Batched Billboard Implementation #5
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@ -0,0 +1,39 @@
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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 struct Sprite
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{
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public Texture2D Texture { get; }
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public Vector3 Position { get; }
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public Vector2 Origin { get; }
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public float Rotation { get; }
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public Vector2 Scale { get; }
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public Sprite(
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Texture2D texture,
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Vector3 position,
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Vector2 origin,
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float rotation,
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Vector2 scale
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) {
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Texture = texture;
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Position = position;
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Origin = origin;
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Rotation = rotation;
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Scale = scale;
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}
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public Sprite(
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Texture2D texture,
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Vector3 position
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) {
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Texture = texture;
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Position = position;
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Origin = Vector2.Zero;
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Rotation = 0f;
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Scale = Vector2.One;
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}
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}
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}
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61
Renderer.cs
61
Renderer.cs
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@ -33,6 +33,7 @@ namespace Kav
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private LinearDepthEffect LinearDepthEffect { get; }
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private LinearDepthEffect LinearDepthEffect { get; }
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private Effect ToneMapEffect { get; }
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private Effect ToneMapEffect { get; }
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private SkyboxEffect SkyboxEffect { get; }
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private SkyboxEffect SkyboxEffect { get; }
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private BasicEffect BasicEffect { get; }
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private RenderTarget2D gPosition { get; }
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private RenderTarget2D gPosition { get; }
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private RenderTarget2D gNormal { get; }
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private RenderTarget2D gNormal { get; }
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@ -159,6 +160,7 @@ namespace Kav
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ToneMapEffect = new Effect(graphicsDevice, Resources.ToneMapEffect);
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ToneMapEffect = new Effect(graphicsDevice, Resources.ToneMapEffect);
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Deferred_ToonEffect = new Deferred_ToonEffect(GraphicsDevice);
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Deferred_ToonEffect = new Deferred_ToonEffect(GraphicsDevice);
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SkyboxEffect = new SkyboxEffect(GraphicsDevice);
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SkyboxEffect = new SkyboxEffect(GraphicsDevice);
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BasicEffect = new BasicEffect(GraphicsDevice);
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FullscreenTriangle = new VertexBuffer(GraphicsDevice, typeof(VertexPositionTexture), 3, BufferUsage.WriteOnly);
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FullscreenTriangle = new VertexBuffer(GraphicsDevice, typeof(VertexPositionTexture), 3, BufferUsage.WriteOnly);
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FullscreenTriangle.SetData(new VertexPositionTexture[3] {
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FullscreenTriangle.SetData(new VertexPositionTexture[3] {
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@ -176,6 +178,7 @@ namespace Kav
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}
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}
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public void DeferredRender(
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public void DeferredRender(
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RenderTarget2D renderTarget,
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PerspectiveCamera camera,
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PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms,
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IEnumerable<(Model, Matrix)> modelTransforms,
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AmbientLight ambientLight,
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AmbientLight ambientLight,
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@ -198,14 +201,14 @@ namespace Kav
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DirectionalLightRender(camera, modelTransforms, directionalLight);
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DirectionalLightRender(camera, modelTransforms, directionalLight);
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GraphicsDevice.SetRenderTarget(null);
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GraphicsDevice.SetRenderTarget(renderTarget);
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GraphicsDevice.Clear(Color.Black);
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SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, ToneMapEffect);
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SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, ToneMapEffect);
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SpriteBatch.Draw(ColorRenderTarget, Vector2.Zero, Color.White);
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SpriteBatch.Draw(ColorRenderTarget, Vector2.Zero, Color.White);
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SpriteBatch.End();
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SpriteBatch.End();
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}
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}
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public void DeferredToonRender(
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public void DeferredToonRender(
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RenderTarget2D renderTarget,
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PerspectiveCamera camera,
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PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms,
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IEnumerable<(Model, Matrix)> modelTransforms,
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AmbientLight ambientLight,
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AmbientLight ambientLight,
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@ -230,12 +233,64 @@ namespace Kav
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DirectionalLightToonRender(camera, modelTransforms, directionalLight);
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DirectionalLightToonRender(camera, modelTransforms, directionalLight);
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SkyboxRender(camera, skybox);
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SkyboxRender(camera, skybox);
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GraphicsDevice.SetRenderTarget(null);
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GraphicsDevice.SetRenderTarget(renderTarget);
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SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, null);
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SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, null);
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SpriteBatch.Draw(ColorRenderTarget, Vector2.Zero, Color.White);
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SpriteBatch.Draw(ColorRenderTarget, Vector2.Zero, Color.White);
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SpriteBatch.End();
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SpriteBatch.End();
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}
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}
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// billboards sprites into the scene
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// FIXME: we can frustum cull the sprites probably
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public void BillboardSpriteRender(
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RenderTarget2D renderTarget,
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PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms,
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IEnumerable<Sprite> sprites
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) {
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GraphicsDevice.SetRenderTarget(ColorRenderTarget);
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GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1f, 0);
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GraphicsDevice.DepthStencilState = DepthStencilState.Default;
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DepthRender(camera, modelTransforms);
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GraphicsDevice.Clear(ClearOptions.Target, new Color(0, 0, 0, 0), 1f, 0);
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Matrix invertY = Matrix.CreateScale(1, -1, 1);
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BasicEffect.World = invertY;
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BasicEffect.View = Matrix.Identity;
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BasicEffect.Projection = camera.Projection;
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BasicEffect.TextureEnabled = true;
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BasicEffect.VertexColorEnabled = true;
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SpriteBatch.Begin(0, null, null, DepthStencilState.DepthRead, RasterizerState.CullNone, BasicEffect);
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foreach (var sprite in sprites)
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{
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// transform view space on CPU so we don't have to break the batch
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Vector3 viewSpacePosition = Vector3.Transform(sprite.Position, camera.View * invertY);
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SpriteBatch.Draw(
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sprite.Texture,
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new Vector2(viewSpacePosition.X, viewSpacePosition.Y),
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null,
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Color.White,
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0,
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sprite.Origin,
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sprite.Scale / new Vector2(sprite.Texture.Width, sprite.Texture.Height),
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0,
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viewSpacePosition.Z
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);
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}
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SpriteBatch.End();
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GraphicsDevice.SetRenderTarget(renderTarget);
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GraphicsDevice.Clear(new Color(0, 0, 0, 0));
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SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null);
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SpriteBatch.Draw(ColorRenderTarget, Vector2.Zero, Color.White);
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SpriteBatch.End();
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}
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private void DepthRender(
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private void DepthRender(
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PerspectiveCamera camera,
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PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms
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IEnumerable<(Model, Matrix)> modelTransforms
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