891 lines
36 KiB
C#
891 lines
36 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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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 LinearDepthEffect LinearDepthEffect { get; }
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private Effect ToneMapEffect { get; }
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private SkyboxEffect SkyboxEffect { get; }
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private DiffuseLitSpriteEffect DiffuseLitSpriteEffect { 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 RenderTargetCube PointShadowCubeMap { get; }
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private RenderTargetBinding[] GBuffer { get; }
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private Kav.Model UnitCube { 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.Depth24,
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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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PointShadowCubeMap = new RenderTargetCube(
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GraphicsDevice,
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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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SimpleDepthEffect = new SimpleDepthEffect(GraphicsDevice);
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LinearDepthEffect = new LinearDepthEffect(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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SkyboxEffect = new SkyboxEffect(GraphicsDevice);
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DiffuseLitSpriteEffect = new DiffuseLitSpriteEffect(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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UnitCube = Kav.ModelLoader.Load(
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GraphicsDevice,
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Smuggler.Importer.ImportGLB(GraphicsDevice, new MemoryStream(Resources.UnitCubeModel))
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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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RenderTarget2D renderTarget,
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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(camera, modelTransforms, pointLight);
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}
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if (directionalLight.HasValue)
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{
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DirectionalLightRender(camera, modelTransforms, directionalLight.Value);
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}
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GraphicsDevice.SetRenderTarget(renderTarget);
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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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RenderTarget2D renderTarget,
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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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TextureCube skybox
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) {
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GBufferRender(camera, modelTransforms);
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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.DepthStencilState = DepthStencilState.DepthRead;
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AmbientLightRender(ambientLight);
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foreach (var pointLight in pointLights)
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{
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PointLightRender(camera, modelTransforms, pointLight);
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}
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if (directionalLight.HasValue)
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{
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DirectionalLightToonRender(camera, modelTransforms, directionalLight.Value);
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}
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SkyboxRender(camera, skybox);
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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.Draw(ColorRenderTarget, Vector2.Zero, Color.White);
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SpriteBatch.End();
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}
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// TODO: we could make this a lot more efficient probably
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// draws mesh sprites with a forward rendered diffuse lighting technique
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public void MeshSpriteRender(
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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<(MeshSprite, Matrix)> meshSpriteTransforms,
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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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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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GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
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GraphicsDevice.RasterizerState = RasterizerState.CullNone;
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GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp;
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GraphicsDevice.SamplerStates[1] = SamplerState.PointClamp;
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GraphicsDevice.BlendState = BlendState.AlphaBlend;
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DiffuseLitSpriteEffect.View = camera.View;
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DiffuseLitSpriteEffect.Projection = camera.Projection;
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DiffuseLitSpriteEffect.AmbientColor =
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ambientLight.Color.ToVector3();
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if (directionalLight.HasValue)
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{
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DiffuseLitSpriteEffect.DirectionalLightDirection =
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directionalLight.Value.Direction;
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DiffuseLitSpriteEffect.DirectionalLightColor =
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directionalLight.Value.Color.ToVector3() * directionalLight.Value.Intensity;
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}
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else
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{
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DiffuseLitSpriteEffect.DirectionalLightColor = Vector3.Zero;
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}
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var i = 0;
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foreach (var pointLight in pointLights)
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{
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if (i > DiffuseLitSpriteEffect.MaxPointLights) { break; }
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DiffuseLitSpriteEffect.PointLights[i] = pointLight;
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i += 1;
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}
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var boundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
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foreach (var (sprite, transform) in FrustumCull(boundingFrustum, meshSpriteTransforms))
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{
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DiffuseLitSpriteEffect.NormalMapEnabled = sprite.Normal != null;
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if (sprite.BillboardConstraint == SpriteBillboardConstraint.None)
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{
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DiffuseLitSpriteEffect.World = transform;
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}
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else if (sprite.BillboardConstraint == SpriteBillboardConstraint.Horizontal)
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{
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DiffuseLitSpriteEffect.World = Matrix.CreateConstrainedBillboard(
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transform.Translation,
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camera.Position,
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Vector3.Up,
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camera.Forward,
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camera.Position - transform.Translation
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);
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}
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else
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{
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DiffuseLitSpriteEffect.World = Matrix.CreateConstrainedBillboard(
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transform.Translation,
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camera.Position,
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Vector3.Up,
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null,
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null
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);
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}
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GraphicsDevice.Textures[0] = sprite.Texture;
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GraphicsDevice.Textures[1] = sprite.Normal;
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GraphicsDevice.SetVertexBuffer(sprite.VertexBuffer);
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GraphicsDevice.Indices = sprite.IndexBuffer;
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foreach (var pass in DiffuseLitSpriteEffect.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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sprite.VertexBuffer.VertexCount,
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0,
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2
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);
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}
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}
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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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PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms
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) {
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var boundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
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foreach (var (model, transform) in FrustumCull(boundingFrustum, 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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SimpleDepthEffect.Model = transform;
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SimpleDepthEffect.View = camera.View;
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SimpleDepthEffect.Projection = camera.Projection;
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GraphicsDevice.SetVertexBuffer(meshPart.VertexBuffer);
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GraphicsDevice.Indices = meshPart.IndexBuffer;
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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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private void SkyboxRender(
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PerspectiveCamera camera,
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TextureCube skybox
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) {
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GraphicsDevice.RasterizerState.CullMode = CullMode.CullClockwiseFace;
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SkyboxEffect.Skybox = skybox;
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var view = camera.View;
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view.Translation = Vector3.Zero;
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SkyboxEffect.View = view;
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SkyboxEffect.Projection = camera.Projection;
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GraphicsDevice.SetVertexBuffer(UnitCube.Meshes[0].MeshParts[0].VertexBuffer);
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GraphicsDevice.Indices = UnitCube.Meshes[0].MeshParts[0].IndexBuffer;
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foreach (var pass in SkyboxEffect.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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UnitCube.Meshes[0].MeshParts[0].VertexBuffer.VertexCount,
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0,
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UnitCube.Meshes[0].MeshParts[0].Triangles.Length
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);
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}
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GraphicsDevice.RasterizerState.CullMode = CullMode.CullCounterClockwiseFace;
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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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var boundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
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foreach (var (model, transform) in FrustumCull(boundingFrustum, 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.Opaque;
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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(
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PerspectiveCamera camera,
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IEnumerable<(Model, Matrix)> modelTransforms,
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PointLight pointLight
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) {
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RenderPointShadows(camera, modelTransforms, pointLight);
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GraphicsDevice.SetRenderTarget(ColorRenderTarget);
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GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
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GraphicsDevice.BlendState = BlendState.Additive;
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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.ShadowMap = PointShadowCubeMap;
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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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DeferredPointLightEffect.FarPlane = 25f; // FIXME: magic value
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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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RenderDirectionalShadows(camera, modelTransforms, directionalLight, DeferredDirectionalLightEffect);
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DeferredDirectionalLightEffect.GPosition = gPosition;
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|
DeferredDirectionalLightEffect.GAlbedo = gAlbedo;
|
|
DeferredDirectionalLightEffect.GNormal = gNormal;
|
|
DeferredDirectionalLightEffect.GMetallicRoughness = gMetallicRoughness;
|
|
|
|
DeferredDirectionalLightEffect.ShadowMapOne = ShadowRenderTargets[0];
|
|
if (NumShadowCascades > 1)
|
|
{
|
|
DeferredDirectionalLightEffect.ShadowMapTwo = ShadowRenderTargets[1];
|
|
}
|
|
if (NumShadowCascades > 2)
|
|
{
|
|
DeferredDirectionalLightEffect.ShadowMapThree = ShadowRenderTargets[2];
|
|
}
|
|
if (NumShadowCascades > 3)
|
|
{
|
|
DeferredDirectionalLightEffect.ShadowMapFour = ShadowRenderTargets[3];
|
|
}
|
|
|
|
DeferredDirectionalLightEffect.DirectionalLightDirection = directionalLight.Direction;
|
|
DeferredDirectionalLightEffect.DirectionalLightColor =
|
|
directionalLight.Color.ToVector3() * directionalLight.Intensity;
|
|
|
|
DeferredDirectionalLightEffect.ViewMatrix = camera.View;
|
|
DeferredDirectionalLightEffect.EyePosition = camera.Position;
|
|
|
|
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
|
|
GraphicsDevice.BlendState = BlendState.Additive;
|
|
|
|
foreach (EffectPass pass in DeferredDirectionalLightEffect.CurrentTechnique.Passes)
|
|
{
|
|
pass.Apply();
|
|
GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
|
|
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
|
|
}
|
|
}
|
|
|
|
private void DirectionalLightToonRender(
|
|
PerspectiveCamera camera,
|
|
IEnumerable<(Model, Matrix)> modelTransforms,
|
|
DirectionalLight directionalLight
|
|
) {
|
|
RenderDirectionalShadows(camera, modelTransforms, directionalLight, Deferred_ToonEffect);
|
|
|
|
GraphicsDevice.SetRenderTarget(ColorRenderTarget);
|
|
GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
|
|
GraphicsDevice.BlendState = BlendState.Additive;
|
|
|
|
Deferred_ToonEffect.GPosition = gPosition;
|
|
Deferred_ToonEffect.GAlbedo = gAlbedo;
|
|
Deferred_ToonEffect.GNormal = gNormal;
|
|
Deferred_ToonEffect.GMetallicRoughness = gMetallicRoughness;
|
|
|
|
Deferred_ToonEffect.DitheredShadows = false;
|
|
|
|
Deferred_ToonEffect.EyePosition = camera.Position;
|
|
|
|
Deferred_ToonEffect.DirectionalLightDirection = directionalLight.Direction;
|
|
Deferred_ToonEffect.DirectionalLightColor =
|
|
directionalLight.Color.ToVector3() * directionalLight.Intensity;
|
|
|
|
Deferred_ToonEffect.ShadowMapOne = ShadowRenderTargets[0];
|
|
if (NumShadowCascades > 1)
|
|
{
|
|
Deferred_ToonEffect.ShadowMapTwo = ShadowRenderTargets[1];
|
|
}
|
|
if (NumShadowCascades > 2)
|
|
{
|
|
Deferred_ToonEffect.ShadowMapThree = ShadowRenderTargets[2];
|
|
}
|
|
if (NumShadowCascades > 3)
|
|
{
|
|
Deferred_ToonEffect.ShadowMapFour = ShadowRenderTargets[3];
|
|
}
|
|
|
|
Deferred_ToonEffect.ViewMatrix = camera.View;
|
|
|
|
foreach (EffectPass pass in Deferred_ToonEffect.CurrentTechnique.Passes)
|
|
{
|
|
pass.Apply();
|
|
GraphicsDevice.SetVertexBuffer(FullscreenTriangle);
|
|
GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
|
|
}
|
|
}
|
|
|
|
private void RenderDirectionalShadows(
|
|
PerspectiveCamera camera,
|
|
IEnumerable<(Model, Matrix)> modelTransforms,
|
|
DirectionalLight directionalLight,
|
|
ShadowCascadeEffect effect
|
|
) {
|
|
// render the individual shadow cascades
|
|
var previousFarPlane = camera.NearPlane;
|
|
for (var i = 0; i < NumShadowCascades; i++)
|
|
{
|
|
var farPlane = camera.FarPlane / (MathHelper.Max((NumShadowCascades - i - 1) * 2f, 1f));
|
|
|
|
// divide the view frustum
|
|
var shadowCamera = new PerspectiveCamera(
|
|
camera.Position,
|
|
camera.Forward,
|
|
camera.Up,
|
|
camera.FieldOfView,
|
|
camera.AspectRatio,
|
|
previousFarPlane,
|
|
farPlane
|
|
);
|
|
|
|
// TODO: This is tightly coupled to the effect and it sucks
|
|
RenderDirectionalShadowMap(shadowCamera, modelTransforms, directionalLight, effect, i);
|
|
|
|
effect.CascadeFarPlanes[i] = farPlane;
|
|
previousFarPlane = farPlane;
|
|
}
|
|
}
|
|
|
|
private void RenderDirectionalShadowMap(
|
|
PerspectiveCamera camera,
|
|
IEnumerable<(Model, Matrix)> modelTransforms,
|
|
DirectionalLight directionalLight,
|
|
ShadowCascadeEffect effect,
|
|
int shadowCascadeIndex
|
|
) {
|
|
GraphicsDevice.SetRenderTarget(ShadowRenderTargets[shadowCascadeIndex]);
|
|
GraphicsDevice.Clear(Color.White);
|
|
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
|
|
GraphicsDevice.BlendState = BlendState.Opaque;
|
|
|
|
var cameraBoundingFrustum = new BoundingFrustum(camera.View * camera.Projection);
|
|
Vector3[] frustumCorners = cameraBoundingFrustum.GetCorners();
|
|
|
|
Vector3 frustumCenter = Vector3.Zero;
|
|
for (var i = 0; i < frustumCorners.Length; i++)
|
|
{
|
|
frustumCenter += frustumCorners[i];
|
|
}
|
|
frustumCenter /= 8f;
|
|
|
|
var lightView = Matrix.CreateLookAt(frustumCenter + directionalLight.Direction, frustumCenter, Vector3.Backward);
|
|
|
|
for (var i = 0; i < frustumCorners.Length; i++)
|
|
{
|
|
frustumCorners[i] = Vector3.Transform(frustumCorners[i], lightView);
|
|
}
|
|
|
|
BoundingBox lightBox = BoundingBox.CreateFromPoints(frustumCorners);
|
|
|
|
SimpleDepthEffect.View = lightView;
|
|
SimpleDepthEffect.Projection = Matrix.CreateOrthographicOffCenter(
|
|
lightBox.Min.X,
|
|
lightBox.Max.X,
|
|
lightBox.Min.Y,
|
|
lightBox.Max.Y,
|
|
-lightBox.Max.Z - 10f, // TODO: near clip plane needs scene AABB info to get rid of this magic value
|
|
-lightBox.Min.Z
|
|
);
|
|
|
|
var lightSpaceMatrix = SimpleDepthEffect.View * SimpleDepthEffect.Projection;
|
|
|
|
if (shadowCascadeIndex == 0)
|
|
{
|
|
effect.LightSpaceMatrixOne = lightSpaceMatrix;
|
|
}
|
|
else if (shadowCascadeIndex == 1)
|
|
{
|
|
effect.LightSpaceMatrixTwo = lightSpaceMatrix;
|
|
}
|
|
else if (shadowCascadeIndex == 2)
|
|
{
|
|
effect.LightSpaceMatrixThree = lightSpaceMatrix;
|
|
}
|
|
else if (shadowCascadeIndex == 3)
|
|
{
|
|
effect.LightSpaceMatrixFour = lightSpaceMatrix;
|
|
}
|
|
|
|
var boundingFrustum = new BoundingFrustum(lightSpaceMatrix);
|
|
|
|
foreach (var (model, transform) in FrustumCull(boundingFrustum, modelTransforms))
|
|
{
|
|
foreach (var modelMesh in model.Meshes)
|
|
{
|
|
foreach (var meshPart in modelMesh.MeshParts)
|
|
{
|
|
GraphicsDevice.SetVertexBuffer(meshPart.VertexBuffer);
|
|
GraphicsDevice.Indices = meshPart.IndexBuffer;
|
|
|
|
SimpleDepthEffect.Model = transform;
|
|
|
|
foreach (var pass in SimpleDepthEffect.CurrentTechnique.Passes)
|
|
{
|
|
pass.Apply();
|
|
|
|
GraphicsDevice.DrawIndexedPrimitives(
|
|
PrimitiveType.TriangleList,
|
|
0,
|
|
0,
|
|
meshPart.VertexBuffer.VertexCount,
|
|
0,
|
|
meshPart.Triangles.Length
|
|
);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void RenderPointShadows(
|
|
PerspectiveCamera camera,
|
|
IEnumerable<(Model, Matrix)> modelTransforms,
|
|
PointLight pointLight
|
|
) {
|
|
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
|
|
GraphicsDevice.BlendState = BlendState.Opaque;
|
|
|
|
LinearDepthEffect.Projection = Matrix.CreatePerspectiveFieldOfView(
|
|
MathHelper.PiOver2,
|
|
1,
|
|
0.1f,
|
|
25f // FIXME: magic value
|
|
);
|
|
LinearDepthEffect.FarPlane = 25f;
|
|
LinearDepthEffect.LightPosition = pointLight.Position;
|
|
|
|
foreach (CubeMapFace face in Enum.GetValues(typeof(CubeMapFace)))
|
|
{
|
|
GraphicsDevice.SetRenderTarget(PointShadowCubeMap, face);
|
|
|
|
Vector3 targetDirection;
|
|
Vector3 targetUpDirection;
|
|
switch(face)
|
|
{
|
|
case CubeMapFace.PositiveX:
|
|
targetDirection = Vector3.Right;
|
|
targetUpDirection = Vector3.Up;
|
|
break;
|
|
|
|
case CubeMapFace.NegativeX:
|
|
targetDirection = Vector3.Left;
|
|
targetUpDirection = Vector3.Up;
|
|
break;
|
|
|
|
case CubeMapFace.PositiveY:
|
|
targetDirection = Vector3.Up;
|
|
targetUpDirection = Vector3.Forward;
|
|
break;
|
|
|
|
case CubeMapFace.NegativeY:
|
|
targetDirection = Vector3.Down;
|
|
targetUpDirection = Vector3.Backward;
|
|
break;
|
|
|
|
case CubeMapFace.PositiveZ:
|
|
targetDirection = Vector3.Backward;
|
|
targetUpDirection = Vector3.Up;
|
|
break;
|
|
|
|
case CubeMapFace.NegativeZ:
|
|
targetDirection = Vector3.Forward;
|
|
targetUpDirection = Vector3.Up;
|
|
break;
|
|
|
|
default:
|
|
targetDirection = Vector3.Right;
|
|
targetUpDirection = Vector3.Up;
|
|
break;
|
|
}
|
|
|
|
LinearDepthEffect.View = Matrix.CreateLookAt(
|
|
pointLight.Position,
|
|
pointLight.Position + targetDirection,
|
|
targetUpDirection
|
|
);
|
|
|
|
var boundingFrustum = new BoundingFrustum(LinearDepthEffect.View * LinearDepthEffect.Projection);
|
|
|
|
foreach (var (model, transform) in FrustumCull(boundingFrustum, modelTransforms))
|
|
{
|
|
foreach (var modelMesh in model.Meshes)
|
|
{
|
|
foreach (var meshPart in modelMesh.MeshParts)
|
|
{
|
|
GraphicsDevice.SetVertexBuffer(meshPart.VertexBuffer);
|
|
GraphicsDevice.Indices = meshPart.IndexBuffer;
|
|
|
|
LinearDepthEffect.Model = transform;
|
|
|
|
foreach (var pass in LinearDepthEffect.CurrentTechnique.Passes)
|
|
{
|
|
pass.Apply();
|
|
|
|
GraphicsDevice.DrawIndexedPrimitives(
|
|
PrimitiveType.TriangleList,
|
|
0,
|
|
0,
|
|
meshPart.VertexBuffer.VertexCount,
|
|
0,
|
|
meshPart.Triangles.Length
|
|
);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private static IEnumerable<(Model, Matrix)> FrustumCull(
|
|
BoundingFrustum boundingFrustum,
|
|
IEnumerable<(Model, Matrix)> modelTransforms
|
|
) {
|
|
foreach (var modelTransform in modelTransforms)
|
|
{
|
|
var boundingBox = TransformedBoundingBox(modelTransform.Item1.BoundingBox, modelTransform.Item2);
|
|
var containment = boundingFrustum.Contains(boundingBox);
|
|
if (containment != ContainmentType.Disjoint)
|
|
{
|
|
yield return modelTransform;
|
|
}
|
|
}
|
|
}
|
|
|
|
private static IEnumerable<(MeshSprite, Matrix)> FrustumCull(
|
|
BoundingFrustum boundingFrustum,
|
|
IEnumerable<(MeshSprite, Matrix)> meshSpriteTransforms
|
|
) {
|
|
foreach (var (meshSprite, transform) in meshSpriteTransforms)
|
|
{
|
|
var boundingBox = TransformedBoundingBox(meshSprite.BoundingBox, transform);
|
|
var containment = boundingFrustum.Contains(boundingBox);
|
|
if (containment != ContainmentType.Disjoint)
|
|
{
|
|
yield return (meshSprite, transform);
|
|
}
|
|
}
|
|
}
|
|
|
|
private static BoundingBox TransformedBoundingBox(BoundingBox boundingBox, Matrix matrix)
|
|
{
|
|
var center = (boundingBox.Min + boundingBox.Max) / 2f;
|
|
var extent = (boundingBox.Max - boundingBox.Min) / 2f;
|
|
|
|
var newCenter = Vector3.Transform(center, matrix);
|
|
var newExtent = Vector3.TransformNormal(extent, AbsoluteMatrix(matrix));
|
|
|
|
return new BoundingBox(newCenter - newExtent, newCenter + newExtent);
|
|
}
|
|
|
|
private static Matrix AbsoluteMatrix(Matrix matrix)
|
|
{
|
|
return new Matrix(
|
|
Math.Abs(matrix.M11), Math.Abs(matrix.M12), Math.Abs(matrix.M13), Math.Abs(matrix.M14),
|
|
Math.Abs(matrix.M21), Math.Abs(matrix.M22), Math.Abs(matrix.M23), Math.Abs(matrix.M24),
|
|
Math.Abs(matrix.M31), Math.Abs(matrix.M32), Math.Abs(matrix.M33), Math.Abs(matrix.M34),
|
|
Math.Abs(matrix.M41), Math.Abs(matrix.M42), Math.Abs(matrix.M43), Math.Abs(matrix.M44)
|
|
);
|
|
}
|
|
}
|
|
}
|