adding anyhit, doesnt work though
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@@ -32,7 +32,5 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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}
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result += brdf.evaluateAmbient();
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// gamma correction
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//result = result / (result + float3(1.0));
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//result = pow(result, float3(1.0/2.2));
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return float4(result, brdf.getAlpha());
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}
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+73
-21
@@ -2,10 +2,13 @@ import Common;
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interface IBRDF
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{
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float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor);
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float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor);
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[mutating] void transformNormal(float3x3 tangentToWorld);
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float3 getNormal();
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float3 getBaseColor();
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float3 evaluateAmbient();
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float getAlpha();
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float3 getTangentNormal();
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float3 getEmissive();
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};
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struct Phong : IBRDF
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@@ -29,16 +32,28 @@ struct Phong : IBRDF
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emissive = float3(0, 0, 0);
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}
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float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
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float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
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{
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float3 normal_WS = normalize(mul(tangentToWorld, normal));
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float3 normal_WS = normal;
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float3 nDotL = dot(normal_WS, lightDir_WS);
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float3 r = 2 * (nDotL) * normal_WS - lightDir_WS;
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float rDotV = dot(r, viewDir_WS);
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return lightColor * (baseColor * max(nDotL, 0.0)) + specular * pow(max(rDotV, 0.0), max(shininess, 1));
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}
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[mutating]
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void transformNormal(float3x3 tangentToWorld)
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{
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normal = normalize(mul(tangentToWorld, normal));
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}
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float3 getNormal()
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{
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return normal;
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}
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float3 getBaseColor()
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{
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return baseColor;
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}
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float3 evaluateAmbient()
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{
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return ambient;
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@@ -47,9 +62,9 @@ struct Phong : IBRDF
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{
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return alpha;
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}
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float3 getTangentNormal()
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float3 getEmissive()
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{
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return normal;
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return emissive;
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}
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};
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@@ -74,16 +89,28 @@ struct BlinnPhong : IBRDF
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emissive = float3(0, 0, 0);
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}
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float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
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float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
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{
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float3 normal_WS = normalize(mul(tangentToWorld, normal));
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float3 normal_WS = normal;
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float diffuse = max(dot(normal_WS, lightDir_WS), 0);
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float3 h = normalize(lightDir_WS + viewDir_WS);
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float specular = pow(saturate(dot(normal_WS, h)), shininess);
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return (baseColor * diffuse * lightColor) + (specularColor * specular);
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}
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[mutating]
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void transformNormal(float3x3 tangentToWorld)
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{
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normal = normalize(mul(tangentToWorld, normal));
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}
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float3 getNormal()
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{
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return normal;
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}
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float3 getBaseColor()
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{
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return baseColor;
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}
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float3 evaluateAmbient()
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{
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return ambient;
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@@ -92,9 +119,9 @@ struct BlinnPhong : IBRDF
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{
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return alpha;
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}
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float3 getTangentNormal()
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float3 getEmissive()
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{
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return normal;
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return emissive;
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}
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};
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@@ -112,10 +139,9 @@ struct CelShading : IBRDF
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normal = float3(0, 0, 1);
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emissive = float3(0, 0, 0);
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}
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float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
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float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
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{
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float3 normal_WS = normalize(mul(tangentToWorld, normal));
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float3 normal_WS = normal;
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float nDotL = dot(normal_WS, lightDir_WS);
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float diffuse = max(nDotL, 0);
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@@ -129,6 +155,19 @@ struct CelShading : IBRDF
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return darkenedBase * lightColor;
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}
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}
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[mutating]
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void transformNormal(float3x3 tangentToWorld)
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{
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normal = normalize(mul(tangentToWorld, normal));
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}
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float3 getNormal()
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{
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return normal;
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}
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float3 getBaseColor()
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{
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return baseColor;
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}
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float3 evaluateAmbient()
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{
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return float3(0, 0, 0);
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@@ -137,9 +176,9 @@ struct CelShading : IBRDF
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{
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return alpha;
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}
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float3 getTangentNormal()
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float3 getEmissive()
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{
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return normal;
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return emissive;
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}
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};
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@@ -197,9 +236,9 @@ struct CookTorrance : IBRDF
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
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float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
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{
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float3 n = normalize(mul(tangentToWorld, normal));
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float3 n = normal;
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float3 h = normalize(lightDir_WS + viewDir_WS);
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float3 F0 = float3(0.04);
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@@ -224,6 +263,19 @@ struct CookTorrance : IBRDF
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float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor;
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return result * ambientOcclusion;
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}
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[mutating]
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void transformNormal(float3x3 tangentToWorld)
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{
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normal = normalize(mul(tangentToWorld, normal));
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}
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float3 getNormal()
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{
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return normal;
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}
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float3 getBaseColor()
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{
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return baseColor;
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}
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float3 evaluateAmbient()
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{
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return float3(0.03) * baseColor * ambientOcclusion;
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@@ -232,8 +284,8 @@ struct CookTorrance : IBRDF
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{
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return alpha;
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}
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float3 getTangentNormal()
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float3 getEmissive()
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{
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return normal;
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return emissive;
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}
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};
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@@ -15,7 +15,7 @@ struct DirectionalLight : ILightEnv
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float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
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{
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float3 dir_WS = -normalize(direction.xyz);
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return brdf.evaluate(params.tangentToWorld, params.viewDir_WS, dir_WS, color.xyz);
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return brdf.evaluate(params.viewDir_WS, dir_WS, color.xyz);
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}
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};
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@@ -29,7 +29,7 @@ struct PointLight : ILightEnv
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float3 lightDir_WS = position_WS.xyz - params.position_WS;
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float d = length(lightDir_WS);
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float illuminance = max(1 - d / colorRange.w, 0);
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return illuminance * brdf.evaluate(params.tangentToWorld, params.viewDir_WS, normalize(lightDir_WS), colorRange.xyz);
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return illuminance * brdf.evaluate(params.viewDir_WS, normalize(lightDir_WS), colorRange.xyz);
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}
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bool insidePlane(Plane plane, float3 position)
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@@ -5,8 +5,8 @@ import Scene;
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//interface IMaterial
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//{
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// associatedtype BRDF : IBRDF;
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// BRDF prepare(MaterialParameter input);
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// associatedtype BRDF: IBRDF;
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// static BRDF prepare(MaterialParameter input);
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//};
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struct MaterialResources
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{
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@@ -2,6 +2,7 @@ import Common;
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struct MaterialParameter
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{
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float3x3 tangentToWorld;
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float3 position_WS;
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float2 texCoords[MAX_TEXCOORDS];
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float3 vertexColor;
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@@ -9,7 +10,6 @@ struct MaterialParameter
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struct LightingParameter
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{
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float3x3 tangentToWorld;
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float3 viewDir_WS;
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float3 position_WS;
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}
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@@ -72,6 +72,7 @@ struct FragmentParameter
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MaterialParameter getMaterialParameter()
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{
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MaterialParameter result;
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result.tangentToWorld = getTangentToWorld();
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result.position_WS = position_WS;
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result.texCoords[0] = texCoords0.xy;
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result.texCoords[1] = texCoords0.zw;
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@@ -88,7 +89,6 @@ struct FragmentParameter
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LightingParameter getLightingParameter()
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{
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LightingParameter result;
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result.tangentToWorld = getTangentToWorld();
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result.viewDir_WS = normalize(pViewParams.cameraPosition_WS.xyz - position_WS);
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result.position_WS = position_WS;
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return result;
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@@ -6,7 +6,7 @@ struct VertexInput
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uint instanceId: SV_InstanceID;
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}
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interface IVertexData
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{
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VertexAttributes getAttributes(uint index);
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};
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//interface IVertexData
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//{
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// VertexAttributes getAttributes(uint index);
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//};
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@@ -5,7 +5,7 @@ import MaterialParameter;
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import StaticMeshVertexData;
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[shader("anyhit")]
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void anyhit(inout RayPayload hitvalue, in BuiltInTriangleIntersectionAttributes attr)
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void anyhit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttributes attr)
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{
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const float3 barycentricCoords = float3(1.0f - attr.barycentrics.x - attr.barycentrics.y, attr.barycentrics.x, attr.barycentrics.y);
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@@ -31,4 +31,7 @@ void anyhit(inout RayPayload hitvalue, in BuiltInTriangleIntersectionAttributes
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FragmentParameter params = FragmentParameter.interpolate(f0, f1, f2, barycentricCoords);
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hitValue.params = params.getLightingParameter();
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hitValue.materialParams = params.getMaterialParameter();
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AcceptHitAndEndSearch();
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}
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@@ -83,6 +83,7 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
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// todo: replace with anyhit shader
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if(hitValue.anyHit)
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return;
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const float3 barycentricCoords = float3(1.0f - attr.barycentrics.x - attr.barycentrics.y, attr.barycentrics.x, attr.barycentrics.y);
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InstanceData inst = pScene.instances[InstanceID()];
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@@ -107,14 +108,15 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
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FragmentParameter params = FragmentParameter.interpolate(f0, f1, f2, barycentricCoords);
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MaterialParameter materialParams = params.getMaterialParameter();
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LightingParameter lightingParams = params.getLightingParameter();
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hitValue.params = params.getLightingParameter();
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hitValue.materialParams = params.getMaterialParameter();
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LightingParameter lightingParams = hitValue.params;
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lightingParams.viewDir_WS = -WorldRayDirection();
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let brdf = Material.prepare(materialParams);
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let brdf = Material.prepare(hitValue.materialParams);
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float3 normal_WS = normalize(mul(params.getTangentToWorld(), brdf.normal));
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float3 normal_WS = brdf.getNormal();
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float3 normalLight_WS = dot(normal_WS,WorldRayDirection())<0 ? normal_WS : -normal_WS;
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float3 intersection_WS = params.position_WS;
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float3 intersection_WS = lightingParams.position_WS;
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hitValue.depth++;
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float3 rnd = rand01(hitValue.rndSeed);
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@@ -139,12 +141,12 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
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// TraceRay(scene, 0, 0xff, 0, 0, rayDesc);
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//}
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float p = max(max(brdf.baseColor.x, brdf.baseColor.y), brdf.baseColor.z);
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float p = max(max(brdf.getBaseColor().x, brdf.getBaseColor().y), brdf.getBaseColor().z);
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if(hitValue.depth > 5) {
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if (rnd.z >= p) return;
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}
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hitValue.light += brdf.emissive * hitValue.emissive + brdf.evaluateAmbient();
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hitValue.light += brdf.getEmissive() * hitValue.emissive + brdf.evaluateAmbient();
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//-- Ideal DIFFUSE reflection
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//if(bool(useNEE)) {
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// accrad += nextEventEstimation(accmat, r.d, params.x, params.nl, kt, false, rnd);
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@@ -211,7 +213,8 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
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payload.rndSeed = hitValue.rndSeed + 1;
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TraceRay(pRayTracingParams.scene, RAY_FLAG_CULL_BACK_FACING_TRIANGLES, 0xff, 0, 0, 0, rayDesc, payload);
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float bias = dot(normalLight_WS, rayDesc.Direction);
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hitValue.light += brdf.evaluate(params.getTangentToWorld(), -WorldRayDirection(), rayDesc.Direction, payload.light / bias);
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hitValue.light += brdf.evaluate(-WorldRayDirection(), rayDesc.Direction, payload.light / bias);
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}
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hitValue.light /= p;
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//hitValue.light /= p;
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}
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@@ -1,4 +1,5 @@
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import MaterialParameter;
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import BRDF;
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struct RayTracingParams
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{
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@@ -12,14 +13,10 @@ struct RayTracingParams
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layout(set=5)
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ParameterBlock<RayTracingParams> pRayTracingParams;
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struct CallablePayload
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{
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FragmentParameter params;
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float3 color;
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};
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struct RayPayload
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{
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LightingParameter params;
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MaterialParameter materialParams;
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float3 light;
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float emissive;
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uint depth;
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Block a user