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{
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gPositionParam.SetValue(GPosition);
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|
|
|
@ -6,7 +6,8 @@ namespace Kav
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public class DeferredPBR_GBufferEffect : Effect, TransformEffect
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{
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EffectParameter worldParam;
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EffectParameter viewProjectionParam;
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EffectParameter worldViewProjectionParam;
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EffectParameter worldInverseTransposeParam;
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EffectParameter albedoTextureParam;
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EffectParameter normalTextureParam;
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|
@ -16,13 +17,6 @@ namespace Kav
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EffectParameter metallicParam;
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EffectParameter roughnessParam;
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EffectParameter uvOffsetAndDimensionsParam;
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EffectParameter isSpriteParam;
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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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|
@ -33,18 +27,9 @@ namespace Kav
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float metallic;
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float roughness;
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Vector2 uvOffset;
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Vector2 subTextureDimensions;
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bool isSprite = false;
|
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|
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int numTextureRows = 1;
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int numTextureColumns = 1;
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bool albedoTextureEnabled = false;
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bool metallicRoughnessMapEnabled = false;
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bool normalMapEnabled = false;
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bool hardwareInstancingEnabled = false;
|
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|
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EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
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|
@ -54,7 +39,7 @@ namespace Kav
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|||
set
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||||
{
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world = value;
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dirtyFlags |= EffectDirtyFlags.World;
|
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dirtyFlags |= EffectDirtyFlags.World | EffectDirtyFlags.WorldViewProj;
|
||||
}
|
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}
|
||||
|
||||
|
@ -64,7 +49,7 @@ namespace Kav
|
|||
set
|
||||
{
|
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view = value;
|
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dirtyFlags |= EffectDirtyFlags.ViewProj | EffectDirtyFlags.EyePosition;
|
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dirtyFlags |= EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.EyePosition;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -74,7 +59,7 @@ namespace Kav
|
|||
set
|
||||
{
|
||||
projection = value;
|
||||
dirtyFlags |= EffectDirtyFlags.ViewProj;
|
||||
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -115,7 +100,7 @@ namespace Kav
|
|||
{
|
||||
albedoTextureParam.SetValue(value);
|
||||
albedoTextureEnabled = value != null;
|
||||
dirtyFlags |= EffectDirtyFlags.PixelShaderIndex;
|
||||
dirtyFlags |= EffectDirtyFlags.ShaderIndex;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -126,7 +111,7 @@ namespace Kav
|
|||
{
|
||||
normalTextureParam.SetValue(value);
|
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normalMapEnabled = value != null;
|
||||
dirtyFlags |= EffectDirtyFlags.PixelShaderIndex;
|
||||
dirtyFlags |= EffectDirtyFlags.ShaderIndex;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -137,70 +122,7 @@ namespace Kav
|
|||
{
|
||||
metallicRoughnessTextureParam.SetValue(value);
|
||||
metallicRoughnessMapEnabled = value != null;
|
||||
dirtyFlags |= EffectDirtyFlags.PixelShaderIndex;
|
||||
}
|
||||
}
|
||||
|
||||
public int NumTextureRows
|
||||
{
|
||||
get { return numTextureRows; }
|
||||
set
|
||||
{
|
||||
numTextureRows = value;
|
||||
numTextureRowsParam.SetValue(numTextureRows);
|
||||
}
|
||||
}
|
||||
|
||||
public int NumTextureColumns
|
||||
{
|
||||
get { return numTextureColumns; }
|
||||
set
|
||||
{
|
||||
numTextureColumns = value;
|
||||
numTextureColumnsParam.SetValue(numTextureColumns);
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 UVOffset
|
||||
{
|
||||
get { return uvOffset; }
|
||||
set
|
||||
{
|
||||
uvOffset = value;
|
||||
dirtyFlags |= EffectDirtyFlags.UVOrDimensions;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 SubTextureDimensions
|
||||
{
|
||||
get { return subTextureDimensions; }
|
||||
set
|
||||
{
|
||||
subTextureDimensions = value;
|
||||
dirtyFlags |= EffectDirtyFlags.UVOrDimensions;
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsSprite
|
||||
{
|
||||
get { return isSprite; }
|
||||
set
|
||||
{
|
||||
isSprite = value;
|
||||
isSpriteParam.SetValue(isSprite ? 1f : 0f);
|
||||
}
|
||||
}
|
||||
|
||||
public bool HardwareInstancingEnabled
|
||||
{
|
||||
get { return hardwareInstancingEnabled; }
|
||||
set
|
||||
{
|
||||
if (value != hardwareInstancingEnabled)
|
||||
{
|
||||
hardwareInstancingEnabled = value;
|
||||
dirtyFlags |= EffectDirtyFlags.VertexShaderIndex;
|
||||
}
|
||||
dirtyFlags |= EffectDirtyFlags.ShaderIndex;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -237,40 +159,30 @@ namespace Kav
|
|||
{
|
||||
worldParam.SetValue(world);
|
||||
|
||||
Matrix.Invert(ref world, out Matrix worldInverse);
|
||||
Matrix.Transpose(ref worldInverse, out Matrix worldInverseTranspose);
|
||||
worldInverseTransposeParam.SetValue(worldInverseTranspose);
|
||||
|
||||
dirtyFlags &= ~EffectDirtyFlags.World;
|
||||
}
|
||||
|
||||
if ((dirtyFlags & EffectDirtyFlags.ViewProj) != 0)
|
||||
if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0)
|
||||
{
|
||||
Matrix.Multiply(ref view, ref projection, out Matrix viewProj);
|
||||
viewProjectionParam.SetValue(viewProj);
|
||||
Matrix.Multiply(ref world, ref view, out Matrix worldView);
|
||||
Matrix.Multiply(ref worldView, ref projection, out Matrix worldViewProj);
|
||||
worldViewProjectionParam.SetValue(worldViewProj);
|
||||
|
||||
dirtyFlags &= ~EffectDirtyFlags.ViewProj;
|
||||
dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
|
||||
}
|
||||
|
||||
if ((dirtyFlags & EffectDirtyFlags.UVOrDimensions) != 0)
|
||||
if ((dirtyFlags & EffectDirtyFlags.EyePosition) != 0)
|
||||
{
|
||||
uvOffsetAndDimensionsParam.SetValue(new Vector4(
|
||||
UVOffset.X, UVOffset.Y,
|
||||
SubTextureDimensions.X, SubTextureDimensions.Y
|
||||
));
|
||||
Matrix.Invert(ref view, out Matrix inverseView);
|
||||
|
||||
dirtyFlags &= ~EffectDirtyFlags.UVOrDimensions;
|
||||
dirtyFlags &= ~EffectDirtyFlags.EyePosition;
|
||||
}
|
||||
|
||||
if ((dirtyFlags & EffectDirtyFlags.VertexShaderIndex) != 0)
|
||||
{
|
||||
int vertexShaderIndex = 0;
|
||||
|
||||
if (hardwareInstancingEnabled)
|
||||
{
|
||||
vertexShaderIndex = 1;
|
||||
}
|
||||
|
||||
vertexShaderIndexParam.SetValue(vertexShaderIndex);
|
||||
}
|
||||
|
||||
if ((dirtyFlags & EffectDirtyFlags.PixelShaderIndex) != 0)
|
||||
if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0)
|
||||
{
|
||||
int shaderIndex = 0;
|
||||
|
||||
|
@ -305,14 +217,15 @@ namespace Kav
|
|||
|
||||
shaderIndexParam.SetValue(shaderIndex);
|
||||
|
||||
dirtyFlags &= ~EffectDirtyFlags.PixelShaderIndex;
|
||||
dirtyFlags &= ~EffectDirtyFlags.ShaderIndex;
|
||||
}
|
||||
}
|
||||
|
||||
void CacheEffectParameters()
|
||||
{
|
||||
worldParam = Parameters["World"];
|
||||
viewProjectionParam = Parameters["ViewProjection"];
|
||||
worldViewProjectionParam = Parameters["WorldViewProjection"];
|
||||
worldInverseTransposeParam = Parameters["WorldInverseTranspose"];
|
||||
|
||||
albedoTextureParam = Parameters["AlbedoTexture"];
|
||||
normalTextureParam = Parameters["NormalTexture"];
|
||||
|
@ -322,14 +235,7 @@ namespace Kav
|
|||
metallicParam = Parameters["MetallicValue"];
|
||||
roughnessParam = Parameters["RoughnessValue"];
|
||||
|
||||
numTextureRowsParam = Parameters["NumTextureRows"];
|
||||
numTextureColumnsParam = Parameters["NumTextureColumns"];
|
||||
|
||||
uvOffsetAndDimensionsParam = Parameters["UVOffsetAndDimensions"];
|
||||
isSpriteParam = Parameters["IsSprite"];
|
||||
|
||||
shaderIndexParam = Parameters["PixelShaderIndex"];
|
||||
vertexShaderIndexParam = Parameters["VertexShaderIndex"];
|
||||
shaderIndexParam = Parameters["ShaderIndex"];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -18,8 +18,6 @@ namespace Kav
|
|||
|
||||
EffectParameter farPlaneParam;
|
||||
|
||||
EffectParameter worldViewProjectionParam;
|
||||
|
||||
public Texture2D GPosition { get; set; }
|
||||
public Texture2D GAlbedo { get; set; }
|
||||
public Texture2D GNormal { get; set; }
|
||||
|
@ -33,42 +31,6 @@ namespace Kav
|
|||
|
||||
public float FarPlane { get; set; }
|
||||
|
||||
Matrix world = Matrix.Identity;
|
||||
Matrix view = Matrix.Identity;
|
||||
Matrix projection = Matrix.Identity;
|
||||
|
||||
EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
|
||||
|
||||
public Matrix World
|
||||
{
|
||||
get { return world; }
|
||||
set
|
||||
{
|
||||
world = value;
|
||||
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
|
||||
}
|
||||
}
|
||||
|
||||
public Matrix View
|
||||
{
|
||||
get { return view; }
|
||||
set
|
||||
{
|
||||
view = value;
|
||||
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
|
||||
}
|
||||
}
|
||||
|
||||
public Matrix Projection
|
||||
{
|
||||
get { return projection; }
|
||||
set
|
||||
{
|
||||
projection = value;
|
||||
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
|
||||
}
|
||||
}
|
||||
|
||||
public DeferredPBR_PointLightEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBR_PointLightEffect)
|
||||
{
|
||||
CacheEffectParameters();
|
||||
|
@ -111,13 +73,6 @@ namespace Kav
|
|||
pointLightColorParam.SetValue(PointLightColor);
|
||||
|
||||
farPlaneParam.SetValue(FarPlane);
|
||||
|
||||
if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0)
|
||||
{
|
||||
worldViewProjectionParam.SetValue(world * view * projection);
|
||||
|
||||
dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
|
||||
}
|
||||
}
|
||||
|
||||
void CacheEffectParameters()
|
||||
|
@ -134,8 +89,6 @@ namespace Kav
|
|||
pointLightColorParam = Parameters["PointLightColor"];
|
||||
|
||||
farPlaneParam = Parameters["FarPlane"];
|
||||
|
||||
worldViewProjectionParam = Parameters["WorldViewProjection"];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,210 +0,0 @@
|
|||
using Kav.Data;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Kav
|
||||
{
|
||||
public class DiffuseLitSpriteEffect : Effect
|
||||
{
|
||||
EffectParameter ambientColorParam;
|
||||
|
||||
EffectParameter directionalLightDirectionParam;
|
||||
EffectParameter directionalLightColorParam;
|
||||
|
||||
EffectParameter uvOffsetAndDimensionsParam;
|
||||
|
||||
EffectParameter worldParam;
|
||||
EffectParameter worldViewProjectionParam;
|
||||
EffectParameter worldInverseTransposeParam;
|
||||
|
||||
EffectParameter shaderIndexParam;
|
||||
|
||||
Texture2D texture;
|
||||
Texture2D normal;
|
||||
|
||||
bool normalMapEnabled = false;
|
||||
|
||||
Vector3 ambientColor;
|
||||
|
||||
Vector3 directionalLightDirection;
|
||||
Vector3 directionalLightColor;
|
||||
|
||||
Matrix world = Matrix.Identity;
|
||||
Matrix view = Matrix.Identity;
|
||||
Matrix projection = Matrix.Identity;
|
||||
|
||||
Vector2 uvOffset;
|
||||
Vector2 subTextureDimensions;
|
||||
|
||||
EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
|
||||
|
||||
public bool NormalMapEnabled
|
||||
{
|
||||
get { return normalMapEnabled; }
|
||||
set
|
||||
{
|
||||
if (normalMapEnabled != value)
|
||||
{
|
||||
normalMapEnabled = value;
|
||||
dirtyFlags |= EffectDirtyFlags.PixelShaderIndex;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Matrix World
|
||||
{
|
||||
get { return world; }
|
||||
set
|
||||
{
|
||||
world = value;
|
||||
dirtyFlags |= EffectDirtyFlags.World | EffectDirtyFlags.WorldViewProj;
|
||||
}
|
||||
}
|
||||
|
||||
public Matrix View
|
||||
{
|
||||
get { return view; }
|
||||
set
|
||||
{
|
||||
view = value;
|
||||
dirtyFlags |= EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.EyePosition;
|
||||
}
|
||||
}
|
||||
|
||||
public Matrix Projection
|
||||
{
|
||||
get { return projection; }
|
||||
set
|
||||
{
|
||||
projection = value;
|
||||
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
|
||||
}
|
||||
}
|
||||
|
||||
public int MaxPointLights { get; } = 8;
|
||||
|
||||
public Vector3 AmbientColor
|
||||
{
|
||||
get { return ambientColor; }
|
||||
set
|
||||
{
|
||||
ambientColor = value;
|
||||
ambientColorParam.SetValue(ambientColor);
|
||||
}
|
||||
}
|
||||
|
||||
public PointLightCollection PointLights { get; private set; }
|
||||
|
||||
public Vector3 DirectionalLightDirection
|
||||
{
|
||||
get { return directionalLightDirection; }
|
||||
set
|
||||
{
|
||||
directionalLightDirection = value;
|
||||
directionalLightDirectionParam.SetValue(directionalLightDirection);
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 DirectionalLightColor
|
||||
{
|
||||
get { return directionalLightColor; }
|
||||
set
|
||||
{
|
||||
directionalLightColor = value;
|
||||
directionalLightColorParam.SetValue(directionalLightColor);
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 UVOffset
|
||||
{
|
||||
get { return uvOffset; }
|
||||
set
|
||||
{
|
||||
uvOffset = value;
|
||||
dirtyFlags |= EffectDirtyFlags.UVOrDimensions;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector2 SubTextureDimensions
|
||||
{
|
||||
get { return subTextureDimensions; }
|
||||
set
|
||||
{
|
||||
subTextureDimensions = value;
|
||||
dirtyFlags |= EffectDirtyFlags.UVOrDimensions;
|
||||
}
|
||||
}
|
||||
|
||||
public DiffuseLitSpriteEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DiffuseLitSpriteEffect)
|
||||
{
|
||||
CacheEffectParameters();
|
||||
|
||||
PointLights = new PointLightCollection(
|
||||
Parameters["PointLightPositions"],
|
||||
Parameters["PointLightColors"],
|
||||
MaxPointLights
|
||||
);
|
||||
}
|
||||
|
||||
protected override void OnApply()
|
||||
{
|
||||
if ((dirtyFlags & EffectDirtyFlags.World) != 0)
|
||||
{
|
||||
worldParam.SetValue(world);
|
||||
|
||||
Matrix.Invert(ref world, out Matrix worldInverse);
|
||||
Matrix.Transpose(ref worldInverse, out Matrix worldInverseTranspose);
|
||||
worldInverseTransposeParam.SetValue(worldInverseTranspose);
|
||||
|
||||
dirtyFlags &= ~EffectDirtyFlags.World;
|
||||
}
|
||||
|
||||
if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0)
|
||||
{
|
||||
Matrix.Multiply(ref world, ref view, out Matrix worldView);
|
||||
Matrix.Multiply(ref worldView, ref projection, out Matrix worldViewProj);
|
||||
worldViewProjectionParam.SetValue(worldViewProj);
|
||||
|
||||
dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
|
||||
}
|
||||
|
||||
if ((dirtyFlags & EffectDirtyFlags.UVOrDimensions) != 0)
|
||||
{
|
||||
uvOffsetAndDimensionsParam.SetValue(new Vector4(
|
||||
UVOffset.X, UVOffset.Y,
|
||||
SubTextureDimensions.X, SubTextureDimensions.Y
|
||||
));
|
||||
|
||||
dirtyFlags &= ~EffectDirtyFlags.UVOrDimensions;
|
||||
}
|
||||
|
||||
if ((dirtyFlags & EffectDirtyFlags.PixelShaderIndex) != 0)
|
||||
{
|
||||
int shaderIndex = 0;
|
||||
|
||||
if (normalMapEnabled)
|
||||
{
|
||||
shaderIndex = 1;
|
||||
}
|
||||
|
||||
shaderIndexParam.SetValue(shaderIndex);
|
||||
}
|
||||
}
|
||||
|
||||
private void CacheEffectParameters()
|
||||
{
|
||||
worldParam = Parameters["World"];
|
||||
worldViewProjectionParam = Parameters["WorldViewProjection"];
|
||||
worldInverseTransposeParam = Parameters["WorldInverseTranspose"];
|
||||
|
||||
ambientColorParam = Parameters["AmbientColor"];
|
||||
|
||||
directionalLightDirectionParam = Parameters["DirectionalLightDirection"];
|
||||
directionalLightColorParam = Parameters["DirectionalLightColor"];
|
||||
|
||||
uvOffsetAndDimensionsParam = Parameters["UVOffsetAndDimensions"];
|
||||
|
||||
shaderIndexParam = Parameters["ShaderIndex"];
|
||||
}
|
||||
}
|
||||
}
|
|
@ -8,10 +8,7 @@ namespace Kav
|
|||
WorldViewProj = 1,
|
||||
World = 2,
|
||||
EyePosition = 4,
|
||||
VertexShaderIndex = 8,
|
||||
PixelShaderIndex = 16,
|
||||
ViewProj = 32,
|
||||
UVOrDimensions = 64,
|
||||
ShaderIndex = 8,
|
||||
All = -1
|
||||
}
|
||||
}
|
||||
|
|
BIN
Effects/FXB/DeferredPBR_GBufferEffect.fxb (Stored with Git LFS)
BIN
Effects/FXB/DeferredPBR_GBufferEffect.fxb (Stored with Git LFS)
Binary file not shown.
BIN
Effects/FXB/DeferredPBR_PointLightEffect.fxb (Stored with Git LFS)
BIN
Effects/FXB/DeferredPBR_PointLightEffect.fxb (Stored with Git LFS)
Binary file not shown.
BIN
Effects/FXB/DiffuseLitSpriteEffect.fxb (Stored with Git LFS)
BIN
Effects/FXB/DiffuseLitSpriteEffect.fxb (Stored with Git LFS)
Binary file not shown.
BIN
Effects/FXB/LinearDepthEffectInstanced.fxb (Stored with Git LFS)
BIN
Effects/FXB/LinearDepthEffectInstanced.fxb (Stored with Git LFS)
Binary file not shown.
BIN
Effects/FXB/PaletteCrushEffect.fxb (Stored with Git LFS)
BIN
Effects/FXB/PaletteCrushEffect.fxb (Stored with Git LFS)
Binary file not shown.
BIN
Effects/FXB/SimpleDepthEffect.fxb (Stored with Git LFS)
BIN
Effects/FXB/SimpleDepthEffect.fxb (Stored with Git LFS)
Binary file not shown.
BIN
Effects/FXB/SimpleDepthEffectInstanced.fxb (Stored with Git LFS)
BIN
Effects/FXB/SimpleDepthEffectInstanced.fxb (Stored with Git LFS)
Binary file not shown.
|
@ -4,22 +4,17 @@ DECLARE_TEXTURE(AlbedoTexture, 0);
|
|||
DECLARE_TEXTURE(NormalTexture, 1);
|
||||
DECLARE_TEXTURE(MetallicRoughnessTexture, 2);
|
||||
|
||||
float4 UVOffsetAndDimensions;
|
||||
float IsSprite;
|
||||
|
||||
BEGIN_CONSTANTS
|
||||
|
||||
float3 AlbedoValue _ps(c0) _cb(c0);
|
||||
float MetallicValue _ps(c1) _cb(c1);
|
||||
float RoughnessValue _ps(c2) _cb(c2);
|
||||
|
||||
int NumTextureRows _vs(c9) _cb(c3);
|
||||
int NumTextureColumns _vs(c10) _cb(c4);
|
||||
|
||||
MATRIX_CONSTANTS
|
||||
|
||||
float4x4 World _vs(c0) _cb(c7);
|
||||
float4x4 ViewProjection _vs(c4) _cb(c11);
|
||||
float4x4 WorldInverseTranspose _vs(c4) _cb(c11);
|
||||
float4x4 WorldViewProjection _vs(c8) _cb(c15);
|
||||
|
||||
END_CONSTANTS
|
||||
|
||||
|
@ -27,7 +22,7 @@ struct VertexInput
|
|||
{
|
||||
float4 Position : POSITION;
|
||||
float3 Normal : NORMAL;
|
||||
float2 TexCoord : TEXCOORD;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PixelInput
|
||||
|
@ -53,44 +48,9 @@ PixelInput main_vs(VertexInput input)
|
|||
PixelInput output;
|
||||
|
||||
output.PositionWorld = mul(input.Position, World).xyz;
|
||||
output.NormalWorld = normalize(mul(input.Normal, World));
|
||||
|
||||
float2 texCoord;
|
||||
texCoord.x = (input.TexCoord.x * UVOffsetAndDimensions.z) + UVOffsetAndDimensions.x;
|
||||
texCoord.y = (input.TexCoord.y * UVOffsetAndDimensions.w) + UVOffsetAndDimensions.y;
|
||||
output.TexCoord = texCoord;
|
||||
|
||||
float4x4 worldViewProjection = mul(World, ViewProjection);
|
||||
output.Position = mul(input.Position, worldViewProjection);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
PixelInput instanced_vs(
|
||||
VertexInput input,
|
||||
float3 Translation : TEXCOORD2,
|
||||
float2 UVOffset : TEXCOORD5
|
||||
) {
|
||||
PixelInput output;
|
||||
|
||||
float4x4 world = float4x4(
|
||||
float4(1, 0, 0, 0),
|
||||
float4(0, 1, 0, 0),
|
||||
float4(0, 0, 1, 0),
|
||||
float4(Translation.x, Translation.y, Translation.z, 1)
|
||||
);
|
||||
|
||||
float4x4 worldViewProjection = mul(world, ViewProjection);
|
||||
|
||||
output.PositionWorld = mul(input.Position, world);
|
||||
output.NormalWorld = mul(input.Normal, world);
|
||||
|
||||
float2 texCoord;
|
||||
texCoord.x = (input.TexCoord.x / NumTextureColumns + UVOffset.x);
|
||||
texCoord.y = (input.TexCoord.y / NumTextureRows + UVOffset.y);
|
||||
output.TexCoord = texCoord;
|
||||
|
||||
output.Position = mul(input.Position, worldViewProjection);
|
||||
output.NormalWorld = mul(input.Normal, (float3x3)WorldInverseTranspose).xyz;
|
||||
output.TexCoord = input.TexCoord;
|
||||
output.Position = mul(input.Position, WorldViewProjection);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
@ -120,7 +80,7 @@ PixelOutput NonePS(PixelInput input)
|
|||
PixelOutput output;
|
||||
|
||||
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||
output.gNormal = float4(normalize(input.NormalWorld), IsSprite);
|
||||
output.gNormal = float4(normalize(input.NormalWorld), 1.0);
|
||||
output.gAlbedo = float4(AlbedoValue, 1.0);
|
||||
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
|
||||
|
||||
|
@ -132,12 +92,10 @@ PixelOutput AlbedoPS(PixelInput input)
|
|||
PixelOutput output;
|
||||
|
||||
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||
output.gNormal = float4(normalize(input.NormalWorld), IsSprite);
|
||||
output.gNormal = float4(normalize(input.NormalWorld), 1.0);
|
||||
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
|
||||
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
|
||||
|
||||
if (output.gAlbedo.a == 0.0) { discard; }
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
|
@ -146,7 +104,7 @@ PixelOutput MetallicRoughnessPS(PixelInput input)
|
|||
PixelOutput output;
|
||||
|
||||
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||
output.gNormal = float4(normalize(input.NormalWorld), IsSprite);
|
||||
output.gNormal = float4(normalize(input.NormalWorld), 1.0);
|
||||
output.gAlbedo = float4(AlbedoValue, 1.0);
|
||||
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
|
||||
|
||||
|
@ -158,7 +116,7 @@ PixelOutput NormalPS(PixelInput input)
|
|||
PixelOutput output;
|
||||
|
||||
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite);
|
||||
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
|
||||
output.gAlbedo = float4(AlbedoValue, 1.0);
|
||||
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
|
||||
|
||||
|
@ -170,12 +128,10 @@ PixelOutput AlbedoMetallicRoughnessPS(PixelInput input)
|
|||
PixelOutput output;
|
||||
|
||||
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||
output.gNormal = float4(normalize(input.NormalWorld), IsSprite);
|
||||
output.gNormal = float4(normalize(input.NormalWorld), 1.0);
|
||||
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
|
||||
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
|
||||
|
||||
if (output.gAlbedo.a == 0.0) { discard; }
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
|
@ -184,12 +140,10 @@ PixelOutput AlbedoNormalPS(PixelInput input)
|
|||
PixelOutput output;
|
||||
|
||||
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite);
|
||||
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
|
||||
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
|
||||
output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
|
||||
|
||||
if (output.gAlbedo.a == 0.0) { discard; }
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
|
@ -198,7 +152,7 @@ PixelOutput MetallicRoughnessNormalPS(PixelInput input)
|
|||
PixelOutput output;
|
||||
|
||||
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite);
|
||||
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
|
||||
output.gAlbedo = float4(AlbedoValue, 1.0);
|
||||
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
|
||||
|
||||
|
@ -210,28 +164,13 @@ PixelOutput AlbedoMetallicRoughnessNormalMapPS(PixelInput input)
|
|||
PixelOutput output;
|
||||
|
||||
output.gPosition = float4(input.PositionWorld, 1.0);
|
||||
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite);
|
||||
output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
|
||||
output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
|
||||
output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
|
||||
|
||||
if (output.gAlbedo.a == 0.0) { discard; }
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
VertexShader VSArray[2] =
|
||||
{
|
||||
compile vs_3_0 main_vs(),
|
||||
compile vs_3_0 instanced_vs()
|
||||
};
|
||||
|
||||
int VSIndices[2] =
|
||||
{
|
||||
0, 1
|
||||
};
|
||||
|
||||
int VertexShaderIndex = 0;
|
||||
|
||||
PixelShader PSArray[8] =
|
||||
{
|
||||
compile ps_3_0 NonePS(),
|
||||
|
@ -252,13 +191,13 @@ int PSIndices[8] =
|
|||
0, 1, 2, 3, 4, 5, 6, 7
|
||||
};
|
||||
|
||||
int PixelShaderIndex = 0;
|
||||
int ShaderIndex = 0;
|
||||
|
||||
Technique GBuffer
|
||||
{
|
||||
Pass
|
||||
{
|
||||
VertexShader = (VSArray[VSIndices[VertexShaderIndex]]);
|
||||
PixelShader = (PSArray[PSIndices[PixelShaderIndex]]);
|
||||
VertexShader = compile vs_3_0 main_vs();
|
||||
PixelShader = (PSArray[PSIndices[ShaderIndex]]);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,5 +1,3 @@
|
|||
// Assumes you are drawing a sphere!!
|
||||
|
||||
#include "Macros.fxh" //from FNA
|
||||
#include "Lighting.fxh"
|
||||
#include "Shadow.fxh"
|
||||
|
@ -21,27 +19,26 @@ BEGIN_CONSTANTS
|
|||
|
||||
MATRIX_CONSTANTS
|
||||
|
||||
float4x4 WorldViewProjection _vs(c0) _cb(c4);
|
||||
|
||||
END_CONSTANTS
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float2 TexCoord : TEXCOORD;
|
||||
};
|
||||
|
||||
struct PixelInput
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
float4 ScreenPosition : TEXCOORD0;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
PixelInput main_vs(VertexInput input)
|
||||
{
|
||||
PixelInput output;
|
||||
|
||||
output.Position = mul(input.Position, WorldViewProjection);
|
||||
output.ScreenPosition = output.Position;
|
||||
output.Position = input.Position;
|
||||
output.TexCoord = input.TexCoord;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
@ -76,28 +73,11 @@ float4 ComputeColor(
|
|||
|
||||
float4 main_ps(PixelInput input) : SV_TARGET0
|
||||
{
|
||||
input.ScreenPosition.xy /= input.ScreenPosition.w;
|
||||
float2 texCoord = 0.5f * float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 0.5f;
|
||||
float3 worldPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
|
||||
float3 normal = SAMPLE_TEXTURE(gNormal, input.TexCoord).xyz;
|
||||
float3 albedo = SAMPLE_TEXTURE(gAlbedo, input.TexCoord).rgb;
|
||||
float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, input.TexCoord).rg;
|
||||
|
||||
float3 worldPosition = SAMPLE_TEXTURE(gPosition, texCoord).rgb;
|
||||
float4 normalSample = SAMPLE_TEXTURE(gNormal, texCoord);
|
||||
float3 normal = normalSample.xyz;
|
||||
float isSprite = normalSample.a;
|
||||
float3 albedo = SAMPLE_TEXTURE(gAlbedo, texCoord).rgb;
|
||||
float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, texCoord).rg;
|
||||
|
||||
if (isSprite == 1.0)
|
||||
{
|
||||
float3 lightDir = PointLightPosition - worldPosition;
|
||||
float3 L = normalize(lightDir);
|
||||
float distance = length(lightDir);
|
||||
float attenuation = 1.0 / (distance * distance);
|
||||
float3 radiance = PointLightColor * attenuation;
|
||||
|
||||
return float4(albedo * radiance * 0.1, 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
return ComputeColor(
|
||||
worldPosition,
|
||||
normal,
|
||||
|
@ -105,7 +85,6 @@ float4 main_ps(PixelInput input) : SV_TARGET0
|
|||
metallicRoughness.r,
|
||||
metallicRoughness.g
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
Technique DeferredPBR_Point
|
||||
|
|
|
@ -1,140 +0,0 @@
|
|||
#include "Macros.fxh" //from FNA
|
||||
|
||||
// Effect applies normalmapped lighting to a 2D sprite.
|
||||
|
||||
DECLARE_TEXTURE(Texture, 0);
|
||||
DECLARE_TEXTURE(Normal, 1);
|
||||
|
||||
float3 AmbientColor;
|
||||
|
||||
float3 PointLightPositions[8];
|
||||
float3 PointLightColors[8];
|
||||
|
||||
float3 DirectionalLightDirection;
|
||||
float3 DirectionalLightColor;
|
||||
|
||||
float4 UVOffsetAndDimensions;
|
||||
|
||||
float4x4 WorldInverseTranspose;
|
||||
float4x4 World;
|
||||
float4x4 WorldViewProjection;
|
||||
|
||||
struct VertexShaderInput
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float3 Normal : NORMAL;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PixelShaderInput
|
||||
{
|
||||
float4 Position : SV_Position;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
float3 NormalWS : TEXCOORD1;
|
||||
float3 PositionWS : TEXCOORD2;
|
||||
};
|
||||
|
||||
PixelShaderInput main_vs(VertexShaderInput input)
|
||||
{
|
||||
PixelShaderInput output;
|
||||
|
||||
output.Position = mul(input.Position, WorldViewProjection);
|
||||
output.NormalWS = normalize(mul(input.Normal, (float3x3)WorldInverseTranspose));
|
||||
output.PositionWS = mul(input.Position, World).xyz;
|
||||
|
||||
float2 texCoord;
|
||||
texCoord.x = (input.TexCoord.x * UVOffsetAndDimensions.z) + UVOffsetAndDimensions.x;
|
||||
texCoord.y = (input.TexCoord.y * UVOffsetAndDimensions.w) + UVOffsetAndDimensions.y;
|
||||
output.TexCoord = texCoord;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
// Easy trick to get tangent-normals to world-space to keep PBR code simplified.
|
||||
float3 GetNormalFromMap(float3 worldPos, float2 texCoords, float3 normal)
|
||||
{
|
||||
float3 tangentNormal = SAMPLE_TEXTURE(Normal, texCoords).xyz * 2.0 - 1.0;
|
||||
|
||||
float3 Q1 = ddx(worldPos);
|
||||
float3 Q2 = ddy(worldPos);
|
||||
float2 st1 = ddx(texCoords);
|
||||
float2 st2 = ddy(texCoords);
|
||||
|
||||
float3 N = normalize(normal);
|
||||
float3 T = normalize(Q1*st2.y - Q2*st1.y);
|
||||
float3 B = -normalize(cross(N, T));
|
||||
float3x3 TBN = float3x3(T, B, N);
|
||||
|
||||
return normalize(mul(tangentNormal, TBN));
|
||||
}
|
||||
|
||||
float4 LightColor(float3 worldPosition, float3 worldNormal)
|
||||
{
|
||||
float3 lightColor = float3(0.0, 0.0, 0.0);
|
||||
|
||||
// point lights
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
float3 lightVec = PointLightPositions[i] - worldPosition;
|
||||
float distance = length(lightVec);
|
||||
|
||||
float3 lightDir = normalize(lightVec);
|
||||
float diffuse = max(dot(worldNormal, lightDir), 0.0);
|
||||
float3 attenuation = 1.0 / (distance * distance);
|
||||
|
||||
lightColor += diffuse * attenuation * PointLightColors[i];
|
||||
}
|
||||
|
||||
// directional light
|
||||
float directionalDiffuse = max(dot(worldNormal, DirectionalLightDirection), 0.0);
|
||||
lightColor += directionalDiffuse * DirectionalLightColor;
|
||||
|
||||
// ambient light
|
||||
lightColor += AmbientColor;
|
||||
|
||||
return float4(lightColor, 1.0);
|
||||
}
|
||||
|
||||
float4 WithoutNormalMap(PixelShaderInput input) : COLOR0
|
||||
{
|
||||
float4 tex = SAMPLE_TEXTURE(Texture, input.TexCoord);
|
||||
|
||||
if (tex.a == 0.0) { discard; }
|
||||
|
||||
float3 normalWS = normalize(input.NormalWS);
|
||||
|
||||
return tex * LightColor(input.PositionWS, normalWS);
|
||||
}
|
||||
|
||||
float4 WithNormalMap(PixelShaderInput input) : COLOR0
|
||||
{
|
||||
float4 tex = SAMPLE_TEXTURE(Texture, input.TexCoord);
|
||||
|
||||
if (tex.a == 0.0) { discard; }
|
||||
|
||||
float3 normalWS = GetNormalFromMap(input.PositionWS, input.TexCoord, input.NormalWS);
|
||||
|
||||
return tex * LightColor(input.PositionWS, normalWS);
|
||||
}
|
||||
|
||||
PixelShader PSArray[2] =
|
||||
{
|
||||
compile ps_3_0 WithoutNormalMap(),
|
||||
compile ps_3_0 WithNormalMap()
|
||||
};
|
||||
|
||||
int PSIndices[2] =
|
||||
{
|
||||
0, 1
|
||||
};
|
||||
|
||||
int ShaderIndex = 0;
|
||||
|
||||
Technique DiffuseLitSprite
|
||||
{
|
||||
pass
|
||||
{
|
||||
VertexShader = compile vs_3_0 main_vs();
|
||||
PixelShader = (PSArray[PSIndices[ShaderIndex]]);
|
||||
}
|
||||
}
|
|
@ -1,55 +0,0 @@
|
|||
#include "Macros.fxh"
|
||||
|
||||
BEGIN_CONSTANTS
|
||||
|
||||
float4x4 ViewProjection _vs(c4) _cb(c4);
|
||||
|
||||
float3 LightPosition _ps(c0) _cb(c8);
|
||||
float FarPlane _ps(c1) _cb(c9);
|
||||
|
||||
END_CONSTANTS
|
||||
|
||||
struct VertexShaderInput
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
};
|
||||
|
||||
struct VertexShaderOutput
|
||||
{
|
||||
float4 Position : SV_Position;
|
||||
float3 PositionWorld : TEXCOORD0;
|
||||
};
|
||||
|
||||
VertexShaderOutput instanced_vs(VertexShaderInput input, float3 Translation : TEXCOORD2)
|
||||
{
|
||||
VertexShaderOutput output;
|
||||
|
||||
float4x4 world = float4x4(
|
||||
float4(1, 0, 0, 0),
|
||||
float4(0, 1, 0, 0),
|
||||
float4(0, 0, 1, 0),
|
||||
float4(Translation.x, Translation.y, Translation.z, 1)
|
||||
);
|
||||
|
||||
float4x4 worldViewProjection = mul(world, ViewProjection);
|
||||
output.Position = mul(input.Position, worldViewProjection);
|
||||
output.Position.x *= -1; // otherwise cube map render will be horizontally flipped
|
||||
output.PositionWorld = mul(input.Position, world);
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 main_ps(VertexShaderOutput input) : SV_TARGET0
|
||||
{
|
||||
float lightDistance = length(input.PositionWorld - LightPosition);
|
||||
lightDistance /= FarPlane;
|
||||
return float4(lightDistance, 0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
Technique SimpleDepth
|
||||
{
|
||||
Pass
|
||||
{
|
||||
VertexShader = compile vs_3_0 instanced_vs();
|
||||
PixelShader = compile ps_3_0 main_ps();
|
||||
}
|
||||
}
|
|
@ -1,65 +0,0 @@
|
|||
#include "Macros.fxh"
|
||||
|
||||
DECLARE_TEXTURE(Texture, 0);
|
||||
DECLARE_TEXTURE(Palette, 1);
|
||||
|
||||
BEGIN_CONSTANTS
|
||||
|
||||
int PaletteWidth _ps(c0) _cb(c0);
|
||||
|
||||
END_CONSTANTS
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float2 TexCoord : TEXCOORD;
|
||||
};
|
||||
|
||||
struct PixelInput
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
PixelInput main_vs(VertexInput input)
|
||||
{
|
||||
PixelInput output;
|
||||
|
||||
output.Position = input.Position;
|
||||
output.TexCoord = input.TexCoord;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 main_ps(PixelInput input) : SV_TARGET0
|
||||
{
|
||||
float4 sampled = SAMPLE_TEXTURE(Texture, input.TexCoord);
|
||||
|
||||
float3 sampled_color = sampled.rgb;
|
||||
|
||||
float3 closest_color = float3(0, 0, 0);
|
||||
float closest_dist = 100000;
|
||||
|
||||
for (int i = 0; i < PaletteWidth; i++)
|
||||
{
|
||||
float texX = (i / (float)PaletteWidth);
|
||||
float3 palette_color = SAMPLE_TEXTURE(Palette, float2(texX, 0));
|
||||
float dist = distance(palette_color, sampled_color);
|
||||
if (dist < closest_dist)
|
||||
{
|
||||
closest_dist = dist;
|
||||
closest_color = palette_color;
|
||||
}
|
||||
}
|
||||
|
||||
return float4(closest_color, sampled.a);
|
||||
}
|
||||
|
||||
Technique PaletteCrush
|
||||
{
|
||||
Pass
|
||||
{
|
||||
VertexShader = compile vs_3_0 main_vs();
|
||||
PixelShader = compile ps_3_0 main_ps();
|
||||
}
|
||||
}
|
|
@ -2,10 +2,9 @@
|
|||
|
||||
BEGIN_CONSTANTS
|
||||
|
||||
MATRIX_CONSTANTS
|
||||
float4x4 ModelViewProjection _vs(c0) _cb(c0);
|
||||
|
||||
float4x4 World _vs(c0) _cb(c0);
|
||||
float4x4 ViewProjection _vs(c4) _cb(c4);
|
||||
MATRIX_CONSTANTS
|
||||
|
||||
END_CONSTANTS
|
||||
|
||||
|
@ -16,7 +15,7 @@ struct VertexShaderInput
|
|||
|
||||
struct VertexShaderOutput
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
float4 Position : SV_Position;
|
||||
float Depth : TEXCOORD0;
|
||||
};
|
||||
|
||||
|
@ -24,8 +23,7 @@ VertexShaderOutput main_vs(VertexShaderInput input)
|
|||
{
|
||||
VertexShaderOutput output;
|
||||
|
||||
float4x4 worldViewProjection = mul(World, ViewProjection);
|
||||
output.Position = mul(input.Position, worldViewProjection);
|
||||
output.Position = mul(input.Position, ModelViewProjection);
|
||||
output.Depth = output.Position.z / output.Position.w;
|
||||
|
||||
return output;
|
||||
|
|
|
@ -1,45 +0,0 @@
|
|||
float4x4 ViewProjection;
|
||||
|
||||
struct VertexShaderInput
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
};
|
||||
|
||||
struct VertexShaderOutput
|
||||
{
|
||||
float4 Position : POSITION0;
|
||||
float4 ProjectedPosition : TEXCOORD0;
|
||||
};
|
||||
|
||||
VertexShaderOutput instanced_vs(VertexShaderInput input, float3 Translation : TEXCOORD2)
|
||||
{
|
||||
VertexShaderOutput output;
|
||||
|
||||
float4x4 world = float4x4(
|
||||
float4(1, 0, 0, 0),
|
||||
float4(0, 1, 0, 0),
|
||||
float4(0, 0, 1, 0),
|
||||
float4(Translation.x, Translation.y, Translation.z, 1)
|
||||
);
|
||||
|
||||
float4x4 worldViewProjection = mul(world, ViewProjection);
|
||||
|
||||
output.Position = mul(input.Position, worldViewProjection);
|
||||
output.ProjectedPosition = output.Position;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 main_ps(VertexShaderOutput input) : COLOR0
|
||||
{
|
||||
return float4(input.ProjectedPosition.z / input.ProjectedPosition.w, 0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
Technique SimpleDepth
|
||||
{
|
||||
Pass
|
||||
{
|
||||
VertexShader = compile vs_3_0 instanced_vs();
|
||||
PixelShader = compile ps_3_0 main_ps();
|
||||
}
|
||||
}
|
|
@ -3,28 +3,28 @@ using Microsoft.Xna.Framework.Graphics;
|
|||
|
||||
namespace Kav
|
||||
{
|
||||
public class LinearDepthEffect : Effect, IHasWorldMatrix
|
||||
public class LinearDepthEffect : Effect
|
||||
{
|
||||
EffectParameter worldParam;
|
||||
EffectParameter worldViewProjectionParam;
|
||||
EffectParameter modelParam;
|
||||
EffectParameter modelViewProjectionParam;
|
||||
EffectParameter lightPositionParam;
|
||||
EffectParameter farPlaneParam;
|
||||
|
||||
EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
|
||||
|
||||
Matrix world;
|
||||
Matrix model;
|
||||
Matrix view;
|
||||
Matrix projection;
|
||||
|
||||
public Vector3 LightPosition { get; set; }
|
||||
public float FarPlane { get; set; }
|
||||
|
||||
public Matrix World
|
||||
public Matrix Model
|
||||
{
|
||||
get { return world; }
|
||||
get { return model; }
|
||||
set
|
||||
{
|
||||
world = value;
|
||||
model = value;
|
||||
dirtyFlags |= EffectDirtyFlags.World;
|
||||
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
|
||||
}
|
||||
|
@ -60,16 +60,16 @@ namespace Kav
|
|||
if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0)
|
||||
{
|
||||
Matrix.Multiply(ref view, ref projection, out Matrix viewProjection);
|
||||
Matrix.Multiply(ref world, ref viewProjection, out Matrix worldViewProj);
|
||||
Matrix.Multiply(ref model, ref viewProjection, out Matrix worldViewProj);
|
||||
|
||||
worldViewProjectionParam.SetValue(worldViewProj);
|
||||
modelViewProjectionParam.SetValue(worldViewProj);
|
||||
|
||||
dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
|
||||
}
|
||||
|
||||
if ((dirtyFlags & EffectDirtyFlags.World) != 0)
|
||||
{
|
||||
worldParam.SetValue(world);
|
||||
modelParam.SetValue(model);
|
||||
|
||||
dirtyFlags &= ~EffectDirtyFlags.World;
|
||||
}
|
||||
|
@ -80,8 +80,8 @@ namespace Kav
|
|||
|
||||
private void CacheEffectParameters()
|
||||
{
|
||||
worldParam = Parameters["Model"];
|
||||
worldViewProjectionParam = Parameters["ModelViewProjection"];
|
||||
modelParam = Parameters["Model"];
|
||||
modelViewProjectionParam = Parameters["ModelViewProjection"];
|
||||
|
||||
lightPositionParam = Parameters["LightPosition"];
|
||||
farPlaneParam = Parameters["FarPlane"];
|
||||
|
|
|
@ -1,67 +0,0 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Kav
|
||||
{
|
||||
public class LinearDepthEffectInstanced : Effect
|
||||
{
|
||||
EffectParameter viewProjectionParam;
|
||||
EffectParameter lightPositionParam;
|
||||
EffectParameter farPlaneParam;
|
||||
|
||||
EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
|
||||
|
||||
Matrix view;
|
||||
Matrix projection;
|
||||
|
||||
public Vector3 LightPosition { get; set; }
|
||||
public float FarPlane { get; set; }
|
||||
|
||||
public Matrix View
|
||||
{
|
||||
get { return view; }
|
||||
set
|
||||
{
|
||||
view = value;
|
||||
dirtyFlags |= EffectDirtyFlags.ViewProj;
|
||||
}
|
||||
}
|
||||
|
||||
public Matrix Projection
|
||||
{
|
||||
get { return projection; }
|
||||
set
|
||||
{
|
||||
projection = value;
|
||||
dirtyFlags |= EffectDirtyFlags.ViewProj;
|
||||
}
|
||||
}
|
||||
|
||||
public LinearDepthEffectInstanced(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.LinearDepthEffectInstanced)
|
||||
{
|
||||
CacheEffectParameters();
|
||||
}
|
||||
|
||||
protected override void OnApply()
|
||||
{
|
||||
if ((dirtyFlags & EffectDirtyFlags.ViewProj) != 0)
|
||||
{
|
||||
Matrix.Multiply(ref view, ref projection, out Matrix viewProjection);
|
||||
viewProjectionParam.SetValue(viewProjection);
|
||||
|
||||
dirtyFlags &= ~EffectDirtyFlags.ViewProj;
|
||||
}
|
||||
|
||||
lightPositionParam.SetValue(LightPosition);
|
||||
farPlaneParam.SetValue(FarPlane);
|
||||
}
|
||||
|
||||
private void CacheEffectParameters()
|
||||
{
|
||||
viewProjectionParam = Parameters["ViewProjection"];
|
||||
|
||||
lightPositionParam = Parameters["LightPosition"];
|
||||
farPlaneParam = Parameters["FarPlane"];
|
||||
}
|
||||
}
|
||||
}
|
|
@ -130,7 +130,7 @@ namespace Kav
|
|||
{
|
||||
albedoTextureParam.SetValue(value);
|
||||
albedoTextureEnabled = value != null;
|
||||
dirtyFlags |= EffectDirtyFlags.PixelShaderIndex;
|
||||
dirtyFlags |= EffectDirtyFlags.ShaderIndex;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -141,7 +141,7 @@ namespace Kav
|
|||
{
|
||||
normalTextureParam.SetValue(value);
|
||||
normalMapEnabled = value != null;
|
||||
dirtyFlags |= EffectDirtyFlags.PixelShaderIndex;
|
||||
dirtyFlags |= EffectDirtyFlags.ShaderIndex;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -164,7 +164,7 @@ namespace Kav
|
|||
{
|
||||
metallicRoughnessTextureParam.SetValue(value);
|
||||
metallicRoughnessMapEnabled = value != null;
|
||||
dirtyFlags |= EffectDirtyFlags.PixelShaderIndex;
|
||||
dirtyFlags |= EffectDirtyFlags.ShaderIndex;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -197,6 +197,45 @@ 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)
|
||||
|
@ -227,7 +266,7 @@ namespace Kav
|
|||
dirtyFlags &= ~EffectDirtyFlags.EyePosition;
|
||||
}
|
||||
|
||||
if ((dirtyFlags & EffectDirtyFlags.PixelShaderIndex) != 0)
|
||||
if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0)
|
||||
{
|
||||
int shaderIndex = 0;
|
||||
|
||||
|
@ -262,7 +301,7 @@ namespace Kav
|
|||
|
||||
shaderIndexParam.SetValue(shaderIndex);
|
||||
|
||||
dirtyFlags &= ~EffectDirtyFlags.PixelShaderIndex;
|
||||
dirtyFlags &= ~EffectDirtyFlags.ShaderIndex;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,51 +0,0 @@
|
|||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Kav
|
||||
{
|
||||
public class PaletteCrushEffect : Effect
|
||||
{
|
||||
EffectParameter textureParam;
|
||||
EffectParameter paletteParam;
|
||||
EffectParameter paletteWidthParam;
|
||||
|
||||
Texture2D texture;
|
||||
Texture2D palette;
|
||||
|
||||
int paletteWidth;
|
||||
|
||||
public Texture2D Texture
|
||||
{
|
||||
get { return texture; }
|
||||
set
|
||||
{
|
||||
texture = value;
|
||||
textureParam.SetValue(texture);
|
||||
}
|
||||
}
|
||||
|
||||
public Texture2D Palette
|
||||
{
|
||||
get { return palette; }
|
||||
set
|
||||
{
|
||||
palette = value;
|
||||
paletteWidth = palette.Width;
|
||||
paletteParam.SetValue(palette);
|
||||
paletteWidthParam.SetValue(paletteWidth);
|
||||
}
|
||||
}
|
||||
|
||||
public PaletteCrushEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.PaletteCrushEffect)
|
||||
{
|
||||
CacheEffectParameters();
|
||||
}
|
||||
|
||||
void CacheEffectParameters()
|
||||
{
|
||||
textureParam = Parameters["Texture"];
|
||||
paletteParam = Parameters["Palette"];
|
||||
|
||||
paletteWidthParam = Parameters["PaletteWidth"];
|
||||
}
|
||||
}
|
||||
}
|
|
@ -7,24 +7,41 @@ namespace Kav
|
|||
{
|
||||
private readonly Vector3[] positions;
|
||||
private readonly Vector3[] colors;
|
||||
private readonly float[] intensities;
|
||||
|
||||
readonly EffectParameter lightPositionsParam;
|
||||
readonly EffectParameter lightColorsParam;
|
||||
|
||||
public PointLightCollection(EffectParameter lightPositionsParam, EffectParameter lightColorsParam, int maxLights)
|
||||
{
|
||||
positions = new Vector3[maxLights];
|
||||
colors = new Vector3[maxLights];
|
||||
this.positions = new Vector3[maxLights];
|
||||
this.colors = new Vector3[maxLights];
|
||||
this.intensities = new float[maxLights];
|
||||
this.lightPositionsParam = lightPositionsParam;
|
||||
this.lightColorsParam = lightColorsParam;
|
||||
}
|
||||
|
||||
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;
|
||||
colors[i] = value.Color.ToVector3() * value.Radius;
|
||||
colors[i] = value.Color.ToVector3() * value.Intensity;
|
||||
intensities[i] = value.Intensity;
|
||||
lightPositionsParam.SetValue(positions);
|
||||
lightColorsParam.SetValue(colors);
|
||||
}
|
||||
|
|
|
@ -3,24 +3,23 @@ using Microsoft.Xna.Framework.Graphics;
|
|||
|
||||
namespace Kav
|
||||
{
|
||||
public class SimpleDepthEffect : Effect, IHasWorldMatrix
|
||||
public class SimpleDepthEffect : Effect
|
||||
{
|
||||
EffectParameter worldParam;
|
||||
EffectParameter viewProjectionParam;
|
||||
EffectParameter modelViewProjectionParam;
|
||||
|
||||
Matrix world;
|
||||
Matrix model;
|
||||
Matrix view;
|
||||
Matrix projection;
|
||||
|
||||
EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
|
||||
|
||||
public Matrix World
|
||||
public Matrix Model
|
||||
{
|
||||
get { return world; }
|
||||
get { return model; }
|
||||
set
|
||||
{
|
||||
world = value;
|
||||
dirtyFlags |= EffectDirtyFlags.World;
|
||||
model = value;
|
||||
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -30,7 +29,7 @@ namespace Kav
|
|||
set
|
||||
{
|
||||
view = value;
|
||||
dirtyFlags |= EffectDirtyFlags.ViewProj;
|
||||
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -40,7 +39,7 @@ namespace Kav
|
|||
set
|
||||
{
|
||||
projection = value;
|
||||
dirtyFlags |= EffectDirtyFlags.ViewProj;
|
||||
dirtyFlags |= EffectDirtyFlags.WorldViewProj;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -51,26 +50,20 @@ namespace Kav
|
|||
|
||||
protected override void OnApply()
|
||||
{
|
||||
if ((dirtyFlags & EffectDirtyFlags.World) != 0)
|
||||
{
|
||||
worldParam.SetValue(world);
|
||||
|
||||
dirtyFlags &= ~EffectDirtyFlags.World;
|
||||
}
|
||||
|
||||
if ((dirtyFlags & EffectDirtyFlags.ViewProj) != 0)
|
||||
if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0)
|
||||
{
|
||||
Matrix.Multiply(ref view, ref projection, out Matrix viewProjection);
|
||||
viewProjectionParam.SetValue(viewProjection);
|
||||
Matrix.Multiply(ref model, ref viewProjection, out Matrix worldViewProj);
|
||||
|
||||
dirtyFlags &= ~EffectDirtyFlags.ViewProj;
|
||||
modelViewProjectionParam.SetValue(worldViewProj);
|
||||
|
||||
dirtyFlags &= ~EffectDirtyFlags.WorldViewProj;
|
||||
}
|
||||
}
|
||||
|
||||
private void CacheEffectParameters()
|
||||
{
|
||||
worldParam = Parameters["World"];
|
||||
viewProjectionParam = Parameters["ViewProjection"];
|
||||
modelViewProjectionParam = Parameters["ModelViewProjection"];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,56 +0,0 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Kav
|
||||
{
|
||||
public class SimpleDepthEffectInstanced : Effect
|
||||
{
|
||||
EffectParameter viewProjectionParam;
|
||||
|
||||
Matrix view;
|
||||
Matrix projection;
|
||||
|
||||
EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
|
||||
|
||||
public Matrix View
|
||||
{
|
||||
get { return view; }
|
||||
set
|
||||
{
|
||||
view = value;
|
||||
dirtyFlags |= EffectDirtyFlags.ViewProj;
|
||||
}
|
||||
}
|
||||
|
||||
public Matrix Projection
|
||||
{
|
||||
get { return projection; }
|
||||
set
|
||||
{
|
||||
projection = value;
|
||||
dirtyFlags |= EffectDirtyFlags.ViewProj;
|
||||
}
|
||||
}
|
||||
|
||||
public SimpleDepthEffectInstanced(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.SimpleDepthEffectInstanced)
|
||||
{
|
||||
CacheEffectParameters();
|
||||
}
|
||||
|
||||
protected override void OnApply()
|
||||
{
|
||||
if ((dirtyFlags & EffectDirtyFlags.ViewProj) != 0)
|
||||
{
|
||||
Matrix.Multiply(ref view, ref projection, out Matrix viewProjection);
|
||||
viewProjectionParam.SetValue(viewProjection);
|
||||
|
||||
dirtyFlags &= ~EffectDirtyFlags.ViewProj;
|
||||
}
|
||||
}
|
||||
|
||||
private void CacheEffectParameters()
|
||||
{
|
||||
viewProjectionParam = Parameters["ViewProjection"];
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,9 +0,0 @@
|
|||
namespace Kav
|
||||
{
|
||||
public enum SpriteBillboardConstraint
|
||||
{
|
||||
None,
|
||||
Horizontal,
|
||||
Full
|
||||
}
|
||||
}
|
|
@ -1,9 +0,0 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Kav
|
||||
{
|
||||
public interface ICullable
|
||||
{
|
||||
BoundingBox BoundingBox { get; }
|
||||
}
|
||||
}
|
|
@ -1,19 +0,0 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Kav
|
||||
{
|
||||
public interface IGBufferDrawable
|
||||
{
|
||||
Vector3 Albedo { get; }
|
||||
float Metallic { get; }
|
||||
float Roughness { get; }
|
||||
|
||||
Texture2D AlbedoTexture { get; }
|
||||
Texture2D NormalTexture { get; }
|
||||
Texture2D MetallicRoughnessTexture { get; }
|
||||
|
||||
int NumTextureRows { get; }
|
||||
int NumTextureColumns { get; }
|
||||
}
|
||||
}
|
|
@ -1,9 +0,0 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Kav
|
||||
{
|
||||
public interface IHasVertexPositions
|
||||
{
|
||||
Vector3[] Positions { get; }
|
||||
}
|
||||
}
|
|
@ -1,10 +0,0 @@
|
|||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Kav
|
||||
{
|
||||
public interface IIndexDrawable
|
||||
{
|
||||
VertexBuffer VertexBuffer { get; }
|
||||
IndexBuffer IndexBuffer { get; }
|
||||
}
|
||||
}
|
|
@ -1,9 +0,0 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Kav
|
||||
{
|
||||
public interface ITransformable
|
||||
{
|
||||
Matrix TransformMatrix { get; }
|
||||
}
|
||||
}
|
|
@ -3,7 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
|
|||
|
||||
namespace Kav
|
||||
{
|
||||
public class MeshPart : IIndexDrawable, IGBufferDrawable, ICullable, IHasVertexPositions
|
||||
public class MeshPart
|
||||
{
|
||||
public IndexBuffer IndexBuffer { get; }
|
||||
public VertexBuffer VertexBuffer { get; }
|
||||
|
@ -38,9 +38,6 @@ namespace Kav
|
|||
public float Metallic { get; set; } = 0.5f;
|
||||
public float Roughness { get; set; } = 0.5f;
|
||||
|
||||
public int NumTextureRows { get; set; } = 1;
|
||||
public int NumTextureColumns { get; set; } = 1;
|
||||
|
||||
public bool DisableAlbedoMap { get; set; } = false;
|
||||
public bool DisableNormalMap { get; set; } = false;
|
||||
public bool DisableMetallicRoughnessMap { get; set; } = false;
|
||||
|
|
|
@ -2,7 +2,7 @@ using Microsoft.Xna.Framework;
|
|||
|
||||
namespace Kav
|
||||
{
|
||||
public class Model : ICullable
|
||||
public class Model
|
||||
{
|
||||
public Mesh[] Meshes { get; }
|
||||
public BoundingBox BoundingBox { get; }
|
||||
|
|
|
@ -10,48 +10,30 @@ namespace Kav
|
|||
public Vector2 Origin { get; }
|
||||
public float Rotation { get; }
|
||||
public Vector2 Scale { get; }
|
||||
public SpriteBillboardConstraint BillboardConstraint { get; }
|
||||
|
||||
public Matrix TransformMatrix { get; }
|
||||
|
||||
public Sprite(
|
||||
Texture2D texture,
|
||||
Vector3 position,
|
||||
Vector2 origin,
|
||||
float rotation,
|
||||
Vector2 scale,
|
||||
SpriteBillboardConstraint billboardConstraint = SpriteBillboardConstraint.None
|
||||
Vector2 scale
|
||||
) {
|
||||
Texture = texture;
|
||||
Position = position;
|
||||
Origin = origin;
|
||||
Rotation = rotation;
|
||||
Scale = scale;
|
||||
BillboardConstraint = billboardConstraint;
|
||||
TransformMatrix = ConstructTransformMatrix(Position, Scale);
|
||||
}
|
||||
|
||||
public Sprite(
|
||||
Texture2D texture,
|
||||
Vector3 position,
|
||||
SpriteBillboardConstraint billboardConstraint = SpriteBillboardConstraint.None
|
||||
Vector3 position
|
||||
) {
|
||||
Texture = texture;
|
||||
Position = position;
|
||||
Origin = Vector2.Zero;
|
||||
Rotation = 0;
|
||||
Rotation = 0f;
|
||||
Scale = Vector2.One;
|
||||
BillboardConstraint = billboardConstraint;
|
||||
TransformMatrix = ConstructTransformMatrix(Position, Scale);
|
||||
}
|
||||
|
||||
private static Matrix ConstructTransformMatrix(
|
||||
Vector3 position,
|
||||
Vector2 scale
|
||||
) {
|
||||
return
|
||||
Matrix.CreateTranslation(position) *
|
||||
Matrix.CreateScale(scale.X, scale.Y, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,109 +0,0 @@
|
|||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Kav
|
||||
{
|
||||
public class SpriteMesh : ICullable, IIndexDrawable
|
||||
{
|
||||
public enum FlipOptions
|
||||
{
|
||||
None,
|
||||
Horizontal,
|
||||
Vertical,
|
||||
Both
|
||||
}
|
||||
|
||||
private static readonly short[] Indices = new short[]
|
||||
{
|
||||
0,
|
||||
1,
|
||||
2,
|
||||
1,
|
||||
3,
|
||||
2
|
||||
};
|
||||
|
||||
public IndexBuffer IndexBuffer { get; }
|
||||
public VertexBuffer VertexBuffer { get; }
|
||||
public BoundingBox BoundingBox { get; }
|
||||
|
||||
public SpriteMesh(
|
||||
GraphicsDevice graphicsDevice,
|
||||
int width,
|
||||
int height,
|
||||
FlipOptions flipOptions
|
||||
) {
|
||||
IndexBuffer = new IndexBuffer(
|
||||
graphicsDevice,
|
||||
IndexElementSize.SixteenBits,
|
||||
6,
|
||||
BufferUsage.WriteOnly
|
||||
);
|
||||
IndexBuffer.SetData(Indices);
|
||||
|
||||
var vertexArray = GenerateVertexArray(width, height, flipOptions);
|
||||
|
||||
VertexBuffer = new VertexBuffer(
|
||||
graphicsDevice,
|
||||
typeof(VertexPositionNormalTexture),
|
||||
4,
|
||||
BufferUsage.WriteOnly
|
||||
);
|
||||
VertexBuffer.SetData(vertexArray);
|
||||
|
||||
BoundingBox = BoundingBox.CreateFromPoints(Positions(vertexArray));
|
||||
}
|
||||
|
||||
private static VertexPositionNormalTexture[] GenerateVertexArray(int pixelWidth, int pixelHeight, FlipOptions flipOptions)
|
||||
{
|
||||
var width = pixelWidth / (float)40;
|
||||
var height = pixelHeight / (float)40;
|
||||
|
||||
VertexPositionNormalTexture[] result = new VertexPositionNormalTexture[4];
|
||||
|
||||
var xLeft = 0;
|
||||
var xRight = 1;
|
||||
|
||||
var yTop = 0;
|
||||
var yBottom = 1;
|
||||
|
||||
if (flipOptions == FlipOptions.Horizontal || flipOptions == FlipOptions.Both)
|
||||
{
|
||||
xLeft = 1;
|
||||
xRight = 0;
|
||||
}
|
||||
if (flipOptions == FlipOptions.Vertical || flipOptions == FlipOptions.Both)
|
||||
{
|
||||
yTop = 1;
|
||||
yBottom = 0;
|
||||
}
|
||||
|
||||
result[0].Position = new Vector3(-width / 2, height / 2, 0);
|
||||
result[0].Normal = new Vector3(0, 0, -1);
|
||||
result[0].TextureCoordinate = new Vector2(xLeft, yTop);
|
||||
|
||||
result[1].Position = new Vector3(width / 2, height / 2, 0);
|
||||
result[1].Normal = new Vector3(0, 0, -1);
|
||||
result[1].TextureCoordinate = new Vector2(xRight, yTop);
|
||||
|
||||
result[2].Position = new Vector3(-width / 2, -height / 2, 0);
|
||||
result[2].Normal = new Vector3(0, 0, -1);
|
||||
result[2].TextureCoordinate = new Vector2(xLeft, yBottom);
|
||||
|
||||
result[3].Position = new Vector3(width / 2, -height / 2, 0);
|
||||
result[3].Normal = new Vector3(0, 0, -1);
|
||||
result[3].TextureCoordinate = new Vector2(xRight, yBottom);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private static IEnumerable<Vector3> Positions(IEnumerable<VertexPositionNormalTexture> vertices)
|
||||
{
|
||||
foreach (var vertex in vertices)
|
||||
{
|
||||
yield return vertex.Position;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -2,7 +2,6 @@
|
|||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>netstandard2.0</TargetFramework>
|
||||
<LangVersion>8.0</LangVersion>
|
||||
<RootNamespace>Kav</RootNamespace>
|
||||
<Authors>Evan Hemsley</Authors>
|
||||
<Copyright>Evan Hemsley 2020</Copyright>
|
||||
|
@ -44,30 +43,15 @@
|
|||
<EmbeddedResource Include="Effects\FXB\SimpleDepthEffect.fxb">
|
||||
<LogicalName>Kav.Resources.SimpleDepthEffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\SimpleDepthEffectInstanced.fxb">
|
||||
<LogicalName>Kav.Resources.SimpleDepthEffectInstanced.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\LinearDepthEffect.fxb">
|
||||
<LogicalName>Kav.Resources.LinearDepthEffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\LinearDepthEffectInstanced.fxb">
|
||||
<LogicalName>Kav.Resources.LinearDepthEffectInstanced.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\SkyboxEffect.fxb">
|
||||
<LogicalName>Kav.Resources.SkyboxEffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\DiffuseLitSpriteEffect.fxb">
|
||||
<LogicalName>Kav.Resources.DiffuseLitSpriteEffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\PaletteCrushEffect.fxb">
|
||||
<LogicalName>Kav.Resources.PaletteCrushEffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Models\UnitCube.glb">
|
||||
<LogicalName>Kav.Resources.UnitCube.glb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Models\UnitSphere.glb">
|
||||
<LogicalName>Kav.Resources.UnitSphere.glb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
|
|
|
@ -1,14 +1,13 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>netstandard2.0</TargetFramework>
|
||||
<LangVersion>8.0</LangVersion>
|
||||
<RootNamespace>Kav</RootNamespace>
|
||||
<Authors>Evan Hemsley</Authors>
|
||||
<Copyright>Evan Hemsley 2020</Copyright>
|
||||
<GeneratePackageOnBuild>true</GeneratePackageOnBuild>
|
||||
<AssemblyName>Kav</AssemblyName>
|
||||
<Platforms>x64;x86</Platforms>
|
||||
<Platforms>x64</Platforms>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
|
@ -44,30 +43,15 @@
|
|||
<EmbeddedResource Include="Effects\FXB\SimpleDepthEffect.fxb">
|
||||
<LogicalName>Kav.Resources.SimpleDepthEffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\SimpleDepthEffectInstanced.fxb">
|
||||
<LogicalName>Kav.Resources.SimpleDepthEffectInstanced.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\LinearDepthEffect.fxb">
|
||||
<LogicalName>Kav.Resources.LinearDepthEffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\LinearDepthEffectInstanced.fxb">
|
||||
<LogicalName>Kav.Resources.LinearDepthEffectInstanced.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\SkyboxEffect.fxb">
|
||||
<LogicalName>Kav.Resources.SkyboxEffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\DiffuseLitSpriteEffect.fxb">
|
||||
<LogicalName>Kav.Resources.DiffuseLitSpriteEffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Effects\FXB\PaletteCrushEffect.fxb">
|
||||
<LogicalName>Kav.Resources.PaletteCrushEffect.fxb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Models\UnitCube.glb">
|
||||
<LogicalName>Kav.Resources.UnitCube.glb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="Models\UnitSphere.glb">
|
||||
<LogicalName>Kav.Resources.UnitSphere.glb</LogicalName>
|
||||
</EmbeddedResource>
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
|
|
|
@ -1,55 +1,18 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System;
|
||||
|
||||
namespace Kav
|
||||
{
|
||||
public sealed class PointLight : IDisposable
|
||||
public struct PointLight
|
||||
{
|
||||
public Vector3 Position { get; }
|
||||
public Color Color { get; }
|
||||
public float Radius { get; }
|
||||
public float Intensity { get; }
|
||||
|
||||
public BoundingSphere BoundingSphere { get; }
|
||||
|
||||
public RenderTargetCube ShadowMap { get; }
|
||||
|
||||
public PointLight(
|
||||
GraphicsDevice graphicsDevice,
|
||||
Vector3 position,
|
||||
Color color,
|
||||
float radius,
|
||||
int shadowMapSize
|
||||
) {
|
||||
public PointLight(Vector3 position, Color color, float intensity = 1f)
|
||||
{
|
||||
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();
|
||||
Intensity = intensity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,18 +0,0 @@
|
|||
using System.IO;
|
||||
using System.Text.Json;
|
||||
|
||||
namespace Kav
|
||||
{
|
||||
public static class CrunchAtlasReader
|
||||
{
|
||||
static JsonSerializerOptions options = new JsonSerializerOptions
|
||||
{
|
||||
PropertyNameCaseInsensitive = true
|
||||
};
|
||||
|
||||
public static CrunchTextureAtlasData ReadTextureAtlas(FileInfo file)
|
||||
{
|
||||
return JsonSerializer.Deserialize<CrunchTextureAtlasData>(File.ReadAllText(file.FullName), options);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,22 +0,0 @@
|
|||
namespace Kav
|
||||
{
|
||||
public struct CrunchTextureAtlasData
|
||||
{
|
||||
public CrunchTextureAtlasTextureData[] Textures { get; set; }
|
||||
}
|
||||
|
||||
public struct CrunchTextureAtlasTextureData
|
||||
{
|
||||
public string Name { get; set; }
|
||||
public CrunchTextureAtlasImageData[] Images { get; set; }
|
||||
}
|
||||
|
||||
public struct CrunchTextureAtlasImageData
|
||||
{
|
||||
public string N { get; set; }
|
||||
public int X { get; set; }
|
||||
public int Y { get; set; }
|
||||
public int W { get; set; }
|
||||
public int H { get; set; }
|
||||
}
|
||||
}
|
Binary file not shown.
1160
Renderer.cs
1160
Renderer.cs
File diff suppressed because it is too large
Load Diff
65
Resources.cs
65
Resources.cs
|
@ -111,18 +111,6 @@ namespace Kav
|
|||
}
|
||||
}
|
||||
|
||||
public static byte[] SimpleDepthEffectInstanced
|
||||
{
|
||||
get
|
||||
{
|
||||
if (simpleDepthEffectInstanced == null)
|
||||
{
|
||||
simpleDepthEffectInstanced = GetResource("SimpleDepthEffectInstanced.fxb");
|
||||
}
|
||||
return simpleDepthEffectInstanced;
|
||||
}
|
||||
}
|
||||
|
||||
public static byte[] LinearDepthEffect
|
||||
{
|
||||
get
|
||||
|
@ -135,18 +123,6 @@ namespace Kav
|
|||
}
|
||||
}
|
||||
|
||||
public static byte[] LinearDepthEffectInstanced
|
||||
{
|
||||
get
|
||||
{
|
||||
if (linearDepthEffectInstanced == null)
|
||||
{
|
||||
linearDepthEffectInstanced = GetResource("LinearDepthEffectInstanced.fxb");
|
||||
}
|
||||
return linearDepthEffectInstanced;
|
||||
}
|
||||
}
|
||||
|
||||
public static byte[] SkyboxEffect
|
||||
{
|
||||
get
|
||||
|
@ -159,30 +135,6 @@ namespace Kav
|
|||
}
|
||||
}
|
||||
|
||||
public static byte[] DiffuseLitSpriteEffect
|
||||
{
|
||||
get
|
||||
{
|
||||
if (diffuseLitSpriteEffect == null)
|
||||
{
|
||||
diffuseLitSpriteEffect = GetResource("DiffuseLitSpriteEffect.fxb");
|
||||
}
|
||||
return diffuseLitSpriteEffect;
|
||||
}
|
||||
}
|
||||
|
||||
public static byte[] PaletteCrushEffect
|
||||
{
|
||||
get
|
||||
{
|
||||
if (paletteCrushEffect == null)
|
||||
{
|
||||
paletteCrushEffect = GetResource("PaletteCrushEffect.fxb");
|
||||
}
|
||||
return paletteCrushEffect;
|
||||
}
|
||||
}
|
||||
|
||||
public static byte[] UnitCubeModel
|
||||
{
|
||||
get
|
||||
|
@ -195,18 +147,6 @@ namespace Kav
|
|||
}
|
||||
}
|
||||
|
||||
public static byte[] UnitSphereModel
|
||||
{
|
||||
get
|
||||
{
|
||||
if (unitSphereModel == null)
|
||||
{
|
||||
unitSphereModel = GetResource("UnitSphere.glb");
|
||||
}
|
||||
return unitSphereModel;
|
||||
}
|
||||
}
|
||||
|
||||
private static byte[] ambientLightEffect;
|
||||
private static byte[] pointLightEffect;
|
||||
private static byte[] directionalLightEffect;
|
||||
|
@ -216,15 +156,10 @@ namespace Kav
|
|||
private static byte[] deferredPBREffect;
|
||||
private static byte[] pbrEffect;
|
||||
private static byte[] simpleDepthEffect;
|
||||
private static byte[] simpleDepthEffectInstanced;
|
||||
private static byte[] linearDepthEffect;
|
||||
private static byte[] linearDepthEffectInstanced;
|
||||
private static byte[] skyboxEffect;
|
||||
private static byte[] diffuseLitSpriteEffect;
|
||||
private static byte[] paletteCrushEffect;
|
||||
|
||||
private static byte[] unitCubeModel;
|
||||
private static byte[] unitSphereModel;
|
||||
|
||||
private static byte[] GetResource(string name)
|
||||
{
|
||||
|
|
|
@ -1,18 +0,0 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Kav.Utils
|
||||
{
|
||||
public static class QuaternionUtils
|
||||
{
|
||||
// assumes that the input vectors are normalized and orthogonal
|
||||
public static Quaternion LookAt(in Vector3 forward, in Vector3 up)
|
||||
{
|
||||
Matrix orientation = Matrix.Identity;
|
||||
orientation.Forward = forward;
|
||||
orientation.Right = Vector3.Normalize(Vector3.Cross(forward, up));
|
||||
orientation.Up = Vector3.Cross(orientation.Right, forward);
|
||||
|
||||
return Quaternion.CreateFromRotationMatrix(orientation);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,18 +0,0 @@
|
|||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Kav
|
||||
{
|
||||
public static class VertexDeclarations
|
||||
{
|
||||
public static VertexDeclaration PositionInstanceDeclaration = new VertexDeclaration
|
||||
(
|
||||
new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.TextureCoordinate, 2)
|
||||
);
|
||||
|
||||
public static VertexDeclaration PositionTextureOffsetInstanceDeclaration = new VertexDeclaration
|
||||
(
|
||||
new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.TextureCoordinate, 2),
|
||||
new VertexElement(12, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 5)
|
||||
);
|
||||
}
|
||||
}
|
|
@ -1,31 +0,0 @@
|
|||
using System.Runtime.InteropServices;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Kav
|
||||
{
|
||||
[StructLayout(LayoutKind.Sequential, Pack = 1)]
|
||||
public struct PositionTextureOffsetInstanceVertex : IVertexType
|
||||
{
|
||||
VertexDeclaration IVertexType.VertexDeclaration
|
||||
{
|
||||
get
|
||||
{
|
||||
return VertexDeclarations.PositionTextureOffsetInstanceDeclaration;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 Translation { get; set; }
|
||||
public Vector2 UVOffset { get; set; }
|
||||
|
||||
public static readonly VertexDeclaration VertexDeclaration;
|
||||
|
||||
public PositionTextureOffsetInstanceVertex(
|
||||
Vector3 translation,
|
||||
Vector2 uvOffset
|
||||
) {
|
||||
Translation = translation;
|
||||
UVOffset = uvOffset;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue