502 lines
20 KiB
C#
502 lines
20 KiB
C#
using System.Collections.Generic;
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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 Renderer
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{
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private const int MAX_SHADOW_CASCADES = 4;
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private int ShadowMapSize { get; }
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private GraphicsDevice GraphicsDevice { get; }
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private int RenderDimensionsX { get; }
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private int RenderDimensionsY { get; }
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private VertexBuffer FullscreenTriangle { get; }
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private int NumShadowCascades { get; }
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private RenderTarget2D ColorRenderTarget { get; }
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private RenderTarget2D DirectionalRenderTarget { get; }
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private RenderTarget2D[] ShadowRenderTargets { get; }
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private DeferredPBREffect DeferredPBREffect { get; }
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/* FIXME: these next two dont actually have anything to do with PBR */
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private DeferredPBR_GBufferEffect Deferred_GBufferEffect { get; }
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private DeferredPBR_AmbientLightEffect DeferredAmbientLightEffect { get; }
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private DeferredPBR_PointLightEffect DeferredPointLightEffect { get; }
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private DeferredPBR_DirectionalLightEffect DeferredDirectionalLightEffect { get; }
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private Deferred_ToonEffect Deferred_ToonEffect { get; }
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private SimpleDepthEffect SimpleDepthEffect { get; }
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private Effect ToneMapEffect { get; }
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private RenderTarget2D gPosition { get; }
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private RenderTarget2D gNormal { get; }
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private RenderTarget2D gAlbedo { get; }
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private RenderTarget2D gMetallicRoughness { get; }
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private RenderTargetBinding[] GBuffer { get; }
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private SpriteBatch SpriteBatch { get; }
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public Renderer(
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GraphicsDevice graphicsDevice,
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int renderDimensionsX,
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int renderDimensionsY,
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int numShadowCascades,
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int shadowMapSize
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) {
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GraphicsDevice = graphicsDevice;
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RenderDimensionsX = renderDimensionsX;
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RenderDimensionsY = renderDimensionsY;
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ShadowMapSize = shadowMapSize;
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NumShadowCascades = (int)MathHelper.Clamp(numShadowCascades, 1, MAX_SHADOW_CASCADES);
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ShadowRenderTargets = new RenderTarget2D[numShadowCascades];
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for (var i = 0; i < numShadowCascades; i++)
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{
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ShadowRenderTargets[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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);
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}
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ColorRenderTarget = new RenderTarget2D(
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graphicsDevice,
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renderDimensionsX,
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renderDimensionsY,
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false,
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SurfaceFormat.Color,
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DepthFormat.None,
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0,
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RenderTargetUsage.PreserveContents
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);
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DirectionalRenderTarget = new RenderTarget2D(
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graphicsDevice,
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renderDimensionsX,
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renderDimensionsY,
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false,
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SurfaceFormat.Color,
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DepthFormat.None,
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0,
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RenderTargetUsage.PreserveContents
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);
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gPosition = new RenderTarget2D(
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GraphicsDevice,
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renderDimensionsX,
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renderDimensionsY,
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false,
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SurfaceFormat.Vector4,
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DepthFormat.Depth24
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);
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gNormal = new RenderTarget2D(
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GraphicsDevice,
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renderDimensionsX,
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renderDimensionsY,
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false,
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SurfaceFormat.Vector4,
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DepthFormat.None
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);
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gAlbedo = new RenderTarget2D(
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GraphicsDevice,
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renderDimensionsX,
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renderDimensionsY,
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false,
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SurfaceFormat.Color,
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DepthFormat.None
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);
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gMetallicRoughness = new RenderTarget2D(
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GraphicsDevice,
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renderDimensionsX,
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renderDimensionsY,
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false,
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SurfaceFormat.HalfVector2,
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DepthFormat.None
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);
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GBuffer = new RenderTargetBinding[4] {
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new RenderTargetBinding(gPosition),
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new RenderTargetBinding(gNormal),
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new RenderTargetBinding(gAlbedo),
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new RenderTargetBinding(gMetallicRoughness)
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};
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SimpleDepthEffect = new SimpleDepthEffect(GraphicsDevice);
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DeferredPBREffect = new DeferredPBREffect(GraphicsDevice);
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Deferred_GBufferEffect = new DeferredPBR_GBufferEffect(GraphicsDevice);
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DeferredAmbientLightEffect = new DeferredPBR_AmbientLightEffect(GraphicsDevice);
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DeferredPointLightEffect = new DeferredPBR_PointLightEffect(GraphicsDevice);
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DeferredDirectionalLightEffect = new DeferredPBR_DirectionalLightEffect(GraphicsDevice);
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DeferredDirectionalLightEffect.ShadowMapSize = ShadowMapSize;
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ToneMapEffect = new Effect(graphicsDevice, Resources.ToneMapEffect);
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Deferred_ToonEffect = new Deferred_ToonEffect(GraphicsDevice);
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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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new VertexPositionTexture(new Vector3(-1, -3, 0), new Vector2(0, 2)),
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new VertexPositionTexture(new Vector3(-1, 1, 0), new Vector2(0, 0)),
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new VertexPositionTexture(new Vector3(3, 1, 0), new Vector2(2, 0))
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});
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SpriteBatch = new SpriteBatch(graphicsDevice);
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}
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public void DeferredRender(
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PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms,
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AmbientLight ambientLight,
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IEnumerable<PointLight> pointLights,
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DirectionalLight directionalLight
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) {
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GBufferRender(camera, modelTransforms);
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GraphicsDevice.SetRenderTarget(ColorRenderTarget);
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GraphicsDevice.Clear(Color.Black);
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AmbientLightRender(ambientLight);
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DeferredPointLightEffect.EyePosition = camera.Position;
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foreach (var pointLight in pointLights)
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{
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PointLightRender(pointLight);
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}
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DirectionalLightRender(camera, modelTransforms, directionalLight);
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GraphicsDevice.SetRenderTarget(null);
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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.Draw(ColorRenderTarget, Vector2.Zero, Color.White);
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SpriteBatch.End();
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}
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public void DeferredToonRender(
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PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms,
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AmbientLight ambientLight,
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DirectionalLight directionalLight
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) {
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GBufferRender(camera, modelTransforms);
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GraphicsDevice.SetRenderTarget(ColorRenderTarget);
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GraphicsDevice.Clear(Color.Black);
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AmbientLightRender(ambientLight);
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DirectionalLightToonRender(camera, modelTransforms, directionalLight);
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GraphicsDevice.SetRenderTarget(null);
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GraphicsDevice.Clear(Color.Black);
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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.End();
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}
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private void GBufferRender(
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PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms
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) {
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GraphicsDevice.SetRenderTargets(GBuffer);
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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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GraphicsDevice.BlendState = BlendState.Opaque;
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foreach (var (model, transform) in modelTransforms)
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{
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foreach (var modelMesh in model.Meshes)
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{
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foreach (var meshPart in modelMesh.MeshParts)
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{
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Deferred_GBufferEffect.World = transform;
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Deferred_GBufferEffect.View = camera.View;
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Deferred_GBufferEffect.Projection = camera.Projection;
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Deferred_GBufferEffect.Albedo = meshPart.Albedo;
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Deferred_GBufferEffect.Metallic = meshPart.Metallic;
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Deferred_GBufferEffect.Roughness = meshPart.Roughness;
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Deferred_GBufferEffect.AlbedoTexture = meshPart.AlbedoTexture;
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Deferred_GBufferEffect.NormalTexture = meshPart.NormalTexture;
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Deferred_GBufferEffect.MetallicRoughnessTexture = meshPart.MetallicRoughnessTexture;
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GraphicsDevice.SetVertexBuffer(meshPart.VertexBuffer);
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GraphicsDevice.Indices = meshPart.IndexBuffer;
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foreach (var pass in Deferred_GBufferEffect.CurrentTechnique.Passes)
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{
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pass.Apply();
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GraphicsDevice.DrawIndexedPrimitives(
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PrimitiveType.TriangleList,
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0,
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0,
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meshPart.VertexBuffer.VertexCount,
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0,
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meshPart.Triangles.Length
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);
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}
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}
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}
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}
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}
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private void AmbientLightRender(AmbientLight ambientLight)
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{
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GraphicsDevice.SetRenderTarget(ColorRenderTarget);
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GraphicsDevice.BlendState = BlendState.Additive;
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GraphicsDevice.DepthStencilState = DepthStencilState.None;
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DeferredAmbientLightEffect.GPosition = gPosition;
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DeferredAmbientLightEffect.GAlbedo = gAlbedo;
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DeferredAmbientLightEffect.AmbientColor = ambientLight.Color.ToVector3();
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foreach (var pass in DeferredAmbientLightEffect.CurrentTechnique.Passes)
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{
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pass.Apply();
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GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
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GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
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}
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}
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private void PointLightRender(PointLight pointLight)
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{
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DeferredPointLightEffect.GPosition = gPosition;
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DeferredPointLightEffect.GAlbedo = gAlbedo;
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DeferredPointLightEffect.GNormal = gNormal;
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DeferredPointLightEffect.GMetallicRoughness = gMetallicRoughness;
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DeferredPointLightEffect.PointLightPosition = pointLight.Position;
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DeferredPointLightEffect.PointLightColor =
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pointLight.Color.ToVector3() * pointLight.Intensity;
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foreach (var pass in DeferredPointLightEffect.CurrentTechnique.Passes)
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{
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pass.Apply();
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GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
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GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
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}
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}
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private void DirectionalLightRender(
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PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms,
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DirectionalLight directionalLight
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) {
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RenderShadows(camera, modelTransforms, directionalLight, DeferredDirectionalLightEffect);
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DeferredDirectionalLightEffect.GPosition = gPosition;
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DeferredDirectionalLightEffect.GAlbedo = gAlbedo;
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DeferredDirectionalLightEffect.GNormal = gNormal;
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DeferredDirectionalLightEffect.GMetallicRoughness = gMetallicRoughness;
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DeferredDirectionalLightEffect.ShadowMapOne = ShadowRenderTargets[0];
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if (NumShadowCascades > 1)
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{
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DeferredDirectionalLightEffect.ShadowMapTwo = ShadowRenderTargets[1];
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}
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if (NumShadowCascades > 2)
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{
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DeferredDirectionalLightEffect.ShadowMapThree = ShadowRenderTargets[2];
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}
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if (NumShadowCascades > 3)
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{
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DeferredDirectionalLightEffect.ShadowMapFour = ShadowRenderTargets[3];
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}
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DeferredDirectionalLightEffect.DirectionalLightDirection = directionalLight.Direction;
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DeferredDirectionalLightEffect.DirectionalLightColor =
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directionalLight.Color.ToVector3() * directionalLight.Intensity;
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DeferredDirectionalLightEffect.ViewMatrix = camera.View;
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DeferredDirectionalLightEffect.EyePosition = camera.Position;
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GraphicsDevice.SetRenderTarget(ColorRenderTarget);
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GraphicsDevice.BlendState = BlendState.Additive;
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foreach (EffectPass pass in DeferredDirectionalLightEffect.CurrentTechnique.Passes)
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{
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pass.Apply();
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GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
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GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
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}
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}
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private void DirectionalLightToonRender(
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PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms,
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DirectionalLight directionalLight
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) {
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RenderShadows(camera, modelTransforms, directionalLight, Deferred_ToonEffect);
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GraphicsDevice.SetRenderTarget(ColorRenderTarget);
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GraphicsDevice.BlendState = BlendState.Additive;
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Deferred_ToonEffect.GPosition = gPosition;
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Deferred_ToonEffect.GAlbedo = gAlbedo;
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Deferred_ToonEffect.GNormal = gNormal;
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Deferred_ToonEffect.EyePosition = camera.Position;
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Deferred_ToonEffect.DirectionalLightDirection = directionalLight.Direction;
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Deferred_ToonEffect.DirectionalLightColor =
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directionalLight.Color.ToVector3() * directionalLight.Intensity;
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Deferred_ToonEffect.Softness = 0.01f;
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Deferred_ToonEffect.ShadowMapOne = ShadowRenderTargets[0];
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if (NumShadowCascades > 1)
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{
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Deferred_ToonEffect.ShadowMapTwo = ShadowRenderTargets[1];
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}
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if (NumShadowCascades > 2)
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{
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Deferred_ToonEffect.ShadowMapThree = ShadowRenderTargets[2];
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}
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if (NumShadowCascades > 3)
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{
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Deferred_ToonEffect.ShadowMapFour = ShadowRenderTargets[3];
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}
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Deferred_ToonEffect.ViewMatrix = camera.View;
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foreach (EffectPass pass in Deferred_ToonEffect.CurrentTechnique.Passes)
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{
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pass.Apply();
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GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
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GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
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}
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}
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private void RenderShadows(
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PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms,
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DirectionalLight directionalLight,
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ShadowCascadeEffect effect
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) {
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// render the individual shadow cascades
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var previousFarPlane = camera.NearPlane;
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for (var i = 0; i < NumShadowCascades; i++)
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{
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var farPlane = camera.FarPlane / (MathHelper.Max((NumShadowCascades - i - 1) * 2f, 1f));
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// divide the view frustum
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var shadowCamera = new PerspectiveCamera(
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camera.Position,
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camera.Forward,
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camera.Up,
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camera.FieldOfView,
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camera.AspectRatio,
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previousFarPlane,
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farPlane
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);
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// TODO: This is tightly coupled to the effect and it sucks
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RenderShadowMap(shadowCamera, modelTransforms, directionalLight, effect, i);
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effect.CascadeFarPlanes[i] = farPlane;
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previousFarPlane = farPlane;
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}
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}
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private void RenderShadowMap(
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PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms,
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DirectionalLight directionalLight,
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ShadowCascadeEffect effect,
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int shadowCascadeIndex
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) {
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GraphicsDevice.SetRenderTarget(ShadowRenderTargets[shadowCascadeIndex]);
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GraphicsDevice.Clear(Color.White);
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GraphicsDevice.DepthStencilState = DepthStencilState.Default;
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GraphicsDevice.BlendState = BlendState.Opaque;
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var cameraBoundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
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Vector3[] frustumCorners = cameraBoundingFrustum.GetCorners();
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Vector3 frustumCenter = Vector3.Zero;
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for (var i = 0; i < frustumCorners.Length; i++)
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{
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frustumCenter += frustumCorners[i];
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}
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frustumCenter /= 8f;
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var lightView = Matrix.CreateLookAt(frustumCenter + directionalLight.Direction, frustumCenter, Vector3.Backward);
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for (var i = 0; i < frustumCorners.Length; i++)
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{
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frustumCorners[i] = Vector3.Transform(frustumCorners[i], lightView);
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}
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BoundingBox lightBox = BoundingBox.CreateFromPoints(frustumCorners);
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SimpleDepthEffect.View = lightView;
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SimpleDepthEffect.Projection = Matrix.CreateOrthographicOffCenter(
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lightBox.Min.X,
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lightBox.Max.X,
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lightBox.Min.Y,
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lightBox.Max.Y,
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-lightBox.Max.Z - 10f, // TODO: near clip plane needs scene AABB info to get rid of this magic value
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-lightBox.Min.Z
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);
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var lightSpaceMatrix = SimpleDepthEffect.View * SimpleDepthEffect.Projection;
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if (shadowCascadeIndex == 0)
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{
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effect.LightSpaceMatrixOne = lightSpaceMatrix;
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}
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else if (shadowCascadeIndex == 1)
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{
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effect.LightSpaceMatrixTwo = lightSpaceMatrix;
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}
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else if (shadowCascadeIndex == 2)
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{
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effect.LightSpaceMatrixThree = lightSpaceMatrix;
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}
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else if (shadowCascadeIndex == 3)
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{
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effect.LightSpaceMatrixFour = lightSpaceMatrix;
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}
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foreach (var (model, transform) in modelTransforms)
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{
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foreach (var modelMesh in model.Meshes)
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{
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foreach (var meshPart in modelMesh.MeshParts)
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{
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GraphicsDevice.SetVertexBuffer(meshPart.VertexBuffer);
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GraphicsDevice.Indices = meshPart.IndexBuffer;
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SimpleDepthEffect.Model = transform;
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foreach (var pass in SimpleDepthEffect.CurrentTechnique.Passes)
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{
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pass.Apply();
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GraphicsDevice.DrawIndexedPrimitives(
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PrimitiveType.TriangleList,
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0,
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0,
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meshPart.VertexBuffer.VertexCount,
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0,
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meshPart.Triangles.Length
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);
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}
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}
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}
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}
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}
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}
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}
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