Redo of render paths
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@@ -0,0 +1,70 @@
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import InputGeometry;
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import BRDF;
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import Common;
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interface ILightEnv
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{
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float3 illuminate<B:IBRDF>(InputGeometry input, B brdf, float3 wo);
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};
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struct DirectionalLight : ILightEnv
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{
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float4 color;
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float4 direction;
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float4 intensity;
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float3 illuminate<B:IBRDF>(MaterialPixelParameter input, B brdf, float3 wo)
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{
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return intensity.xyz * brdf.evaluate(wo, direction.xyz, input.normal, input.tangent, input.biTangent, color.xyz);
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}
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};
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struct PointLight : ILightEnv
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{
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float4 positionWS;
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float4 positionVS;
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float3 color;
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float range;
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float3 illuminate<B:IBRDF>(MaterialPixelParameter input, B brdf, float3 viewDir)
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{
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float3 lightVec = positionWS.xyz - input.position;
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float d = length(lightVec);
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float3 direction = normalize(lightVec);
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float illuminance = max(1 - d / range, 0);
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return illuminance * brdf.evaluate(viewDir, direction, input.normal, input.tangent, input.biTangent, color);
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}
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bool insidePlane(Plane plane)
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{
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return dot(plane.n, positionVS.xyz) - plane.d < -range;
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}
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bool insideFrustum(Frustum frustum, float zNear, float zFar)
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{
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bool result = true;
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//if(positionVS.z - range > zNear || positionVS.z + range < zFar)
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{
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// result = false;
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}
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for(int i = 0; i < 4 && result; ++i)
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{
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if(insidePlane(frustum.planes[i]))
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{
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result = false;
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}
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}
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return result;
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}
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};
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#define MAX_DIRECTIONAL_LIGHTS 4
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#define MAX_POINT_LIGHTS 256
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struct Lights
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{
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DirectionalLight directionalLights[MAX_DIRECTIONAL_LIGHTS];
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PointLight pointLights[MAX_POINT_LIGHTS];
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uint numDirectionalLights;
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uint numPointLights;
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};
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