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		|  | @ -10,32 +10,23 @@ namespace Kav | |||
|         public Vector3 Position { get; } | ||||
|         public Vector3 Forward { get; } | ||||
|         public Vector3 Up { get; } | ||||
|         public Vector3 Right { get; } | ||||
| 
 | ||||
|         public float FieldOfView { get; } | ||||
|         public float AspectRatio { get; } | ||||
|         public float NearPlane { get; } | ||||
|         public float FarPlane { get; } | ||||
| 
 | ||||
|         public PerspectiveCamera( | ||||
|             Vector3 position, | ||||
|             Vector3 forward, | ||||
|             Vector3 up, | ||||
|             float fieldOfView, | ||||
|             float aspectRatio, | ||||
|             float nearPlane, | ||||
|             float farPlane | ||||
|         ) { | ||||
|         public PerspectiveCamera(Vector3 position, Vector3 forward, Vector3 up, float fieldOfView, float aspectRatio, float nearPlane, float farPlane) | ||||
|         { | ||||
|             Position = position; | ||||
|             Forward = forward; | ||||
|             Up = up; | ||||
|             Right = Vector3.Cross(forward, up); | ||||
|             View = Matrix.CreateLookAt(Position, Position + Forward, Up); | ||||
| 
 | ||||
|             FieldOfView = fieldOfView; | ||||
|             AspectRatio = aspectRatio; | ||||
|             NearPlane = nearPlane; | ||||
|             FarPlane = farPlane; | ||||
|             FarPlane = farPlane;     | ||||
|             Projection = Matrix.CreatePerspectiveFieldOfView(FieldOfView, AspectRatio, NearPlane, FarPlane); | ||||
|         } | ||||
|     } | ||||
|  |  | |||
|  | @ -1,14 +0,0 @@ | |||
| namespace Kav | ||||
| { | ||||
|     public struct AtlasAnimation | ||||
|     { | ||||
|         public UVData[] Frames { get; } | ||||
|         public int Framerate { get; } | ||||
| 
 | ||||
|         public AtlasAnimation(UVData[] frames, int framerate) | ||||
|         { | ||||
|             Frames = frames; | ||||
|             Framerate = framerate; | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | @ -1,63 +0,0 @@ | |||
| using System.Collections.Generic; | ||||
| using Microsoft.Xna.Framework.Graphics; | ||||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public class InstanceData<T> where T : struct, IVertexType | ||||
|     { | ||||
|         public T[] InstanceDataArray { get; } | ||||
|         public DynamicVertexBuffer VertexBuffer { get; } | ||||
|         public int InstanceCount { get; private set; } | ||||
| 
 | ||||
|         public InstanceData(GraphicsDevice graphicsDevice, int size) | ||||
|         { | ||||
|             InstanceDataArray = new T[size]; | ||||
| 
 | ||||
|             VertexBuffer = new DynamicVertexBuffer( | ||||
|                 graphicsDevice, | ||||
|                 typeof(T), | ||||
|                 size, | ||||
|                 BufferUsage.WriteOnly | ||||
|             ); | ||||
| 
 | ||||
|             InstanceCount = 0; | ||||
|         } | ||||
| 
 | ||||
|         public void AddAndSetData(IEnumerable<T> data) | ||||
|         { | ||||
|             InstanceCount = 0; | ||||
|             foreach (var datum in data) | ||||
|             { | ||||
|                 AddData(datum); | ||||
|             } | ||||
| 
 | ||||
|             if (InstanceCount == 0) { throw new System.Exception(); } | ||||
| 
 | ||||
|             SetData(); | ||||
|         } | ||||
| 
 | ||||
|         public void AddData(T datum) | ||||
|         { | ||||
|             InstanceDataArray[InstanceCount] = datum; | ||||
|             InstanceCount += 1; | ||||
|         } | ||||
| 
 | ||||
|         public void SetData() | ||||
|         { | ||||
|             if (InstanceCount > 0) | ||||
|             { | ||||
|                 VertexBuffer.SetData( | ||||
|                     InstanceDataArray, | ||||
|                     0, | ||||
|                     InstanceCount, | ||||
|                     SetDataOptions.NoOverwrite | ||||
|                 ); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public void Clear() | ||||
|         { | ||||
|             InstanceCount = 0; | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | @ -1,35 +0,0 @@ | |||
| using Microsoft.Xna.Framework; | ||||
| using Microsoft.Xna.Framework.Graphics; | ||||
| 
 | ||||
| namespace Kav.Data | ||||
| { | ||||
|     public struct MeshSpriteDrawData : IIndexDrawable, ICullable, ITransformable | ||||
|     { | ||||
|         public SpriteMesh MeshSprite { get; } | ||||
|         public Texture2D Texture { get; } | ||||
|         public Texture2D Normal { get; } | ||||
|         public SpriteBillboardConstraint BillboardConstraint { get; } | ||||
|         public Matrix TransformMatrix { get; } | ||||
|         public UVData UVOffset { get; } | ||||
| 
 | ||||
|         public IndexBuffer IndexBuffer => MeshSprite.IndexBuffer; | ||||
|         public VertexBuffer VertexBuffer => MeshSprite.VertexBuffer; | ||||
|         public BoundingBox BoundingBox => MeshSprite.BoundingBox; | ||||
| 
 | ||||
|         public MeshSpriteDrawData( | ||||
|             SpriteMesh meshSprite, | ||||
|             Texture2D texture, | ||||
|             Texture2D normal, | ||||
|             SpriteBillboardConstraint billboardConstraint, | ||||
|             Matrix transformMatrix, | ||||
|             UVData offset | ||||
|         ) { | ||||
|             MeshSprite = meshSprite; | ||||
|             Texture = texture; | ||||
|             Normal = normal; | ||||
|             BillboardConstraint = billboardConstraint; | ||||
|             TransformMatrix = transformMatrix; | ||||
|             UVOffset = offset; | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | @ -1,96 +0,0 @@ | |||
| using Kav.Data; | ||||
| using Microsoft.Xna.Framework; | ||||
| using Microsoft.Xna.Framework.Graphics; | ||||
| using System.Collections.Generic; | ||||
| using System.IO; | ||||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public struct TextureAtlasSlice | ||||
|     { | ||||
|         public int X { get; } | ||||
|         public int Y { get; } | ||||
|         public int W { get; } | ||||
|         public int H { get; } | ||||
| 
 | ||||
|         public UVData UVData { get; } | ||||
| 
 | ||||
|         // for use with tiling | ||||
|         public Vector2 TiledUVOffset { get; } | ||||
| 
 | ||||
|         public TextureAtlasSlice(int x, int y, int w, int h, int totalW, int totalH) | ||||
|         { | ||||
|             X = x; | ||||
|             Y = y; | ||||
|             W = w; | ||||
|             H = h; | ||||
| 
 | ||||
|             UVData = new UVData(new Vector2(x, y), new Vector2(w, h), new Vector2(totalW, totalH)); | ||||
| 
 | ||||
|             TiledUVOffset = new Vector2(x / (float)totalW, y / (float)totalH); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     public class TextureAtlas | ||||
|     { | ||||
|         public Texture2D Texture { get; } | ||||
|         protected List<string> Names { get; } = new List<string>(); | ||||
|         protected Dictionary<string, TextureAtlasSlice> Slices { get; } = new Dictionary<string, TextureAtlasSlice>(); | ||||
| 
 | ||||
|         public TextureAtlas(GraphicsDevice graphicsDevice, FileInfo atlasMetadataFile) | ||||
|         { | ||||
|             var atlasData = CrunchAtlasReader.ReadTextureAtlas(atlasMetadataFile); | ||||
| 
 | ||||
|             var textureData = atlasData.Textures[0]; | ||||
| 
 | ||||
|             using var stream = File.OpenRead(Path.Combine(atlasMetadataFile.DirectoryName, textureData.Name + ".png")); | ||||
|             Texture = Texture2D.FromStream(graphicsDevice, stream); | ||||
| 
 | ||||
|             foreach (var slice in textureData.Images) | ||||
|             { | ||||
|                 Names.Add(slice.N); | ||||
| 
 | ||||
|                 Slices.Add( | ||||
|                     slice.N, | ||||
|                     new TextureAtlasSlice( | ||||
|                         slice.X, | ||||
|                         slice.Y, | ||||
|                         slice.W, | ||||
|                         slice.H, | ||||
|                         Texture.Width, | ||||
|                         Texture.Height | ||||
|                     ) | ||||
|                 ); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public TextureAtlasSlice Lookup(string name) | ||||
|         { | ||||
|             return Slices[name]; | ||||
|         } | ||||
| 
 | ||||
|         public string Name(int index) | ||||
|         { | ||||
|             return Names[index]; | ||||
|         } | ||||
| 
 | ||||
|         public int Count() | ||||
|         { | ||||
|             return Names.Count; | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     // Assumes all subimages are the same size | ||||
|     public class TiledTextureAtlas : TextureAtlas | ||||
|     { | ||||
|         public int NumRows { get; } | ||||
|         public int NumColumns { get; } | ||||
| 
 | ||||
|         public TiledTextureAtlas(GraphicsDevice graphicsDevice, FileInfo atlasMetadataFile) : base(graphicsDevice, atlasMetadataFile) | ||||
|         { | ||||
|             var subImageSlice = Slices[Names[0]]; | ||||
|             NumRows = Texture.Height / subImageSlice.H; | ||||
|             NumColumns = Texture.Width / subImageSlice.W; | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | @ -1,19 +0,0 @@ | |||
| using Microsoft.Xna.Framework; | ||||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public struct UVData | ||||
|     { | ||||
|         public Vector2 Offset { get; } | ||||
|         public Vector2 Percentage { get; } | ||||
| 
 | ||||
|         public UVData( | ||||
|             Vector2 positionInAtlas, | ||||
|             Vector2 subTextureDimensions, | ||||
|             Vector2 atlasDimensions | ||||
|         ) { | ||||
|             Percentage = subTextureDimensions / atlasDimensions; | ||||
|             Offset = positionInAtlas / atlasDimensions; | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | @ -1,59 +0,0 @@ | |||
| using Microsoft.Xna.Framework; | ||||
| using Microsoft.Xna.Framework.Graphics; | ||||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public class DirectionalShadowMapData | ||||
|     { | ||||
|         public static readonly int MAX_SHADOW_CASCADES = 4; | ||||
| 
 | ||||
|         public RenderTarget2D[] ShadowMaps { get; } | ||||
| 
 | ||||
|         public Matrix[] LightSpaceViews { get; } | ||||
|         public Matrix[] LightSpaceProjections { get; } | ||||
| 
 | ||||
|         public float[] CascadeFarPlanes { get; } | ||||
| 
 | ||||
|         public int ShadowMapSize { get; } | ||||
|         public int NumShadowCascades { get; } | ||||
| 
 | ||||
|         internal DirectionalShadowMapData( | ||||
|             GraphicsDevice graphicsDevice, | ||||
|             int shadowMapSize, | ||||
|             int numCascades | ||||
|         ) { | ||||
|             ShadowMapSize = shadowMapSize; | ||||
|             NumShadowCascades = (int)MathHelper.Clamp(numCascades, 1, MAX_SHADOW_CASCADES); | ||||
| 
 | ||||
|             LightSpaceViews = new Matrix[4]; | ||||
|             LightSpaceProjections = new Matrix[4]; | ||||
| 
 | ||||
|             ShadowMaps = new RenderTarget2D[NumShadowCascades]; | ||||
| 
 | ||||
|             for (var i = 0; i < NumShadowCascades; i++) | ||||
|             { | ||||
|                 ShadowMaps[i] = new RenderTarget2D( | ||||
|                     graphicsDevice, | ||||
|                     shadowMapSize, | ||||
|                     shadowMapSize, | ||||
|                     false, | ||||
|                     SurfaceFormat.Single, | ||||
|                     DepthFormat.Depth24, | ||||
|                     0, | ||||
|                     RenderTargetUsage.PreserveContents | ||||
|                 ); | ||||
|             } | ||||
| 
 | ||||
|             CascadeFarPlanes = new float[MAX_SHADOW_CASCADES]; | ||||
|         } | ||||
| 
 | ||||
|         public void Clear(GraphicsDevice graphicsDevice) | ||||
|         { | ||||
|             foreach (var shadowMap in ShadowMaps) | ||||
|             { | ||||
|                 graphicsDevice.SetRenderTarget(shadowMap); | ||||
|                 graphicsDevice.Clear(Color.White); | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | @ -1,9 +0,0 @@ | |||
| using Microsoft.Xna.Framework; | ||||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public interface IHasTranslation | ||||
|     { | ||||
|         Vector3 Translation { get; set; } | ||||
|     } | ||||
| } | ||||
|  | @ -1,9 +0,0 @@ | |||
| using Microsoft.Xna.Framework; | ||||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public interface IHasWorldMatrix | ||||
|     { | ||||
|         Matrix World { get; set; } | ||||
|     } | ||||
| } | ||||
|  | @ -74,6 +74,32 @@ namespace Kav | |||
|             ); | ||||
|         } | ||||
| 
 | ||||
|         protected DeferredPBREffect(DeferredPBREffect cloneSource) : base(cloneSource) | ||||
|         { | ||||
|             GPosition = cloneSource.GPosition; | ||||
|             GAlbedo = cloneSource.GAlbedo; | ||||
|             GNormal = cloneSource.GNormal; | ||||
|             GMetallicRoughness = cloneSource.GMetallicRoughness; | ||||
| 
 | ||||
|             EyePosition = cloneSource.EyePosition; | ||||
| 
 | ||||
|             PointLights = new PointLightCollection( | ||||
|                 Parameters["LightPositions"], | ||||
|                 Parameters["PositionLightColors"], | ||||
|                 MaxPointLights | ||||
|             ); | ||||
| 
 | ||||
|             for (int i = 0; i < MaxPointLights; i++) | ||||
|             { | ||||
|                 PointLights[i] = cloneSource.PointLights[i]; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public override Effect Clone() | ||||
|         { | ||||
|             return new DeferredPBREffect(this); | ||||
|         } | ||||
| 
 | ||||
|         protected override void OnApply() | ||||
|         { | ||||
|             gPositionParam.SetValue(GPosition); | ||||
|  |  | |||
|  | @ -6,7 +6,8 @@ namespace Kav | |||
|     public class DeferredPBR_GBufferEffect : Effect, TransformEffect | ||||
|     { | ||||
|         EffectParameter worldParam; | ||||
|         EffectParameter viewProjectionParam; | ||||
|         EffectParameter worldViewProjectionParam; | ||||
|         EffectParameter worldInverseTransposeParam; | ||||
| 
 | ||||
|         EffectParameter albedoTextureParam; | ||||
|         EffectParameter normalTextureParam; | ||||
|  | @ -16,13 +17,6 @@ namespace Kav | |||
|         EffectParameter metallicParam; | ||||
|         EffectParameter roughnessParam; | ||||
| 
 | ||||
|         EffectParameter uvOffsetAndDimensionsParam; | ||||
|         EffectParameter isSpriteParam; | ||||
| 
 | ||||
|         EffectParameter numTextureRowsParam; | ||||
|         EffectParameter numTextureColumnsParam; | ||||
| 
 | ||||
|         EffectParameter vertexShaderIndexParam; | ||||
|         EffectParameter shaderIndexParam; | ||||
| 
 | ||||
|         Matrix world = Matrix.Identity; | ||||
|  | @ -33,18 +27,9 @@ namespace Kav | |||
|         float metallic; | ||||
|         float roughness; | ||||
| 
 | ||||
|         Vector2 uvOffset; | ||||
|         Vector2 subTextureDimensions; | ||||
| 
 | ||||
|         bool isSprite = false; | ||||
| 
 | ||||
|         int numTextureRows = 1; | ||||
|         int numTextureColumns = 1; | ||||
| 
 | ||||
|         bool albedoTextureEnabled = false; | ||||
|         bool metallicRoughnessMapEnabled = false; | ||||
|         bool normalMapEnabled = false; | ||||
|         bool hardwareInstancingEnabled = false; | ||||
| 
 | ||||
|         EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All; | ||||
| 
 | ||||
|  | @ -54,7 +39,7 @@ namespace Kav | |||
|             set | ||||
|             { | ||||
|                 world = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.World; | ||||
|                 dirtyFlags |= EffectDirtyFlags.World | EffectDirtyFlags.WorldViewProj; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|  | @ -64,7 +49,7 @@ namespace Kav | |||
|             set | ||||
|             { | ||||
|                 view = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.ViewProj | EffectDirtyFlags.EyePosition; | ||||
|                 dirtyFlags |= EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.EyePosition; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|  | @ -74,7 +59,7 @@ namespace Kav | |||
|             set | ||||
|             { | ||||
|                 projection = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.ViewProj; | ||||
|                 dirtyFlags |= EffectDirtyFlags.WorldViewProj; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|  | @ -115,7 +100,7 @@ namespace Kav | |||
|             { | ||||
|                 albedoTextureParam.SetValue(value); | ||||
|                 albedoTextureEnabled = value != null; | ||||
|                 dirtyFlags |= EffectDirtyFlags.PixelShaderIndex; | ||||
|                 dirtyFlags |= EffectDirtyFlags.ShaderIndex; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|  | @ -126,7 +111,7 @@ namespace Kav | |||
|             { | ||||
|                 normalTextureParam.SetValue(value); | ||||
|                 normalMapEnabled = value != null; | ||||
|                 dirtyFlags |= EffectDirtyFlags.PixelShaderIndex; | ||||
|                 dirtyFlags |= EffectDirtyFlags.ShaderIndex; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|  | @ -137,70 +122,7 @@ namespace Kav | |||
|             { | ||||
|                 metallicRoughnessTextureParam.SetValue(value); | ||||
|                 metallicRoughnessMapEnabled = value != null; | ||||
|                 dirtyFlags |= EffectDirtyFlags.PixelShaderIndex; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public int NumTextureRows | ||||
|         { | ||||
|             get { return numTextureRows; } | ||||
|             set | ||||
|             { | ||||
|                 numTextureRows = value; | ||||
|                 numTextureRowsParam.SetValue(numTextureRows); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public int NumTextureColumns | ||||
|         { | ||||
|             get { return numTextureColumns; } | ||||
|             set | ||||
|             { | ||||
|                 numTextureColumns = value; | ||||
|                 numTextureColumnsParam.SetValue(numTextureColumns); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public Vector2 UVOffset | ||||
|         { | ||||
|             get { return uvOffset; } | ||||
|             set | ||||
|             { | ||||
|                 uvOffset = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.UVOrDimensions; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public Vector2 SubTextureDimensions | ||||
|         { | ||||
|             get { return subTextureDimensions; } | ||||
|             set | ||||
|             { | ||||
|                 subTextureDimensions = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.UVOrDimensions; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public bool IsSprite | ||||
|         { | ||||
|             get { return isSprite; } | ||||
|             set | ||||
|             { | ||||
|                 isSprite = value; | ||||
|                 isSpriteParam.SetValue(isSprite ? 1f : 0f); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public bool HardwareInstancingEnabled | ||||
|         { | ||||
|             get { return hardwareInstancingEnabled; } | ||||
|             set | ||||
|             { | ||||
|                 if (value != hardwareInstancingEnabled) | ||||
|                 { | ||||
|                     hardwareInstancingEnabled = value; | ||||
|                     dirtyFlags |= EffectDirtyFlags.VertexShaderIndex; | ||||
|                 } | ||||
|                 dirtyFlags |= EffectDirtyFlags.ShaderIndex; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|  | @ -237,40 +159,30 @@ namespace Kav | |||
|             { | ||||
|                 worldParam.SetValue(world); | ||||
| 
 | ||||
|                 Matrix.Invert(ref world, out Matrix worldInverse); | ||||
|                 Matrix.Transpose(ref worldInverse, out Matrix worldInverseTranspose); | ||||
|                 worldInverseTransposeParam.SetValue(worldInverseTranspose); | ||||
| 
 | ||||
|                 dirtyFlags &= ~EffectDirtyFlags.World; | ||||
|             } | ||||
| 
 | ||||
|             if ((dirtyFlags & EffectDirtyFlags.ViewProj) != 0) | ||||
|             if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0) | ||||
|             { | ||||
|                 Matrix.Multiply(ref view, ref projection, out Matrix viewProj); | ||||
|                 viewProjectionParam.SetValue(viewProj); | ||||
|                 Matrix.Multiply(ref world, ref view, out Matrix worldView); | ||||
|                 Matrix.Multiply(ref worldView, ref projection, out Matrix worldViewProj); | ||||
|                 worldViewProjectionParam.SetValue(worldViewProj); | ||||
| 
 | ||||
|                 dirtyFlags &= ~EffectDirtyFlags.ViewProj; | ||||
|                 dirtyFlags &= ~EffectDirtyFlags.WorldViewProj; | ||||
|             } | ||||
| 
 | ||||
|             if ((dirtyFlags & EffectDirtyFlags.UVOrDimensions) != 0) | ||||
|             if ((dirtyFlags & EffectDirtyFlags.EyePosition) != 0) | ||||
|             { | ||||
|                 uvOffsetAndDimensionsParam.SetValue(new Vector4( | ||||
|                     UVOffset.X, UVOffset.Y, | ||||
|                     SubTextureDimensions.X, SubTextureDimensions.Y | ||||
|                 )); | ||||
|                 Matrix.Invert(ref view, out Matrix inverseView); | ||||
| 
 | ||||
|                 dirtyFlags &= ~EffectDirtyFlags.UVOrDimensions; | ||||
|                 dirtyFlags &= ~EffectDirtyFlags.EyePosition; | ||||
|             } | ||||
| 
 | ||||
|             if ((dirtyFlags & EffectDirtyFlags.VertexShaderIndex) != 0) | ||||
|             { | ||||
|                 int vertexShaderIndex = 0; | ||||
| 
 | ||||
|                 if (hardwareInstancingEnabled) | ||||
|                 { | ||||
|                     vertexShaderIndex = 1; | ||||
|                 } | ||||
| 
 | ||||
|                 vertexShaderIndexParam.SetValue(vertexShaderIndex); | ||||
|             } | ||||
| 
 | ||||
|             if ((dirtyFlags & EffectDirtyFlags.PixelShaderIndex) != 0) | ||||
|             if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0) | ||||
|             { | ||||
|                 int shaderIndex = 0; | ||||
| 
 | ||||
|  | @ -305,14 +217,15 @@ namespace Kav | |||
| 
 | ||||
|                 shaderIndexParam.SetValue(shaderIndex); | ||||
| 
 | ||||
|                 dirtyFlags &= ~EffectDirtyFlags.PixelShaderIndex; | ||||
|                 dirtyFlags &= ~EffectDirtyFlags.ShaderIndex; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         void CacheEffectParameters() | ||||
|         { | ||||
|             worldParam = Parameters["World"]; | ||||
|             viewProjectionParam = Parameters["ViewProjection"]; | ||||
|             worldViewProjectionParam = Parameters["WorldViewProjection"]; | ||||
|             worldInverseTransposeParam = Parameters["WorldInverseTranspose"]; | ||||
| 
 | ||||
|             albedoTextureParam = Parameters["AlbedoTexture"]; | ||||
|             normalTextureParam = Parameters["NormalTexture"]; | ||||
|  | @ -322,14 +235,7 @@ namespace Kav | |||
|             metallicParam = Parameters["MetallicValue"]; | ||||
|             roughnessParam = Parameters["RoughnessValue"]; | ||||
| 
 | ||||
|             numTextureRowsParam = Parameters["NumTextureRows"]; | ||||
|             numTextureColumnsParam = Parameters["NumTextureColumns"]; | ||||
| 
 | ||||
|             uvOffsetAndDimensionsParam = Parameters["UVOffsetAndDimensions"]; | ||||
|             isSpriteParam = Parameters["IsSprite"]; | ||||
| 
 | ||||
|             shaderIndexParam = Parameters["PixelShaderIndex"]; | ||||
|             vertexShaderIndexParam = Parameters["VertexShaderIndex"]; | ||||
|             shaderIndexParam = Parameters["ShaderIndex"]; | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  |  | |||
|  | @ -18,8 +18,6 @@ namespace Kav | |||
| 
 | ||||
|         EffectParameter farPlaneParam; | ||||
| 
 | ||||
|         EffectParameter worldViewProjectionParam; | ||||
| 
 | ||||
|         public Texture2D GPosition { get; set; } | ||||
|         public Texture2D GAlbedo { get; set; } | ||||
|         public Texture2D GNormal { get; set; } | ||||
|  | @ -33,42 +31,6 @@ namespace Kav | |||
| 
 | ||||
|         public float FarPlane { get; set; } | ||||
| 
 | ||||
|         Matrix world = Matrix.Identity; | ||||
|         Matrix view = Matrix.Identity; | ||||
|         Matrix projection = Matrix.Identity; | ||||
| 
 | ||||
|         EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All; | ||||
| 
 | ||||
|         public Matrix World | ||||
|         { | ||||
|             get { return world; } | ||||
|             set | ||||
|             { | ||||
|                 world = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.WorldViewProj; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public Matrix View | ||||
|         { | ||||
|             get { return view; } | ||||
|             set | ||||
|             { | ||||
|                 view = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.WorldViewProj; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public Matrix Projection | ||||
|         { | ||||
|             get { return projection; } | ||||
|             set | ||||
|             { | ||||
|                 projection = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.WorldViewProj; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public DeferredPBR_PointLightEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DeferredPBR_PointLightEffect) | ||||
|         { | ||||
|             CacheEffectParameters(); | ||||
|  | @ -77,7 +39,7 @@ namespace Kav | |||
|         public DeferredPBR_PointLightEffect(DeferredPBR_PointLightEffect cloneSource) : base(cloneSource) | ||||
|         { | ||||
|             CacheEffectParameters(); | ||||
| 
 | ||||
|              | ||||
|             GPosition = cloneSource.GPosition; | ||||
|             GAlbedo = cloneSource.GAlbedo; | ||||
|             GNormal = cloneSource.GNormal; | ||||
|  | @ -111,13 +73,6 @@ namespace Kav | |||
|             pointLightColorParam.SetValue(PointLightColor); | ||||
| 
 | ||||
|             farPlaneParam.SetValue(FarPlane); | ||||
| 
 | ||||
|             if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0) | ||||
|             { | ||||
|                 worldViewProjectionParam.SetValue(world * view * projection); | ||||
| 
 | ||||
|                 dirtyFlags &= ~EffectDirtyFlags.WorldViewProj; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         void CacheEffectParameters() | ||||
|  | @ -134,8 +89,6 @@ namespace Kav | |||
|             pointLightColorParam           = Parameters["PointLightColor"]; | ||||
| 
 | ||||
|             farPlaneParam                  = Parameters["FarPlane"]; | ||||
| 
 | ||||
|             worldViewProjectionParam       = Parameters["WorldViewProjection"]; | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  |  | |||
|  | @ -1,210 +0,0 @@ | |||
| using Kav.Data; | ||||
| using Microsoft.Xna.Framework; | ||||
| using Microsoft.Xna.Framework.Graphics; | ||||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public class DiffuseLitSpriteEffect : Effect | ||||
|     { | ||||
|         EffectParameter ambientColorParam; | ||||
| 
 | ||||
|         EffectParameter directionalLightDirectionParam; | ||||
|         EffectParameter directionalLightColorParam; | ||||
| 
 | ||||
|         EffectParameter uvOffsetAndDimensionsParam; | ||||
| 
 | ||||
|         EffectParameter worldParam; | ||||
|         EffectParameter worldViewProjectionParam; | ||||
|         EffectParameter worldInverseTransposeParam; | ||||
| 
 | ||||
|         EffectParameter shaderIndexParam; | ||||
| 
 | ||||
|         Texture2D texture; | ||||
|         Texture2D normal; | ||||
| 
 | ||||
|         bool normalMapEnabled = false; | ||||
| 
 | ||||
|         Vector3 ambientColor; | ||||
| 
 | ||||
|         Vector3 directionalLightDirection; | ||||
|         Vector3 directionalLightColor; | ||||
| 
 | ||||
|         Matrix world = Matrix.Identity; | ||||
|         Matrix view = Matrix.Identity; | ||||
|         Matrix projection = Matrix.Identity; | ||||
| 
 | ||||
|         Vector2 uvOffset; | ||||
|         Vector2 subTextureDimensions; | ||||
| 
 | ||||
|         EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All; | ||||
| 
 | ||||
|         public bool NormalMapEnabled | ||||
|         { | ||||
|             get { return normalMapEnabled; } | ||||
|             set | ||||
|             { | ||||
|                 if (normalMapEnabled != value) | ||||
|                 { | ||||
|                     normalMapEnabled = value; | ||||
|                     dirtyFlags |= EffectDirtyFlags.PixelShaderIndex; | ||||
|                 } | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public Matrix World | ||||
|         { | ||||
|             get { return world; } | ||||
|             set | ||||
|             { | ||||
|                 world = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.World | EffectDirtyFlags.WorldViewProj; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public Matrix View | ||||
|         { | ||||
|             get { return view; } | ||||
|             set | ||||
|             { | ||||
|                 view = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.EyePosition; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public Matrix Projection | ||||
|         { | ||||
|             get { return projection; } | ||||
|             set | ||||
|             { | ||||
|                 projection = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.WorldViewProj; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public int MaxPointLights { get; } = 8; | ||||
| 
 | ||||
|         public Vector3 AmbientColor | ||||
|         { | ||||
|             get { return ambientColor; } | ||||
|             set | ||||
|             { | ||||
|                 ambientColor = value; | ||||
|                 ambientColorParam.SetValue(ambientColor); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public PointLightCollection PointLights { get; private set; } | ||||
| 
 | ||||
|         public Vector3 DirectionalLightDirection | ||||
|         { | ||||
|             get { return directionalLightDirection; } | ||||
|             set | ||||
|             { | ||||
|                 directionalLightDirection = value; | ||||
|                 directionalLightDirectionParam.SetValue(directionalLightDirection); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public Vector3 DirectionalLightColor | ||||
|         { | ||||
|             get { return directionalLightColor; } | ||||
|             set | ||||
|             { | ||||
|                 directionalLightColor = value; | ||||
|                 directionalLightColorParam.SetValue(directionalLightColor); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public Vector2 UVOffset | ||||
|         { | ||||
|             get { return uvOffset; } | ||||
|             set | ||||
|             { | ||||
|                 uvOffset = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.UVOrDimensions; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public Vector2 SubTextureDimensions | ||||
|         { | ||||
|             get { return subTextureDimensions; } | ||||
|             set | ||||
|             { | ||||
|                 subTextureDimensions = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.UVOrDimensions; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public DiffuseLitSpriteEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.DiffuseLitSpriteEffect) | ||||
|         { | ||||
|             CacheEffectParameters(); | ||||
| 
 | ||||
|             PointLights = new PointLightCollection( | ||||
|                 Parameters["PointLightPositions"], | ||||
|                 Parameters["PointLightColors"], | ||||
|                 MaxPointLights | ||||
|             ); | ||||
|         } | ||||
| 
 | ||||
|         protected override void OnApply() | ||||
|         { | ||||
|             if ((dirtyFlags & EffectDirtyFlags.World) != 0) | ||||
|             { | ||||
|                 worldParam.SetValue(world); | ||||
| 
 | ||||
|                 Matrix.Invert(ref world, out Matrix worldInverse); | ||||
|                 Matrix.Transpose(ref worldInverse, out Matrix worldInverseTranspose); | ||||
|                 worldInverseTransposeParam.SetValue(worldInverseTranspose); | ||||
| 
 | ||||
|                 dirtyFlags &= ~EffectDirtyFlags.World; | ||||
|             } | ||||
| 
 | ||||
|             if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0) | ||||
|             { | ||||
|                 Matrix.Multiply(ref world, ref view, out Matrix worldView); | ||||
|                 Matrix.Multiply(ref worldView, ref projection, out Matrix worldViewProj); | ||||
|                 worldViewProjectionParam.SetValue(worldViewProj); | ||||
| 
 | ||||
|                 dirtyFlags &= ~EffectDirtyFlags.WorldViewProj; | ||||
|             } | ||||
| 
 | ||||
|             if ((dirtyFlags & EffectDirtyFlags.UVOrDimensions) != 0) | ||||
|             { | ||||
|                 uvOffsetAndDimensionsParam.SetValue(new Vector4( | ||||
|                     UVOffset.X, UVOffset.Y, | ||||
|                     SubTextureDimensions.X, SubTextureDimensions.Y | ||||
|                 )); | ||||
| 
 | ||||
|                 dirtyFlags &= ~EffectDirtyFlags.UVOrDimensions; | ||||
|             } | ||||
| 
 | ||||
|             if ((dirtyFlags & EffectDirtyFlags.PixelShaderIndex) != 0) | ||||
|             { | ||||
|                 int shaderIndex = 0; | ||||
| 
 | ||||
|                 if (normalMapEnabled) | ||||
|                 { | ||||
|                     shaderIndex = 1; | ||||
|                 } | ||||
| 
 | ||||
|                 shaderIndexParam.SetValue(shaderIndex); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         private void CacheEffectParameters() | ||||
|         { | ||||
|             worldParam = Parameters["World"]; | ||||
|             worldViewProjectionParam = Parameters["WorldViewProjection"]; | ||||
|             worldInverseTransposeParam = Parameters["WorldInverseTranspose"]; | ||||
| 
 | ||||
|             ambientColorParam = Parameters["AmbientColor"]; | ||||
| 
 | ||||
|             directionalLightDirectionParam = Parameters["DirectionalLightDirection"]; | ||||
|             directionalLightColorParam = Parameters["DirectionalLightColor"]; | ||||
| 
 | ||||
|             uvOffsetAndDimensionsParam = Parameters["UVOffsetAndDimensions"]; | ||||
| 
 | ||||
|             shaderIndexParam = Parameters["ShaderIndex"]; | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | @ -8,10 +8,7 @@ namespace Kav | |||
|         WorldViewProj = 1, | ||||
|         World = 2, | ||||
|         EyePosition = 4, | ||||
|         VertexShaderIndex = 8, | ||||
|         PixelShaderIndex = 16, | ||||
|         ViewProj = 32, | ||||
|         UVOrDimensions = 64, | ||||
|         ShaderIndex = 8, | ||||
|         All = -1 | ||||
|     } | ||||
| } | ||||
|  |  | |||
							
								
								
									
										
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							|  | @ -4,22 +4,17 @@ DECLARE_TEXTURE(AlbedoTexture, 0); | |||
| DECLARE_TEXTURE(NormalTexture, 1); | ||||
| DECLARE_TEXTURE(MetallicRoughnessTexture, 2); | ||||
| 
 | ||||
| float4 UVOffsetAndDimensions; | ||||
| float IsSprite; | ||||
| 
 | ||||
| BEGIN_CONSTANTS | ||||
| 
 | ||||
|     float3 AlbedoValue                         _ps(c0)    _cb(c0); | ||||
|     float MetallicValue                        _ps(c1)    _cb(c1); | ||||
|     float RoughnessValue                       _ps(c2)    _cb(c2); | ||||
| 
 | ||||
|     int NumTextureRows              _vs(c9)               _cb(c3); | ||||
|     int NumTextureColumns           _vs(c10)              _cb(c4); | ||||
| 
 | ||||
| MATRIX_CONSTANTS | ||||
| 
 | ||||
|     float4x4 World                  _vs(c0)               _cb(c7); | ||||
|     float4x4 ViewProjection         _vs(c4)               _cb(c11); | ||||
|     float4x4 WorldInverseTranspose  _vs(c4)               _cb(c11); | ||||
|     float4x4 WorldViewProjection    _vs(c8)               _cb(c15); | ||||
| 
 | ||||
| END_CONSTANTS | ||||
| 
 | ||||
|  | @ -27,7 +22,7 @@ struct VertexInput | |||
| { | ||||
|     float4 Position : POSITION; | ||||
|     float3 Normal   : NORMAL; | ||||
|     float2 TexCoord : TEXCOORD; | ||||
|     float2 TexCoord : TEXCOORD0; | ||||
| }; | ||||
| 
 | ||||
| struct PixelInput | ||||
|  | @ -53,44 +48,9 @@ PixelInput main_vs(VertexInput input) | |||
|     PixelInput output; | ||||
| 
 | ||||
|     output.PositionWorld = mul(input.Position, World).xyz; | ||||
|     output.NormalWorld = normalize(mul(input.Normal, World)); | ||||
| 
 | ||||
|     float2 texCoord; | ||||
|     texCoord.x = (input.TexCoord.x * UVOffsetAndDimensions.z) + UVOffsetAndDimensions.x; | ||||
|     texCoord.y = (input.TexCoord.y * UVOffsetAndDimensions.w) + UVOffsetAndDimensions.y; | ||||
|     output.TexCoord = texCoord; | ||||
| 
 | ||||
|     float4x4 worldViewProjection = mul(World, ViewProjection); | ||||
|     output.Position = mul(input.Position, worldViewProjection); | ||||
| 
 | ||||
|     return output; | ||||
| } | ||||
| 
 | ||||
| PixelInput instanced_vs( | ||||
|     VertexInput input, | ||||
|     float3 Translation : TEXCOORD2, | ||||
|     float2 UVOffset    : TEXCOORD5 | ||||
| ) { | ||||
|     PixelInput output; | ||||
| 
 | ||||
|     float4x4 world = float4x4( | ||||
|         float4(1, 0, 0, 0), | ||||
|         float4(0, 1, 0, 0), | ||||
|         float4(0, 0, 1, 0), | ||||
|         float4(Translation.x, Translation.y, Translation.z, 1) | ||||
|     ); | ||||
| 
 | ||||
|     float4x4 worldViewProjection = mul(world, ViewProjection); | ||||
| 
 | ||||
|     output.PositionWorld = mul(input.Position, world); | ||||
|     output.NormalWorld = mul(input.Normal, world); | ||||
| 
 | ||||
|     float2 texCoord; | ||||
|     texCoord.x = (input.TexCoord.x / NumTextureColumns + UVOffset.x); | ||||
|     texCoord.y = (input.TexCoord.y / NumTextureRows + UVOffset.y); | ||||
|     output.TexCoord = texCoord; | ||||
| 
 | ||||
|     output.Position = mul(input.Position, worldViewProjection); | ||||
|     output.NormalWorld = mul(input.Normal, (float3x3)WorldInverseTranspose).xyz; | ||||
|     output.TexCoord = input.TexCoord; | ||||
|     output.Position = mul(input.Position, WorldViewProjection); | ||||
| 
 | ||||
|     return output; | ||||
| } | ||||
|  | @ -120,7 +80,7 @@ PixelOutput NonePS(PixelInput input) | |||
|     PixelOutput output; | ||||
| 
 | ||||
|     output.gPosition = float4(input.PositionWorld, 1.0); | ||||
|     output.gNormal = float4(normalize(input.NormalWorld), IsSprite); | ||||
|     output.gNormal = float4(normalize(input.NormalWorld), 1.0); | ||||
|     output.gAlbedo = float4(AlbedoValue, 1.0); | ||||
|     output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0); | ||||
| 
 | ||||
|  | @ -132,12 +92,10 @@ PixelOutput AlbedoPS(PixelInput input) | |||
|     PixelOutput output; | ||||
| 
 | ||||
|     output.gPosition = float4(input.PositionWorld, 1.0); | ||||
|     output.gNormal = float4(normalize(input.NormalWorld), IsSprite); | ||||
|     output.gNormal = float4(normalize(input.NormalWorld), 1.0); | ||||
|     output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord); | ||||
|     output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0); | ||||
| 
 | ||||
|     if (output.gAlbedo.a == 0.0) { discard; } | ||||
| 
 | ||||
|     return output; | ||||
| } | ||||
| 
 | ||||
|  | @ -146,7 +104,7 @@ PixelOutput MetallicRoughnessPS(PixelInput input) | |||
|     PixelOutput output; | ||||
| 
 | ||||
|     output.gPosition = float4(input.PositionWorld, 1.0); | ||||
|     output.gNormal = float4(normalize(input.NormalWorld), IsSprite); | ||||
|     output.gNormal = float4(normalize(input.NormalWorld), 1.0); | ||||
|     output.gAlbedo = float4(AlbedoValue, 1.0); | ||||
|     output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord); | ||||
| 
 | ||||
|  | @ -158,7 +116,7 @@ PixelOutput NormalPS(PixelInput input) | |||
|     PixelOutput output; | ||||
| 
 | ||||
|     output.gPosition = float4(input.PositionWorld, 1.0); | ||||
|     output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite); | ||||
|     output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0); | ||||
|     output.gAlbedo = float4(AlbedoValue, 1.0); | ||||
|     output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0); | ||||
| 
 | ||||
|  | @ -170,12 +128,10 @@ PixelOutput AlbedoMetallicRoughnessPS(PixelInput input) | |||
|     PixelOutput output; | ||||
| 
 | ||||
|     output.gPosition = float4(input.PositionWorld, 1.0); | ||||
|     output.gNormal = float4(normalize(input.NormalWorld), IsSprite); | ||||
|     output.gNormal = float4(normalize(input.NormalWorld), 1.0); | ||||
|     output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord); | ||||
|     output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord); | ||||
| 
 | ||||
|     if (output.gAlbedo.a == 0.0) { discard; } | ||||
| 
 | ||||
|     return output; | ||||
| } | ||||
| 
 | ||||
|  | @ -184,12 +140,10 @@ PixelOutput AlbedoNormalPS(PixelInput input) | |||
|     PixelOutput output; | ||||
| 
 | ||||
|     output.gPosition = float4(input.PositionWorld, 1.0); | ||||
|     output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite); | ||||
|     output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0); | ||||
|     output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord); | ||||
|     output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0); | ||||
| 
 | ||||
|     if (output.gAlbedo.a == 0.0) { discard; } | ||||
| 
 | ||||
|     return output; | ||||
| } | ||||
| 
 | ||||
|  | @ -198,7 +152,7 @@ PixelOutput MetallicRoughnessNormalPS(PixelInput input) | |||
|     PixelOutput output; | ||||
| 
 | ||||
|     output.gPosition = float4(input.PositionWorld, 1.0); | ||||
|     output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite); | ||||
|     output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0); | ||||
|     output.gAlbedo = float4(AlbedoValue, 1.0); | ||||
|     output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord); | ||||
| 
 | ||||
|  | @ -210,28 +164,13 @@ PixelOutput AlbedoMetallicRoughnessNormalMapPS(PixelInput input) | |||
|     PixelOutput output; | ||||
| 
 | ||||
|     output.gPosition = float4(input.PositionWorld, 1.0); | ||||
|     output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), IsSprite); | ||||
|     output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0); | ||||
|     output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord); | ||||
|     output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord); | ||||
| 
 | ||||
|     if (output.gAlbedo.a == 0.0) { discard; } | ||||
| 
 | ||||
|     return output; | ||||
| } | ||||
| 
 | ||||
| VertexShader VSArray[2] = | ||||
| { | ||||
|     compile vs_3_0 main_vs(), | ||||
|     compile vs_3_0 instanced_vs() | ||||
| }; | ||||
| 
 | ||||
| int VSIndices[2] = | ||||
| { | ||||
|     0, 1 | ||||
| }; | ||||
| 
 | ||||
| int VertexShaderIndex = 0; | ||||
| 
 | ||||
| PixelShader PSArray[8] = | ||||
| { | ||||
|     compile ps_3_0 NonePS(), | ||||
|  | @ -252,13 +191,13 @@ int PSIndices[8] = | |||
|     0, 1, 2, 3, 4, 5, 6, 7 | ||||
| }; | ||||
| 
 | ||||
| int PixelShaderIndex = 0; | ||||
| int ShaderIndex = 0; | ||||
| 
 | ||||
| Technique GBuffer | ||||
| { | ||||
|     Pass | ||||
|     { | ||||
|         VertexShader = (VSArray[VSIndices[VertexShaderIndex]]); | ||||
|         PixelShader  = (PSArray[PSIndices[PixelShaderIndex]]); | ||||
|         VertexShader = compile vs_3_0 main_vs(); | ||||
|         PixelShader = (PSArray[PSIndices[ShaderIndex]]); | ||||
|     } | ||||
| } | ||||
|  |  | |||
|  | @ -1,7 +1,5 @@ | |||
| // Assumes you are drawing a sphere!! | ||||
| 
 | ||||
| #include "Macros.fxh" //from FNA | ||||
| #include "Lighting.fxh" | ||||
| #include "Lighting.fxh"  | ||||
| #include "Shadow.fxh" | ||||
| 
 | ||||
| DECLARE_TEXTURE(gPosition, 0); | ||||
|  | @ -13,7 +11,7 @@ DECLARE_CUBEMAP(shadowMap, 4); | |||
| BEGIN_CONSTANTS | ||||
| 
 | ||||
|     float3 EyePosition                      _ps(c0)     _cb(c0); | ||||
| 
 | ||||
|      | ||||
|     float3 PointLightPosition               _ps(c1)     _cb(c1); | ||||
|     float3 PointLightColor                  _ps(c2)     _cb(c2); | ||||
| 
 | ||||
|  | @ -21,28 +19,27 @@ BEGIN_CONSTANTS | |||
| 
 | ||||
| MATRIX_CONSTANTS | ||||
| 
 | ||||
|     float4x4 WorldViewProjection _vs(c0)                _cb(c4); | ||||
| 
 | ||||
| END_CONSTANTS | ||||
| 
 | ||||
| struct VertexInput | ||||
| { | ||||
|     float4 Position : POSITION; | ||||
|     float2 TexCoord : TEXCOORD; | ||||
| }; | ||||
| 
 | ||||
| struct PixelInput | ||||
| { | ||||
|     float4 Position : SV_POSITION; | ||||
|     float4 ScreenPosition : TEXCOORD0; | ||||
|     float2 TexCoord : TEXCOORD0; | ||||
| }; | ||||
| 
 | ||||
| PixelInput main_vs(VertexInput input) | ||||
| { | ||||
|     PixelInput output; | ||||
| 
 | ||||
|     output.Position = mul(input.Position, WorldViewProjection); | ||||
|     output.ScreenPosition = output.Position; | ||||
| 
 | ||||
|     output.Position = input.Position; | ||||
|     output.TexCoord = input.TexCoord; | ||||
|      | ||||
|     return output; | ||||
| } | ||||
| 
 | ||||
|  | @ -76,36 +73,18 @@ float4 ComputeColor( | |||
| 
 | ||||
| float4 main_ps(PixelInput input) : SV_TARGET0 | ||||
| { | ||||
|     input.ScreenPosition.xy /= input.ScreenPosition.w; | ||||
|     float2 texCoord = 0.5f * float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 0.5f; | ||||
|     float3 worldPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb; | ||||
|     float3 normal = SAMPLE_TEXTURE(gNormal, input.TexCoord).xyz; | ||||
|     float3 albedo = SAMPLE_TEXTURE(gAlbedo, input.TexCoord).rgb; | ||||
|     float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, input.TexCoord).rg; | ||||
| 
 | ||||
|     float3 worldPosition = SAMPLE_TEXTURE(gPosition, texCoord).rgb; | ||||
|     float4 normalSample = SAMPLE_TEXTURE(gNormal, texCoord); | ||||
|     float3 normal = normalSample.xyz; | ||||
|     float isSprite = normalSample.a; | ||||
|     float3 albedo = SAMPLE_TEXTURE(gAlbedo, texCoord).rgb; | ||||
|     float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, texCoord).rg; | ||||
| 
 | ||||
|     if (isSprite == 1.0) | ||||
|     { | ||||
|         float3 lightDir = PointLightPosition - worldPosition; | ||||
|         float3 L = normalize(lightDir); | ||||
|         float distance = length(lightDir); | ||||
|         float attenuation = 1.0 / (distance * distance); | ||||
|         float3 radiance = PointLightColor * attenuation; | ||||
| 
 | ||||
|         return float4(albedo * radiance * 0.1, 1.0); | ||||
|     } | ||||
|     else | ||||
|     { | ||||
|         return ComputeColor( | ||||
|             worldPosition, | ||||
|             normal, | ||||
|             albedo, | ||||
|             metallicRoughness.r, | ||||
|             metallicRoughness.g | ||||
|         ); | ||||
|     } | ||||
|     return ComputeColor( | ||||
|         worldPosition, | ||||
|         normal, | ||||
|         albedo, | ||||
|         metallicRoughness.r, | ||||
|         metallicRoughness.g | ||||
|     ); | ||||
| } | ||||
| 
 | ||||
| Technique DeferredPBR_Point | ||||
|  |  | |||
|  | @ -1,140 +0,0 @@ | |||
| #include "Macros.fxh" //from FNA | ||||
| 
 | ||||
| // Effect applies normalmapped lighting to a 2D sprite. | ||||
| 
 | ||||
| DECLARE_TEXTURE(Texture, 0); | ||||
| DECLARE_TEXTURE(Normal, 1); | ||||
| 
 | ||||
| float3 AmbientColor; | ||||
| 
 | ||||
| float3 PointLightPositions[8]; | ||||
| float3 PointLightColors[8]; | ||||
| 
 | ||||
| float3 DirectionalLightDirection; | ||||
| float3 DirectionalLightColor; | ||||
| 
 | ||||
| float4 UVOffsetAndDimensions; | ||||
| 
 | ||||
| float4x4 WorldInverseTranspose; | ||||
| float4x4 World; | ||||
| float4x4 WorldViewProjection; | ||||
| 
 | ||||
| struct VertexShaderInput | ||||
| { | ||||
|     float4 Position : POSITION; | ||||
|     float3 Normal   : NORMAL; | ||||
|     float2 TexCoord : TEXCOORD0; | ||||
| }; | ||||
| 
 | ||||
| struct PixelShaderInput | ||||
| { | ||||
|     float4 Position     : SV_Position; | ||||
|     float2 TexCoord     : TEXCOORD0; | ||||
|     float3 NormalWS     : TEXCOORD1; | ||||
|     float3 PositionWS   : TEXCOORD2; | ||||
| }; | ||||
| 
 | ||||
| PixelShaderInput main_vs(VertexShaderInput input) | ||||
| { | ||||
|     PixelShaderInput output; | ||||
| 
 | ||||
|     output.Position = mul(input.Position, WorldViewProjection); | ||||
|     output.NormalWS = normalize(mul(input.Normal, (float3x3)WorldInverseTranspose)); | ||||
|     output.PositionWS = mul(input.Position, World).xyz; | ||||
| 
 | ||||
|     float2 texCoord; | ||||
|     texCoord.x = (input.TexCoord.x * UVOffsetAndDimensions.z) + UVOffsetAndDimensions.x; | ||||
|     texCoord.y = (input.TexCoord.y * UVOffsetAndDimensions.w) + UVOffsetAndDimensions.y; | ||||
|     output.TexCoord = texCoord; | ||||
| 
 | ||||
|     return output; | ||||
| } | ||||
| 
 | ||||
| // Easy trick to get tangent-normals to world-space to keep PBR code simplified. | ||||
| float3 GetNormalFromMap(float3 worldPos, float2 texCoords, float3 normal) | ||||
| { | ||||
|     float3 tangentNormal = SAMPLE_TEXTURE(Normal, texCoords).xyz * 2.0 - 1.0; | ||||
| 
 | ||||
|     float3 Q1  = ddx(worldPos); | ||||
|     float3 Q2  = ddy(worldPos); | ||||
|     float2 st1 = ddx(texCoords); | ||||
|     float2 st2 = ddy(texCoords); | ||||
| 
 | ||||
|     float3 N   = normalize(normal); | ||||
|     float3 T  = normalize(Q1*st2.y - Q2*st1.y); | ||||
|     float3 B  = -normalize(cross(N, T)); | ||||
|     float3x3 TBN = float3x3(T, B, N); | ||||
| 
 | ||||
|     return normalize(mul(tangentNormal, TBN)); | ||||
| } | ||||
| 
 | ||||
| float4 LightColor(float3 worldPosition, float3 worldNormal) | ||||
| { | ||||
|     float3 lightColor = float3(0.0, 0.0, 0.0); | ||||
| 
 | ||||
|     // point lights | ||||
|     for (int i = 0; i < 8; i++) | ||||
|     { | ||||
|         float3 lightVec = PointLightPositions[i] - worldPosition; | ||||
|         float distance = length(lightVec); | ||||
| 
 | ||||
|         float3 lightDir = normalize(lightVec); | ||||
|         float diffuse = max(dot(worldNormal, lightDir), 0.0); | ||||
|         float3 attenuation = 1.0 / (distance * distance); | ||||
| 
 | ||||
|         lightColor += diffuse * attenuation * PointLightColors[i]; | ||||
|     } | ||||
| 
 | ||||
|     // directional light | ||||
|     float directionalDiffuse = max(dot(worldNormal, DirectionalLightDirection), 0.0); | ||||
|     lightColor += directionalDiffuse * DirectionalLightColor; | ||||
| 
 | ||||
|     // ambient light | ||||
|     lightColor += AmbientColor; | ||||
| 
 | ||||
|     return float4(lightColor, 1.0); | ||||
| } | ||||
| 
 | ||||
| float4 WithoutNormalMap(PixelShaderInput input) : COLOR0 | ||||
| { | ||||
|     float4 tex = SAMPLE_TEXTURE(Texture, input.TexCoord); | ||||
| 
 | ||||
|     if (tex.a == 0.0) { discard; } | ||||
| 
 | ||||
|     float3 normalWS = normalize(input.NormalWS); | ||||
| 
 | ||||
|     return tex * LightColor(input.PositionWS, normalWS); | ||||
| } | ||||
| 
 | ||||
| float4 WithNormalMap(PixelShaderInput input) : COLOR0 | ||||
| { | ||||
|     float4 tex = SAMPLE_TEXTURE(Texture, input.TexCoord); | ||||
| 
 | ||||
|     if (tex.a == 0.0) { discard; } | ||||
| 
 | ||||
|     float3 normalWS = GetNormalFromMap(input.PositionWS, input.TexCoord, input.NormalWS); | ||||
| 
 | ||||
|     return tex * LightColor(input.PositionWS, normalWS); | ||||
| } | ||||
| 
 | ||||
| PixelShader PSArray[2] = | ||||
| { | ||||
|     compile ps_3_0 WithoutNormalMap(), | ||||
|     compile ps_3_0 WithNormalMap() | ||||
| }; | ||||
| 
 | ||||
| int PSIndices[2] = | ||||
| { | ||||
|     0, 1 | ||||
| }; | ||||
| 
 | ||||
| int ShaderIndex = 0; | ||||
| 
 | ||||
| Technique DiffuseLitSprite | ||||
| { | ||||
|     pass | ||||
|     { | ||||
|         VertexShader = compile vs_3_0 main_vs(); | ||||
|         PixelShader = (PSArray[PSIndices[ShaderIndex]]); | ||||
|     } | ||||
| } | ||||
|  | @ -1,55 +0,0 @@ | |||
| #include "Macros.fxh" | ||||
| 
 | ||||
| BEGIN_CONSTANTS | ||||
| 
 | ||||
|     float4x4 ViewProjection    _vs(c4)             _cb(c4); | ||||
| 
 | ||||
|     float3 LightPosition                 _ps(c0)   _cb(c8); | ||||
|     float FarPlane                       _ps(c1)   _cb(c9); | ||||
| 
 | ||||
| END_CONSTANTS | ||||
| 
 | ||||
| struct VertexShaderInput | ||||
| { | ||||
|     float4 Position : POSITION; | ||||
| }; | ||||
| 
 | ||||
| struct VertexShaderOutput | ||||
| { | ||||
|     float4 Position : SV_Position; | ||||
|     float3 PositionWorld : TEXCOORD0; | ||||
| }; | ||||
| 
 | ||||
| VertexShaderOutput instanced_vs(VertexShaderInput input, float3 Translation : TEXCOORD2) | ||||
| { | ||||
|     VertexShaderOutput output; | ||||
| 
 | ||||
|     float4x4 world = float4x4( | ||||
|         float4(1, 0, 0, 0), | ||||
|         float4(0, 1, 0, 0), | ||||
|         float4(0, 0, 1, 0), | ||||
|         float4(Translation.x, Translation.y, Translation.z, 1) | ||||
|     ); | ||||
| 
 | ||||
|     float4x4 worldViewProjection = mul(world, ViewProjection); | ||||
|     output.Position = mul(input.Position, worldViewProjection); | ||||
|     output.Position.x *= -1; // otherwise cube map render will be horizontally flipped | ||||
|     output.PositionWorld = mul(input.Position, world); | ||||
|     return output; | ||||
| } | ||||
| 
 | ||||
| float4 main_ps(VertexShaderOutput input) : SV_TARGET0 | ||||
| { | ||||
|     float lightDistance = length(input.PositionWorld - LightPosition); | ||||
|     lightDistance /= FarPlane; | ||||
|     return float4(lightDistance, 0.0, 0.0, 0.0); | ||||
| } | ||||
| 
 | ||||
| Technique SimpleDepth | ||||
| { | ||||
|     Pass | ||||
|     { | ||||
|         VertexShader = compile vs_3_0 instanced_vs(); | ||||
|         PixelShader  = compile ps_3_0 main_ps(); | ||||
|     } | ||||
| } | ||||
|  | @ -1,65 +0,0 @@ | |||
| #include "Macros.fxh" | ||||
| 
 | ||||
| DECLARE_TEXTURE(Texture, 0); | ||||
| DECLARE_TEXTURE(Palette, 1); | ||||
| 
 | ||||
| BEGIN_CONSTANTS | ||||
| 
 | ||||
| 	int PaletteWidth   _ps(c0)   _cb(c0); | ||||
| 
 | ||||
| END_CONSTANTS | ||||
| 
 | ||||
| struct VertexInput | ||||
| { | ||||
| 	float4 Position : POSITION; | ||||
| 	float2 TexCoord : TEXCOORD; | ||||
| }; | ||||
| 
 | ||||
| struct PixelInput | ||||
| { | ||||
| 	float4 Position : SV_POSITION; | ||||
| 	float2 TexCoord : TEXCOORD0; | ||||
| }; | ||||
| 
 | ||||
| PixelInput main_vs(VertexInput input) | ||||
| { | ||||
| 	PixelInput output; | ||||
| 
 | ||||
| 	output.Position = input.Position; | ||||
| 	output.TexCoord = input.TexCoord; | ||||
| 
 | ||||
| 	return output; | ||||
| } | ||||
| 
 | ||||
| float4 main_ps(PixelInput input) : SV_TARGET0 | ||||
| { | ||||
| 	float4 sampled = SAMPLE_TEXTURE(Texture, input.TexCoord); | ||||
| 
 | ||||
| 	float3 sampled_color = sampled.rgb; | ||||
| 	 | ||||
| 	float3 closest_color = float3(0, 0, 0); | ||||
| 	float closest_dist = 100000; | ||||
| 
 | ||||
| 	for (int i = 0; i < PaletteWidth; i++) | ||||
| 	{ | ||||
| 		float texX = (i / (float)PaletteWidth); | ||||
| 		float3 palette_color = SAMPLE_TEXTURE(Palette, float2(texX, 0)); | ||||
| 		float dist = distance(palette_color, sampled_color); | ||||
| 		if (dist < closest_dist) | ||||
| 		{ | ||||
| 			closest_dist = dist; | ||||
| 			closest_color = palette_color; | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	return float4(closest_color, sampled.a); | ||||
| } | ||||
| 
 | ||||
| Technique PaletteCrush | ||||
| { | ||||
| 	Pass | ||||
| 	{ | ||||
| 		VertexShader = compile vs_3_0 main_vs(); | ||||
| 		PixelShader = compile ps_3_0 main_ps(); | ||||
| 	} | ||||
| } | ||||
|  | @ -2,10 +2,9 @@ | |||
| 
 | ||||
| BEGIN_CONSTANTS | ||||
| 
 | ||||
| MATRIX_CONSTANTS | ||||
|     float4x4 ModelViewProjection    _vs(c0)             _cb(c0); | ||||
| 
 | ||||
|     float4x4 World             _vs(c0)             _cb(c0); | ||||
|     float4x4 ViewProjection    _vs(c4)             _cb(c4); | ||||
| MATRIX_CONSTANTS | ||||
| 
 | ||||
| END_CONSTANTS | ||||
| 
 | ||||
|  | @ -16,7 +15,7 @@ struct VertexShaderInput | |||
| 
 | ||||
| struct VertexShaderOutput | ||||
| { | ||||
|     float4 Position : SV_POSITION; | ||||
|     float4 Position : SV_Position; | ||||
|     float Depth : TEXCOORD0; | ||||
| }; | ||||
| 
 | ||||
|  | @ -24,8 +23,7 @@ VertexShaderOutput main_vs(VertexShaderInput input) | |||
| { | ||||
|     VertexShaderOutput output; | ||||
| 
 | ||||
|     float4x4 worldViewProjection = mul(World, ViewProjection); | ||||
|     output.Position = mul(input.Position, worldViewProjection); | ||||
|     output.Position = mul(input.Position, ModelViewProjection); | ||||
|     output.Depth = output.Position.z / output.Position.w; | ||||
| 
 | ||||
|     return output; | ||||
|  |  | |||
|  | @ -1,45 +0,0 @@ | |||
| float4x4 ViewProjection; | ||||
| 
 | ||||
| struct VertexShaderInput | ||||
| { | ||||
|     float4 Position : POSITION; | ||||
| }; | ||||
| 
 | ||||
| struct VertexShaderOutput | ||||
| { | ||||
|     float4 Position : POSITION0; | ||||
|     float4 ProjectedPosition : TEXCOORD0; | ||||
| }; | ||||
| 
 | ||||
| VertexShaderOutput instanced_vs(VertexShaderInput input, float3 Translation : TEXCOORD2) | ||||
| { | ||||
|     VertexShaderOutput output; | ||||
|      | ||||
|     float4x4 world = float4x4( | ||||
|         float4(1, 0, 0, 0), | ||||
|         float4(0, 1, 0, 0), | ||||
|         float4(0, 0, 1, 0), | ||||
|         float4(Translation.x, Translation.y, Translation.z, 1) | ||||
|     ); | ||||
| 
 | ||||
|     float4x4 worldViewProjection = mul(world, ViewProjection); | ||||
| 
 | ||||
|     output.Position = mul(input.Position, worldViewProjection); | ||||
|     output.ProjectedPosition = output.Position; | ||||
| 
 | ||||
|     return output; | ||||
| } | ||||
| 
 | ||||
| float4 main_ps(VertexShaderOutput input) : COLOR0 | ||||
| { | ||||
|     return float4(input.ProjectedPosition.z / input.ProjectedPosition.w, 0.0, 0.0, 0.0); | ||||
| } | ||||
| 
 | ||||
| Technique SimpleDepth | ||||
| { | ||||
|     Pass | ||||
|     { | ||||
|         VertexShader = compile vs_3_0 instanced_vs(); | ||||
|         PixelShader  = compile ps_3_0 main_ps(); | ||||
|     } | ||||
| } | ||||
|  | @ -3,28 +3,28 @@ using Microsoft.Xna.Framework.Graphics; | |||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public class LinearDepthEffect : Effect, IHasWorldMatrix | ||||
|     public class LinearDepthEffect : Effect | ||||
|     { | ||||
|         EffectParameter worldParam; | ||||
|         EffectParameter worldViewProjectionParam; | ||||
|         EffectParameter modelParam; | ||||
|         EffectParameter modelViewProjectionParam; | ||||
|         EffectParameter lightPositionParam; | ||||
|         EffectParameter farPlaneParam; | ||||
| 
 | ||||
|         EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All; | ||||
| 
 | ||||
|         Matrix world; | ||||
|         Matrix model; | ||||
|         Matrix view; | ||||
|         Matrix projection; | ||||
| 
 | ||||
|         public Vector3 LightPosition { get; set; } | ||||
|         public float FarPlane { get; set; } | ||||
| 
 | ||||
|         public Matrix World | ||||
|         public Matrix Model | ||||
|         { | ||||
|             get { return world; } | ||||
|             get { return model; } | ||||
|             set | ||||
|             { | ||||
|                 world = value; | ||||
|                 model = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.World; | ||||
|                 dirtyFlags |= EffectDirtyFlags.WorldViewProj; | ||||
|             } | ||||
|  | @ -60,16 +60,16 @@ namespace Kav | |||
|             if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0) | ||||
|             { | ||||
|                 Matrix.Multiply(ref view, ref projection, out Matrix viewProjection); | ||||
|                 Matrix.Multiply(ref world, ref viewProjection, out Matrix worldViewProj); | ||||
|                 Matrix.Multiply(ref model, ref viewProjection, out Matrix worldViewProj); | ||||
| 
 | ||||
|                 worldViewProjectionParam.SetValue(worldViewProj); | ||||
|                 modelViewProjectionParam.SetValue(worldViewProj); | ||||
| 
 | ||||
|                 dirtyFlags &= ~EffectDirtyFlags.WorldViewProj; | ||||
|             } | ||||
| 
 | ||||
|             if ((dirtyFlags & EffectDirtyFlags.World) != 0) | ||||
|             { | ||||
|                 worldParam.SetValue(world); | ||||
|                 modelParam.SetValue(model); | ||||
|                  | ||||
|                 dirtyFlags &= ~EffectDirtyFlags.World; | ||||
|             } | ||||
|  | @ -80,8 +80,8 @@ namespace Kav | |||
| 
 | ||||
|         private void CacheEffectParameters() | ||||
|         { | ||||
|             worldParam               = Parameters["Model"]; | ||||
|             worldViewProjectionParam = Parameters["ModelViewProjection"]; | ||||
|             modelParam               = Parameters["Model"]; | ||||
|             modelViewProjectionParam = Parameters["ModelViewProjection"]; | ||||
| 
 | ||||
|             lightPositionParam       = Parameters["LightPosition"]; | ||||
|             farPlaneParam            = Parameters["FarPlane"]; | ||||
|  |  | |||
|  | @ -1,67 +0,0 @@ | |||
| using Microsoft.Xna.Framework; | ||||
| using Microsoft.Xna.Framework.Graphics; | ||||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public class LinearDepthEffectInstanced : Effect | ||||
|     { | ||||
|         EffectParameter viewProjectionParam; | ||||
|         EffectParameter lightPositionParam; | ||||
|         EffectParameter farPlaneParam; | ||||
| 
 | ||||
|         EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All; | ||||
| 
 | ||||
|         Matrix view; | ||||
|         Matrix projection; | ||||
| 
 | ||||
|         public Vector3 LightPosition { get; set; } | ||||
|         public float FarPlane { get; set; } | ||||
| 
 | ||||
|         public Matrix View | ||||
|         { | ||||
|             get { return view; } | ||||
|             set | ||||
|             { | ||||
|                 view = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.ViewProj; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public Matrix Projection | ||||
|         { | ||||
|             get { return projection; } | ||||
|             set | ||||
|             { | ||||
|                 projection = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.ViewProj; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public LinearDepthEffectInstanced(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.LinearDepthEffectInstanced) | ||||
|         { | ||||
|             CacheEffectParameters(); | ||||
|         } | ||||
| 
 | ||||
|         protected override void OnApply() | ||||
|         { | ||||
|             if ((dirtyFlags & EffectDirtyFlags.ViewProj) != 0) | ||||
|             { | ||||
|                 Matrix.Multiply(ref view, ref projection, out Matrix viewProjection); | ||||
|                 viewProjectionParam.SetValue(viewProjection); | ||||
| 
 | ||||
|                 dirtyFlags &= ~EffectDirtyFlags.ViewProj; | ||||
|             } | ||||
| 
 | ||||
|             lightPositionParam.SetValue(LightPosition); | ||||
|             farPlaneParam.SetValue(FarPlane); | ||||
|         } | ||||
| 
 | ||||
|         private void CacheEffectParameters() | ||||
|         { | ||||
|             viewProjectionParam      = Parameters["ViewProjection"]; | ||||
| 
 | ||||
|             lightPositionParam       = Parameters["LightPosition"]; | ||||
|             farPlaneParam            = Parameters["FarPlane"]; | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | @ -130,7 +130,7 @@ namespace Kav | |||
|             { | ||||
|                 albedoTextureParam.SetValue(value); | ||||
|                 albedoTextureEnabled = value != null; | ||||
|                 dirtyFlags |= EffectDirtyFlags.PixelShaderIndex; | ||||
|                 dirtyFlags |= EffectDirtyFlags.ShaderIndex; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|  | @ -141,7 +141,7 @@ namespace Kav | |||
|             { | ||||
|                 normalTextureParam.SetValue(value); | ||||
|                 normalMapEnabled = value != null; | ||||
|                 dirtyFlags |= EffectDirtyFlags.PixelShaderIndex; | ||||
|                 dirtyFlags |= EffectDirtyFlags.ShaderIndex; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|  | @ -164,7 +164,7 @@ namespace Kav | |||
|             { | ||||
|                 metallicRoughnessTextureParam.SetValue(value); | ||||
|                 metallicRoughnessMapEnabled = value != null; | ||||
|                 dirtyFlags |= EffectDirtyFlags.PixelShaderIndex; | ||||
|                 dirtyFlags |= EffectDirtyFlags.ShaderIndex; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|  | @ -197,6 +197,45 @@ namespace Kav | |||
|             ); | ||||
|         } | ||||
| 
 | ||||
|         protected PBREffect(PBREffect cloneSource) : base(cloneSource) | ||||
|         { | ||||
|             CacheEffectParameters(); | ||||
| 
 | ||||
|             World = cloneSource.World; | ||||
|             View = cloneSource.View; | ||||
|             Projection = cloneSource.Projection; | ||||
| 
 | ||||
|             PointLights = new PointLightCollection( | ||||
|                 Parameters["LightPositions"], | ||||
|                 Parameters["PositionLightColors"], | ||||
|                 MaxPointLights | ||||
|             ); | ||||
| 
 | ||||
|             for (int i = 0; i < MaxPointLights; i++) | ||||
|             { | ||||
|                 PointLights[i] = cloneSource.PointLights[i]; | ||||
|             } | ||||
| 
 | ||||
|             AlbedoTexture = cloneSource.AlbedoTexture; | ||||
|             NormalTexture = cloneSource.NormalTexture; | ||||
|             EmissionTexture = cloneSource.EmissionTexture; | ||||
|             OcclusionTexture = cloneSource.OcclusionTexture; | ||||
|             MetallicRoughnessTexture = cloneSource.MetallicRoughnessTexture; | ||||
|             EnvDiffuseTexture = cloneSource.EnvDiffuseTexture; | ||||
|             BRDFLutTexture = cloneSource.BRDFLutTexture; | ||||
|             EnvSpecularTexture = cloneSource.EnvSpecularTexture; | ||||
| 
 | ||||
|             Albedo = cloneSource.Albedo; | ||||
|             Metallic = cloneSource.Metallic; | ||||
|             Roughness = cloneSource.Roughness; | ||||
|             AO = cloneSource.AO; | ||||
|         } | ||||
| 
 | ||||
|         public override Effect Clone() | ||||
|         { | ||||
|             return new PBREffect(this); | ||||
|         } | ||||
| 
 | ||||
|         protected override void OnApply() | ||||
|         { | ||||
|             if ((dirtyFlags & EffectDirtyFlags.World) != 0) | ||||
|  | @ -227,7 +266,7 @@ namespace Kav | |||
|                 dirtyFlags &= ~EffectDirtyFlags.EyePosition; | ||||
|             } | ||||
| 
 | ||||
|             if ((dirtyFlags & EffectDirtyFlags.PixelShaderIndex) != 0) | ||||
|             if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0) | ||||
|             { | ||||
|                 int shaderIndex = 0; | ||||
| 
 | ||||
|  | @ -262,7 +301,7 @@ namespace Kav | |||
| 
 | ||||
|                 shaderIndexParam.SetValue(shaderIndex); | ||||
| 
 | ||||
|                 dirtyFlags &= ~EffectDirtyFlags.PixelShaderIndex; | ||||
|                 dirtyFlags &= ~EffectDirtyFlags.ShaderIndex; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|  |  | |||
|  | @ -1,51 +0,0 @@ | |||
| using Microsoft.Xna.Framework.Graphics; | ||||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public class PaletteCrushEffect : Effect | ||||
|     { | ||||
|         EffectParameter textureParam; | ||||
|         EffectParameter paletteParam; | ||||
|         EffectParameter paletteWidthParam; | ||||
| 
 | ||||
|         Texture2D texture; | ||||
|         Texture2D palette; | ||||
| 
 | ||||
|         int paletteWidth; | ||||
| 
 | ||||
|         public Texture2D Texture | ||||
|         { | ||||
|             get { return texture; } | ||||
|             set  | ||||
|             {  | ||||
|                 texture = value; | ||||
|                 textureParam.SetValue(texture);  | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public Texture2D Palette | ||||
|         { | ||||
|             get { return palette; } | ||||
|             set | ||||
|             { | ||||
|                 palette = value; | ||||
|                 paletteWidth = palette.Width; | ||||
|                 paletteParam.SetValue(palette); | ||||
|                 paletteWidthParam.SetValue(paletteWidth); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public PaletteCrushEffect(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.PaletteCrushEffect) | ||||
|         { | ||||
|             CacheEffectParameters(); | ||||
|         } | ||||
| 
 | ||||
|         void CacheEffectParameters() | ||||
|         { | ||||
|             textureParam = Parameters["Texture"]; | ||||
|             paletteParam = Parameters["Palette"]; | ||||
| 
 | ||||
|             paletteWidthParam = Parameters["PaletteWidth"]; | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | @ -7,24 +7,41 @@ namespace Kav | |||
|     { | ||||
|         private readonly Vector3[] positions; | ||||
|         private readonly Vector3[] colors; | ||||
|         private readonly float[] intensities; | ||||
| 
 | ||||
|         readonly EffectParameter lightPositionsParam; | ||||
|         readonly EffectParameter lightColorsParam; | ||||
| 
 | ||||
|         public PointLightCollection(EffectParameter lightPositionsParam, EffectParameter lightColorsParam, int maxLights) | ||||
|         { | ||||
|             positions = new Vector3[maxLights]; | ||||
|             colors = new Vector3[maxLights]; | ||||
|             this.positions = new Vector3[maxLights]; | ||||
|             this.colors = new Vector3[maxLights]; | ||||
|             this.intensities = new float[maxLights]; | ||||
|             this.lightPositionsParam = lightPositionsParam; | ||||
|             this.lightColorsParam = lightColorsParam; | ||||
|         } | ||||
| 
 | ||||
|         public PointLight this[int i] | ||||
|         { | ||||
|             get | ||||
|             { | ||||
|                 var color = colors[i] / intensities[i]; | ||||
|                 return new PointLight( | ||||
|                     positions[i], | ||||
|                     new Color( | ||||
|                         color.X, | ||||
|                         color.Y, | ||||
|                         color.Z, | ||||
|                         1f | ||||
|                     ), | ||||
|                     intensities[i] | ||||
|                 ); | ||||
|             } | ||||
|             set | ||||
|             { | ||||
|                 positions[i] = value.Position; | ||||
|                 colors[i] = value.Color.ToVector3() * value.Radius; | ||||
|                 colors[i] = value.Color.ToVector3() * value.Intensity; | ||||
|                 intensities[i] = value.Intensity; | ||||
|                 lightPositionsParam.SetValue(positions); | ||||
|                 lightColorsParam.SetValue(colors); | ||||
|             } | ||||
|  |  | |||
|  | @ -3,24 +3,23 @@ using Microsoft.Xna.Framework.Graphics; | |||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public class SimpleDepthEffect : Effect, IHasWorldMatrix | ||||
|     public class SimpleDepthEffect : Effect | ||||
|     { | ||||
|         EffectParameter worldParam; | ||||
|         EffectParameter viewProjectionParam; | ||||
|         EffectParameter modelViewProjectionParam; | ||||
| 
 | ||||
|         Matrix world; | ||||
|         Matrix model; | ||||
|         Matrix view; | ||||
|         Matrix projection; | ||||
| 
 | ||||
|         EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All; | ||||
| 
 | ||||
|         public Matrix World | ||||
|         public Matrix Model | ||||
|         { | ||||
|             get { return world; } | ||||
|             get { return model; } | ||||
|             set | ||||
|             { | ||||
|                 world = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.World; | ||||
|                 model = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.WorldViewProj; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|  | @ -30,7 +29,7 @@ namespace Kav | |||
|             set | ||||
|             { | ||||
|                 view = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.ViewProj; | ||||
|                 dirtyFlags |= EffectDirtyFlags.WorldViewProj; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|  | @ -40,7 +39,7 @@ namespace Kav | |||
|             set | ||||
|             { | ||||
|                 projection = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.ViewProj; | ||||
|                 dirtyFlags |= EffectDirtyFlags.WorldViewProj; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|  | @ -51,26 +50,20 @@ namespace Kav | |||
| 
 | ||||
|         protected override void OnApply() | ||||
|         { | ||||
|             if ((dirtyFlags & EffectDirtyFlags.World) != 0) | ||||
|             { | ||||
|                 worldParam.SetValue(world); | ||||
| 
 | ||||
|                 dirtyFlags &= ~EffectDirtyFlags.World; | ||||
|             } | ||||
| 
 | ||||
|             if ((dirtyFlags & EffectDirtyFlags.ViewProj) != 0) | ||||
|             if ((dirtyFlags & EffectDirtyFlags.WorldViewProj) != 0) | ||||
|             { | ||||
|                 Matrix.Multiply(ref view, ref projection, out Matrix viewProjection); | ||||
|                 viewProjectionParam.SetValue(viewProjection); | ||||
|                 Matrix.Multiply(ref model, ref viewProjection, out Matrix worldViewProj); | ||||
| 
 | ||||
|                 dirtyFlags &= ~EffectDirtyFlags.ViewProj; | ||||
|                 modelViewProjectionParam.SetValue(worldViewProj); | ||||
| 
 | ||||
|                 dirtyFlags &= ~EffectDirtyFlags.WorldViewProj; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         private void CacheEffectParameters() | ||||
|         { | ||||
|             worldParam = Parameters["World"]; | ||||
|             viewProjectionParam = Parameters["ViewProjection"]; | ||||
|             modelViewProjectionParam = Parameters["ModelViewProjection"]; | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  |  | |||
|  | @ -1,56 +0,0 @@ | |||
| using Microsoft.Xna.Framework; | ||||
| using Microsoft.Xna.Framework.Graphics; | ||||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public class SimpleDepthEffectInstanced : Effect | ||||
|     { | ||||
|         EffectParameter viewProjectionParam; | ||||
| 
 | ||||
|         Matrix view; | ||||
|         Matrix projection; | ||||
| 
 | ||||
|         EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All; | ||||
| 
 | ||||
|         public Matrix View | ||||
|         { | ||||
|             get { return view; } | ||||
|             set | ||||
|             { | ||||
|                 view = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.ViewProj; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public Matrix Projection | ||||
|         { | ||||
|             get { return projection; } | ||||
|             set | ||||
|             { | ||||
|                 projection = value; | ||||
|                 dirtyFlags |= EffectDirtyFlags.ViewProj; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public SimpleDepthEffectInstanced(GraphicsDevice graphicsDevice) : base(graphicsDevice, Resources.SimpleDepthEffectInstanced) | ||||
|         { | ||||
|             CacheEffectParameters(); | ||||
|         } | ||||
| 
 | ||||
|         protected override void OnApply() | ||||
|         { | ||||
|             if ((dirtyFlags & EffectDirtyFlags.ViewProj) != 0) | ||||
|             { | ||||
|                 Matrix.Multiply(ref view, ref projection, out Matrix viewProjection); | ||||
|                 viewProjectionParam.SetValue(viewProjection); | ||||
| 
 | ||||
|                 dirtyFlags &= ~EffectDirtyFlags.ViewProj; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         private void CacheEffectParameters() | ||||
|         { | ||||
|             viewProjectionParam = Parameters["ViewProjection"]; | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | @ -1,9 +0,0 @@ | |||
| namespace Kav | ||||
| { | ||||
|     public enum SpriteBillboardConstraint | ||||
|     { | ||||
|         None, | ||||
|         Horizontal, | ||||
|         Full | ||||
|     } | ||||
| } | ||||
|  | @ -1,9 +0,0 @@ | |||
| using Microsoft.Xna.Framework; | ||||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public interface ICullable | ||||
|     { | ||||
|         BoundingBox BoundingBox { get; } | ||||
|     } | ||||
| } | ||||
|  | @ -1,19 +0,0 @@ | |||
| using Microsoft.Xna.Framework; | ||||
| using Microsoft.Xna.Framework.Graphics; | ||||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public interface IGBufferDrawable | ||||
|     { | ||||
|         Vector3 Albedo { get; } | ||||
|         float Metallic { get; } | ||||
|         float Roughness { get; } | ||||
| 
 | ||||
|         Texture2D AlbedoTexture { get; } | ||||
|         Texture2D NormalTexture { get; } | ||||
|         Texture2D MetallicRoughnessTexture { get; } | ||||
| 
 | ||||
|         int NumTextureRows { get; } | ||||
|         int NumTextureColumns { get; } | ||||
|     } | ||||
| } | ||||
|  | @ -1,9 +0,0 @@ | |||
| using Microsoft.Xna.Framework; | ||||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public interface IHasVertexPositions | ||||
|     { | ||||
|         Vector3[] Positions { get; } | ||||
|     } | ||||
| } | ||||
|  | @ -1,10 +0,0 @@ | |||
| using Microsoft.Xna.Framework.Graphics; | ||||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public interface IIndexDrawable | ||||
|     { | ||||
|         VertexBuffer VertexBuffer { get; } | ||||
|         IndexBuffer IndexBuffer { get; } | ||||
|     } | ||||
| } | ||||
|  | @ -1,9 +0,0 @@ | |||
| using Microsoft.Xna.Framework; | ||||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public interface ITransformable | ||||
|     { | ||||
|         Matrix TransformMatrix { get; } | ||||
|     } | ||||
| } | ||||
|  | @ -3,7 +3,7 @@ using Microsoft.Xna.Framework.Graphics; | |||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public class MeshPart : IIndexDrawable, IGBufferDrawable, ICullable, IHasVertexPositions | ||||
|     public class MeshPart | ||||
|     { | ||||
|         public IndexBuffer IndexBuffer { get; } | ||||
|         public VertexBuffer VertexBuffer { get; } | ||||
|  | @ -11,36 +11,33 @@ namespace Kav | |||
|         public Vector3[] Positions { get; } | ||||
| 
 | ||||
|         public BoundingBox BoundingBox { get; } | ||||
| 
 | ||||
|          | ||||
|         private Texture2D albedoTexture = null; | ||||
|         private Texture2D normalTexture = null; | ||||
|         private Texture2D metallicRoughnessTexture = null; | ||||
| 
 | ||||
|         public Texture2D AlbedoTexture | ||||
|         { | ||||
|         public Texture2D AlbedoTexture  | ||||
|         {  | ||||
|             get { return DisableAlbedoMap ? null : albedoTexture; } | ||||
|             set { albedoTexture = value; } | ||||
|         } | ||||
| 
 | ||||
|         public Texture2D NormalTexture | ||||
|         { | ||||
|             get { return DisableNormalMap ? null : normalTexture; } | ||||
|         public Texture2D NormalTexture  | ||||
|         {  | ||||
|             get { return DisableNormalMap ? null : normalTexture; }  | ||||
|             set { normalTexture = value; } | ||||
|         } | ||||
| 
 | ||||
|         public Texture2D MetallicRoughnessTexture | ||||
|         { | ||||
|         public Texture2D MetallicRoughnessTexture  | ||||
|         {  | ||||
|             get { return DisableMetallicRoughnessMap ? null : metallicRoughnessTexture; } | ||||
|             set { metallicRoughnessTexture = value; } | ||||
|             set { metallicRoughnessTexture = value; }  | ||||
|         } | ||||
| 
 | ||||
|         public Vector3 Albedo { get; set; } = Vector3.One; | ||||
|         public float Metallic { get; set; } = 0.5f; | ||||
|         public float Roughness { get; set; } = 0.5f; | ||||
| 
 | ||||
|         public int NumTextureRows { get; set; } = 1; | ||||
|         public int NumTextureColumns { get; set; } = 1; | ||||
| 
 | ||||
|         public bool DisableAlbedoMap { get; set; } = false; | ||||
|         public bool DisableNormalMap { get; set; } = false; | ||||
|         public bool DisableMetallicRoughnessMap { get; set; } = false; | ||||
|  |  | |||
|  | @ -2,14 +2,14 @@ using Microsoft.Xna.Framework; | |||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public class Model : ICullable | ||||
|     public class Model | ||||
|     { | ||||
|         public Mesh[] Meshes { get; } | ||||
|         public BoundingBox BoundingBox { get; } | ||||
| 
 | ||||
|         public Color Albedo | ||||
|         { | ||||
|             set | ||||
|         public Color Albedo  | ||||
|         {  | ||||
|             set  | ||||
|             { | ||||
|                 foreach (var mesh in Meshes) | ||||
|                 { | ||||
|  | @ -32,7 +32,7 @@ namespace Kav | |||
|                         meshPart.Metallic = value; | ||||
|                     } | ||||
|                 } | ||||
|             } | ||||
|             }    | ||||
|         } | ||||
| 
 | ||||
|         public float Roughness | ||||
|  | @ -46,7 +46,7 @@ namespace Kav | |||
|                         meshPart.Roughness = value; | ||||
|                     } | ||||
|                 } | ||||
|             } | ||||
|             }    | ||||
|         } | ||||
| 
 | ||||
|         public Model(Mesh[] meshes) | ||||
|  | @ -83,7 +83,7 @@ namespace Kav | |||
|                 } | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|          | ||||
|         public void DisableMetallicRoughnessMaps() | ||||
|         { | ||||
|             foreach (var mesh in Meshes) | ||||
|  |  | |||
|  | @ -10,48 +10,30 @@ namespace Kav | |||
|         public Vector2 Origin { get; } | ||||
|         public float Rotation { get; } | ||||
|         public Vector2 Scale { get; } | ||||
|         public SpriteBillboardConstraint BillboardConstraint { get; } | ||||
| 
 | ||||
|         public Matrix TransformMatrix { get; } | ||||
| 
 | ||||
|         public Sprite( | ||||
|             Texture2D texture, | ||||
|             Vector3 position, | ||||
|             Vector2 origin, | ||||
|             float rotation, | ||||
|             Vector2 scale, | ||||
|             SpriteBillboardConstraint billboardConstraint = SpriteBillboardConstraint.None | ||||
|             Vector2 scale | ||||
|         ) { | ||||
|             Texture = texture; | ||||
|             Position = position; | ||||
|             Origin = origin; | ||||
|             Rotation = rotation; | ||||
|             Scale = scale; | ||||
|             BillboardConstraint = billboardConstraint; | ||||
|             TransformMatrix = ConstructTransformMatrix(Position, Scale); | ||||
|         } | ||||
| 
 | ||||
|         public Sprite( | ||||
|             Texture2D texture, | ||||
|             Vector3 position, | ||||
|             SpriteBillboardConstraint billboardConstraint = SpriteBillboardConstraint.None | ||||
|             Vector3 position | ||||
|         ) { | ||||
|             Texture = texture; | ||||
|             Position = position; | ||||
|             Origin = Vector2.Zero; | ||||
|             Rotation = 0; | ||||
|             Rotation = 0f; | ||||
|             Scale = Vector2.One; | ||||
|             BillboardConstraint = billboardConstraint; | ||||
|             TransformMatrix = ConstructTransformMatrix(Position, Scale); | ||||
|         } | ||||
| 
 | ||||
|         private static Matrix ConstructTransformMatrix( | ||||
|             Vector3 position, | ||||
|             Vector2 scale | ||||
|         ) { | ||||
|             return | ||||
|                 Matrix.CreateTranslation(position) * | ||||
|                 Matrix.CreateScale(scale.X, scale.Y, 1); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  |  | |||
|  | @ -1,109 +0,0 @@ | |||
| using System.Collections.Generic; | ||||
| using Microsoft.Xna.Framework; | ||||
| using Microsoft.Xna.Framework.Graphics; | ||||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public class SpriteMesh : ICullable, IIndexDrawable | ||||
|     { | ||||
|         public enum FlipOptions | ||||
|         { | ||||
|             None, | ||||
|             Horizontal, | ||||
|             Vertical, | ||||
|             Both | ||||
|         } | ||||
| 
 | ||||
|         private static readonly short[] Indices = new short[] | ||||
|         { | ||||
|             0, | ||||
|             1, | ||||
|             2, | ||||
|             1, | ||||
|             3, | ||||
|             2 | ||||
|         }; | ||||
| 
 | ||||
|         public IndexBuffer IndexBuffer { get; } | ||||
|         public VertexBuffer VertexBuffer { get; } | ||||
|         public BoundingBox BoundingBox { get; } | ||||
| 
 | ||||
|         public SpriteMesh( | ||||
|             GraphicsDevice graphicsDevice, | ||||
|             int width, | ||||
|             int height, | ||||
|             FlipOptions flipOptions | ||||
|         ) { | ||||
| 			IndexBuffer = new IndexBuffer( | ||||
| 				graphicsDevice, | ||||
| 				IndexElementSize.SixteenBits, | ||||
| 				6, | ||||
| 				BufferUsage.WriteOnly | ||||
| 			); | ||||
|             IndexBuffer.SetData(Indices); | ||||
| 
 | ||||
|             var vertexArray = GenerateVertexArray(width, height, flipOptions); | ||||
| 
 | ||||
|             VertexBuffer = new VertexBuffer( | ||||
|                 graphicsDevice, | ||||
|                 typeof(VertexPositionNormalTexture), | ||||
|                 4, | ||||
|                 BufferUsage.WriteOnly | ||||
|             ); | ||||
|             VertexBuffer.SetData(vertexArray); | ||||
| 
 | ||||
|             BoundingBox = BoundingBox.CreateFromPoints(Positions(vertexArray)); | ||||
|         } | ||||
| 
 | ||||
|         private static VertexPositionNormalTexture[] GenerateVertexArray(int pixelWidth, int pixelHeight, FlipOptions flipOptions) | ||||
|         { | ||||
|             var width = pixelWidth / (float)40; | ||||
|             var height = pixelHeight / (float)40; | ||||
| 
 | ||||
|             VertexPositionNormalTexture[] result = new VertexPositionNormalTexture[4]; | ||||
| 
 | ||||
|             var xLeft = 0; | ||||
|             var xRight = 1; | ||||
| 
 | ||||
|             var yTop = 0; | ||||
|             var yBottom = 1; | ||||
| 
 | ||||
|             if (flipOptions == FlipOptions.Horizontal || flipOptions == FlipOptions.Both) | ||||
|             { | ||||
|                 xLeft = 1; | ||||
|                 xRight = 0; | ||||
|             } | ||||
|             if (flipOptions == FlipOptions.Vertical || flipOptions == FlipOptions.Both) | ||||
|             { | ||||
|                 yTop = 1; | ||||
|                 yBottom = 0; | ||||
|             } | ||||
| 
 | ||||
|             result[0].Position = new Vector3(-width / 2, height / 2, 0); | ||||
|             result[0].Normal = new Vector3(0, 0, -1); | ||||
|             result[0].TextureCoordinate = new Vector2(xLeft, yTop); | ||||
| 
 | ||||
|             result[1].Position = new Vector3(width / 2, height / 2, 0); | ||||
|             result[1].Normal = new Vector3(0, 0, -1); | ||||
|             result[1].TextureCoordinate = new Vector2(xRight, yTop); | ||||
| 
 | ||||
|             result[2].Position = new Vector3(-width / 2, -height / 2, 0); | ||||
|             result[2].Normal = new Vector3(0, 0, -1); | ||||
|             result[2].TextureCoordinate = new Vector2(xLeft, yBottom); | ||||
| 
 | ||||
|             result[3].Position = new Vector3(width / 2, -height / 2, 0); | ||||
|             result[3].Normal = new Vector3(0, 0, -1); | ||||
|             result[3].TextureCoordinate = new Vector2(xRight, yBottom); | ||||
| 
 | ||||
|             return result; | ||||
|         } | ||||
| 
 | ||||
|         private static IEnumerable<Vector3> Positions(IEnumerable<VertexPositionNormalTexture> vertices) | ||||
|         { | ||||
|             foreach (var vertex in vertices) | ||||
|             { | ||||
|                 yield return vertex.Position; | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | @ -2,7 +2,6 @@ | |||
| 
 | ||||
|   <PropertyGroup> | ||||
|     <TargetFramework>netstandard2.0</TargetFramework> | ||||
|     <LangVersion>8.0</LangVersion> | ||||
|     <RootNamespace>Kav</RootNamespace> | ||||
|     <Authors>Evan Hemsley</Authors> | ||||
|     <Copyright>Evan Hemsley 2020</Copyright> | ||||
|  | @ -44,30 +43,15 @@ | |||
|     <EmbeddedResource Include="Effects\FXB\SimpleDepthEffect.fxb"> | ||||
|       <LogicalName>Kav.Resources.SimpleDepthEffect.fxb</LogicalName> | ||||
| 		</EmbeddedResource> | ||||
|     <EmbeddedResource Include="Effects\FXB\SimpleDepthEffectInstanced.fxb"> | ||||
|       <LogicalName>Kav.Resources.SimpleDepthEffectInstanced.fxb</LogicalName> | ||||
| 		</EmbeddedResource> | ||||
|     <EmbeddedResource Include="Effects\FXB\LinearDepthEffect.fxb"> | ||||
|       <LogicalName>Kav.Resources.LinearDepthEffect.fxb</LogicalName> | ||||
| 		</EmbeddedResource> | ||||
|     <EmbeddedResource Include="Effects\FXB\LinearDepthEffectInstanced.fxb"> | ||||
|       <LogicalName>Kav.Resources.LinearDepthEffectInstanced.fxb</LogicalName> | ||||
|     </EmbeddedResource> | ||||
|     <EmbeddedResource Include="Effects\FXB\SkyboxEffect.fxb"> | ||||
|       <LogicalName>Kav.Resources.SkyboxEffect.fxb</LogicalName> | ||||
| 		</EmbeddedResource> | ||||
|     <EmbeddedResource Include="Effects\FXB\DiffuseLitSpriteEffect.fxb"> | ||||
|       <LogicalName>Kav.Resources.DiffuseLitSpriteEffect.fxb</LogicalName> | ||||
| 		</EmbeddedResource> | ||||
|     <EmbeddedResource Include="Effects\FXB\PaletteCrushEffect.fxb"> | ||||
|       <LogicalName>Kav.Resources.PaletteCrushEffect.fxb</LogicalName> | ||||
| 		</EmbeddedResource> | ||||
|     <EmbeddedResource Include="Models\UnitCube.glb"> | ||||
|       <LogicalName>Kav.Resources.UnitCube.glb</LogicalName> | ||||
| 		</EmbeddedResource> | ||||
|     <EmbeddedResource Include="Models\UnitSphere.glb"> | ||||
|       <LogicalName>Kav.Resources.UnitSphere.glb</LogicalName> | ||||
| 		</EmbeddedResource> | ||||
|   </ItemGroup> | ||||
| 
 | ||||
| </Project> | ||||
|  |  | |||
|  | @ -1,14 +1,13 @@ | |||
| <Project Sdk="Microsoft.NET.Sdk"> | ||||
| <Project Sdk="Microsoft.NET.Sdk"> | ||||
| 
 | ||||
|   <PropertyGroup> | ||||
|     <TargetFramework>netstandard2.0</TargetFramework> | ||||
|     <LangVersion>8.0</LangVersion> | ||||
|     <RootNamespace>Kav</RootNamespace> | ||||
|     <Authors>Evan Hemsley</Authors> | ||||
|     <Copyright>Evan Hemsley 2020</Copyright> | ||||
|     <GeneratePackageOnBuild>true</GeneratePackageOnBuild> | ||||
|     <AssemblyName>Kav</AssemblyName> | ||||
|     <Platforms>x64;x86</Platforms> | ||||
|     <Platforms>x64</Platforms> | ||||
|   </PropertyGroup> | ||||
| 
 | ||||
|   <ItemGroup> | ||||
|  | @ -44,30 +43,15 @@ | |||
|     <EmbeddedResource Include="Effects\FXB\SimpleDepthEffect.fxb"> | ||||
|       <LogicalName>Kav.Resources.SimpleDepthEffect.fxb</LogicalName> | ||||
| 		</EmbeddedResource> | ||||
|     <EmbeddedResource Include="Effects\FXB\SimpleDepthEffectInstanced.fxb"> | ||||
|       <LogicalName>Kav.Resources.SimpleDepthEffectInstanced.fxb</LogicalName> | ||||
| 		</EmbeddedResource> | ||||
|     <EmbeddedResource Include="Effects\FXB\LinearDepthEffect.fxb"> | ||||
|       <LogicalName>Kav.Resources.LinearDepthEffect.fxb</LogicalName> | ||||
| 		</EmbeddedResource> | ||||
|     <EmbeddedResource Include="Effects\FXB\LinearDepthEffectInstanced.fxb"> | ||||
|       <LogicalName>Kav.Resources.LinearDepthEffectInstanced.fxb</LogicalName> | ||||
|     </EmbeddedResource> | ||||
|     <EmbeddedResource Include="Effects\FXB\SkyboxEffect.fxb"> | ||||
|       <LogicalName>Kav.Resources.SkyboxEffect.fxb</LogicalName> | ||||
| 		</EmbeddedResource> | ||||
|     <EmbeddedResource Include="Effects\FXB\DiffuseLitSpriteEffect.fxb"> | ||||
|       <LogicalName>Kav.Resources.DiffuseLitSpriteEffect.fxb</LogicalName> | ||||
| 		</EmbeddedResource> | ||||
|     <EmbeddedResource Include="Effects\FXB\PaletteCrushEffect.fxb"> | ||||
|       <LogicalName>Kav.Resources.PaletteCrushEffect.fxb</LogicalName> | ||||
| 		</EmbeddedResource> | ||||
|     <EmbeddedResource Include="Models\UnitCube.glb"> | ||||
|       <LogicalName>Kav.Resources.UnitCube.glb</LogicalName> | ||||
| 		</EmbeddedResource> | ||||
|     <EmbeddedResource Include="Models\UnitSphere.glb"> | ||||
|       <LogicalName>Kav.Resources.UnitSphere.glb</LogicalName> | ||||
| 		</EmbeddedResource> | ||||
|   </ItemGroup> | ||||
| 
 | ||||
| </Project> | ||||
|  |  | |||
|  | @ -1,55 +1,18 @@ | |||
| using Microsoft.Xna.Framework; | ||||
| using Microsoft.Xna.Framework.Graphics; | ||||
| using System; | ||||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public sealed class PointLight : IDisposable | ||||
|     public struct PointLight | ||||
|     { | ||||
|         public Vector3 Position { get; } | ||||
|         public Color Color { get; } | ||||
|         public float Radius { get; } | ||||
|         public float Intensity { get; } | ||||
| 
 | ||||
|         public BoundingSphere BoundingSphere { get; } | ||||
| 
 | ||||
|         public RenderTargetCube ShadowMap { get; } | ||||
| 
 | ||||
|         public PointLight( | ||||
|             GraphicsDevice graphicsDevice, | ||||
|             Vector3 position,  | ||||
|             Color color,  | ||||
|             float radius, | ||||
|             int shadowMapSize | ||||
|         ) { | ||||
|         public PointLight(Vector3 position, Color color, float intensity = 1f) | ||||
|         { | ||||
|             Position = position; | ||||
|             Color = color; | ||||
|             Radius = radius; | ||||
| 
 | ||||
|             BoundingSphere = new BoundingSphere(position, Radius); | ||||
| 
 | ||||
|             ShadowMap = new RenderTargetCube( | ||||
|                 graphicsDevice, | ||||
|                 shadowMapSize, | ||||
|                 false, | ||||
|                 SurfaceFormat.Single, | ||||
|                 DepthFormat.Depth24, | ||||
|                 0, | ||||
|                 RenderTargetUsage.PreserveContents | ||||
|             ); | ||||
| 
 | ||||
|             var currentRTs = graphicsDevice.GetRenderTargets(); | ||||
|             foreach (CubeMapFace face in Enum.GetValues(typeof(CubeMapFace))) | ||||
|             { | ||||
|                 graphicsDevice.SetRenderTarget(ShadowMap, face); | ||||
|                 graphicsDevice.Clear(Color.White); | ||||
|             } | ||||
| 
 | ||||
|             graphicsDevice.SetRenderTargets(currentRTs); | ||||
|         } | ||||
| 
 | ||||
|         public void Dispose() | ||||
|         { | ||||
|             ShadowMap.Dispose(); | ||||
|             Intensity = intensity; | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  |  | |||
|  | @ -1,18 +0,0 @@ | |||
| using System.IO; | ||||
| using System.Text.Json; | ||||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public static class CrunchAtlasReader | ||||
|     { | ||||
|         static JsonSerializerOptions options = new JsonSerializerOptions | ||||
|         { | ||||
|             PropertyNameCaseInsensitive = true | ||||
|         }; | ||||
| 
 | ||||
|         public static CrunchTextureAtlasData ReadTextureAtlas(FileInfo file) | ||||
|         { | ||||
|             return JsonSerializer.Deserialize<CrunchTextureAtlasData>(File.ReadAllText(file.FullName), options); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | @ -1,22 +0,0 @@ | |||
| namespace Kav | ||||
| { | ||||
|     public struct CrunchTextureAtlasData | ||||
|     { | ||||
|         public CrunchTextureAtlasTextureData[] Textures { get; set; } | ||||
|     } | ||||
| 
 | ||||
|     public struct CrunchTextureAtlasTextureData | ||||
|     { | ||||
|         public string Name { get; set; } | ||||
|         public CrunchTextureAtlasImageData[] Images { get; set; } | ||||
|     } | ||||
| 
 | ||||
|     public struct CrunchTextureAtlasImageData | ||||
|     { | ||||
|         public string N { get; set; } | ||||
|         public int X { get; set; } | ||||
|         public int Y { get; set; } | ||||
|         public int W { get; set; } | ||||
|         public int H { get; set; } | ||||
|     } | ||||
| } | ||||
										
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							|  | @ -111,18 +111,6 @@ namespace Kav | |||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public static byte[] SimpleDepthEffectInstanced | ||||
|         { | ||||
|             get | ||||
|             { | ||||
|                 if (simpleDepthEffectInstanced == null) | ||||
|                 { | ||||
|                     simpleDepthEffectInstanced = GetResource("SimpleDepthEffectInstanced.fxb"); | ||||
|                 } | ||||
|                 return simpleDepthEffectInstanced; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public static byte[] LinearDepthEffect | ||||
|         { | ||||
|             get | ||||
|  | @ -135,18 +123,6 @@ namespace Kav | |||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public static byte[] LinearDepthEffectInstanced | ||||
|         { | ||||
|             get | ||||
|             { | ||||
|                 if (linearDepthEffectInstanced == null) | ||||
|                 { | ||||
|                     linearDepthEffectInstanced = GetResource("LinearDepthEffectInstanced.fxb"); | ||||
|                 } | ||||
|                 return linearDepthEffectInstanced; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public static byte[] SkyboxEffect | ||||
|         { | ||||
|             get | ||||
|  | @ -159,30 +135,6 @@ namespace Kav | |||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public static byte[] DiffuseLitSpriteEffect | ||||
|         { | ||||
|             get | ||||
|             { | ||||
|                 if (diffuseLitSpriteEffect == null) | ||||
|                 { | ||||
|                     diffuseLitSpriteEffect = GetResource("DiffuseLitSpriteEffect.fxb"); | ||||
|                 } | ||||
|                 return diffuseLitSpriteEffect; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public static byte[] PaletteCrushEffect | ||||
|         { | ||||
|             get | ||||
|             { | ||||
|                 if (paletteCrushEffect == null) | ||||
|                 { | ||||
|                     paletteCrushEffect = GetResource("PaletteCrushEffect.fxb"); | ||||
|                 } | ||||
|                 return paletteCrushEffect; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public static byte[] UnitCubeModel | ||||
|         { | ||||
|             get | ||||
|  | @ -195,18 +147,6 @@ namespace Kav | |||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public static byte[] UnitSphereModel | ||||
|         { | ||||
|             get | ||||
|             { | ||||
|                 if (unitSphereModel == null) | ||||
|                 { | ||||
|                     unitSphereModel = GetResource("UnitSphere.glb"); | ||||
|                 } | ||||
|                 return unitSphereModel; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         private static byte[] ambientLightEffect; | ||||
|         private static byte[] pointLightEffect; | ||||
|         private static byte[] directionalLightEffect; | ||||
|  | @ -216,15 +156,10 @@ namespace Kav | |||
|         private static byte[] deferredPBREffect; | ||||
|         private static byte[] pbrEffect; | ||||
|         private static byte[] simpleDepthEffect; | ||||
|         private static byte[] simpleDepthEffectInstanced; | ||||
|         private static byte[] linearDepthEffect; | ||||
|         private static byte[] linearDepthEffectInstanced; | ||||
|         private static byte[] skyboxEffect; | ||||
|         private static byte[] diffuseLitSpriteEffect; | ||||
|         private static byte[] paletteCrushEffect; | ||||
| 
 | ||||
|         private static byte[] unitCubeModel; | ||||
|         private static byte[] unitSphereModel; | ||||
| 
 | ||||
|         private static byte[] GetResource(string name) | ||||
|         { | ||||
|  |  | |||
|  | @ -1,18 +0,0 @@ | |||
| using Microsoft.Xna.Framework; | ||||
| 
 | ||||
| namespace Kav.Utils | ||||
| { | ||||
|     public static class QuaternionUtils | ||||
|     { | ||||
|         // assumes that the input vectors are normalized and orthogonal | ||||
|         public static Quaternion LookAt(in Vector3 forward, in Vector3 up) | ||||
|         { | ||||
|             Matrix orientation = Matrix.Identity; | ||||
|             orientation.Forward = forward; | ||||
|             orientation.Right = Vector3.Normalize(Vector3.Cross(forward, up)); | ||||
|             orientation.Up = Vector3.Cross(orientation.Right, forward); | ||||
| 
 | ||||
|             return Quaternion.CreateFromRotationMatrix(orientation); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | @ -1,18 +0,0 @@ | |||
| using Microsoft.Xna.Framework.Graphics; | ||||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     public static class VertexDeclarations | ||||
|     { | ||||
|         public static VertexDeclaration PositionInstanceDeclaration = new VertexDeclaration | ||||
|         ( | ||||
|             new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.TextureCoordinate, 2) | ||||
|         ); | ||||
| 
 | ||||
|         public static VertexDeclaration PositionTextureOffsetInstanceDeclaration = new VertexDeclaration | ||||
|         ( | ||||
|             new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.TextureCoordinate, 2), | ||||
|             new VertexElement(12, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 5) | ||||
|         ); | ||||
|     } | ||||
| } | ||||
|  | @ -1,31 +0,0 @@ | |||
| using System.Runtime.InteropServices; | ||||
| using Microsoft.Xna.Framework; | ||||
| using Microsoft.Xna.Framework.Graphics; | ||||
| 
 | ||||
| namespace Kav | ||||
| { | ||||
|     [StructLayout(LayoutKind.Sequential, Pack = 1)] | ||||
|     public struct PositionTextureOffsetInstanceVertex : IVertexType | ||||
|     { | ||||
|         VertexDeclaration IVertexType.VertexDeclaration | ||||
|         { | ||||
|             get | ||||
|             { | ||||
|                 return VertexDeclarations.PositionTextureOffsetInstanceDeclaration; | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public Vector3 Translation { get; set; } | ||||
|         public Vector2 UVOffset { get; set; } | ||||
| 
 | ||||
|         public static readonly VertexDeclaration VertexDeclaration; | ||||
| 
 | ||||
|         public PositionTextureOffsetInstanceVertex( | ||||
|             Vector3 translation, | ||||
|             Vector2 uvOffset | ||||
|         ) { | ||||
|             Translation = translation; | ||||
|             UVOffset = uvOffset; | ||||
|         } | ||||
|     } | ||||
| } | ||||
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		Reference in New Issue