adding anyhit, doesnt work though
This commit is contained in:
+73
-21
@@ -2,10 +2,13 @@ import Common;
|
||||
|
||||
interface IBRDF
|
||||
{
|
||||
float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor);
|
||||
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor);
|
||||
[mutating] void transformNormal(float3x3 tangentToWorld);
|
||||
float3 getNormal();
|
||||
float3 getBaseColor();
|
||||
float3 evaluateAmbient();
|
||||
float getAlpha();
|
||||
float3 getTangentNormal();
|
||||
float3 getEmissive();
|
||||
};
|
||||
|
||||
struct Phong : IBRDF
|
||||
@@ -29,16 +32,28 @@ struct Phong : IBRDF
|
||||
emissive = float3(0, 0, 0);
|
||||
}
|
||||
|
||||
float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
|
||||
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
|
||||
{
|
||||
float3 normal_WS = normalize(mul(tangentToWorld, normal));
|
||||
float3 normal_WS = normal;
|
||||
float3 nDotL = dot(normal_WS, lightDir_WS);
|
||||
float3 r = 2 * (nDotL) * normal_WS - lightDir_WS;
|
||||
float rDotV = dot(r, viewDir_WS);
|
||||
|
||||
return lightColor * (baseColor * max(nDotL, 0.0)) + specular * pow(max(rDotV, 0.0), max(shininess, 1));
|
||||
}
|
||||
|
||||
[mutating]
|
||||
void transformNormal(float3x3 tangentToWorld)
|
||||
{
|
||||
normal = normalize(mul(tangentToWorld, normal));
|
||||
}
|
||||
float3 getNormal()
|
||||
{
|
||||
return normal;
|
||||
}
|
||||
float3 getBaseColor()
|
||||
{
|
||||
return baseColor;
|
||||
}
|
||||
float3 evaluateAmbient()
|
||||
{
|
||||
return ambient;
|
||||
@@ -47,9 +62,9 @@ struct Phong : IBRDF
|
||||
{
|
||||
return alpha;
|
||||
}
|
||||
float3 getTangentNormal()
|
||||
float3 getEmissive()
|
||||
{
|
||||
return normal;
|
||||
return emissive;
|
||||
}
|
||||
};
|
||||
|
||||
@@ -74,16 +89,28 @@ struct BlinnPhong : IBRDF
|
||||
emissive = float3(0, 0, 0);
|
||||
}
|
||||
|
||||
float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
|
||||
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
|
||||
{
|
||||
float3 normal_WS = normalize(mul(tangentToWorld, normal));
|
||||
float3 normal_WS = normal;
|
||||
float diffuse = max(dot(normal_WS, lightDir_WS), 0);
|
||||
float3 h = normalize(lightDir_WS + viewDir_WS);
|
||||
float specular = pow(saturate(dot(normal_WS, h)), shininess);
|
||||
|
||||
return (baseColor * diffuse * lightColor) + (specularColor * specular);
|
||||
}
|
||||
|
||||
[mutating]
|
||||
void transformNormal(float3x3 tangentToWorld)
|
||||
{
|
||||
normal = normalize(mul(tangentToWorld, normal));
|
||||
}
|
||||
float3 getNormal()
|
||||
{
|
||||
return normal;
|
||||
}
|
||||
float3 getBaseColor()
|
||||
{
|
||||
return baseColor;
|
||||
}
|
||||
float3 evaluateAmbient()
|
||||
{
|
||||
return ambient;
|
||||
@@ -92,9 +119,9 @@ struct BlinnPhong : IBRDF
|
||||
{
|
||||
return alpha;
|
||||
}
|
||||
float3 getTangentNormal()
|
||||
float3 getEmissive()
|
||||
{
|
||||
return normal;
|
||||
return emissive;
|
||||
}
|
||||
};
|
||||
|
||||
@@ -112,10 +139,9 @@ struct CelShading : IBRDF
|
||||
normal = float3(0, 0, 1);
|
||||
emissive = float3(0, 0, 0);
|
||||
}
|
||||
|
||||
float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
|
||||
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
|
||||
{
|
||||
float3 normal_WS = normalize(mul(tangentToWorld, normal));
|
||||
float3 normal_WS = normal;
|
||||
float nDotL = dot(normal_WS, lightDir_WS);
|
||||
float diffuse = max(nDotL, 0);
|
||||
|
||||
@@ -129,6 +155,19 @@ struct CelShading : IBRDF
|
||||
return darkenedBase * lightColor;
|
||||
}
|
||||
}
|
||||
[mutating]
|
||||
void transformNormal(float3x3 tangentToWorld)
|
||||
{
|
||||
normal = normalize(mul(tangentToWorld, normal));
|
||||
}
|
||||
float3 getNormal()
|
||||
{
|
||||
return normal;
|
||||
}
|
||||
float3 getBaseColor()
|
||||
{
|
||||
return baseColor;
|
||||
}
|
||||
float3 evaluateAmbient()
|
||||
{
|
||||
return float3(0, 0, 0);
|
||||
@@ -137,9 +176,9 @@ struct CelShading : IBRDF
|
||||
{
|
||||
return alpha;
|
||||
}
|
||||
float3 getTangentNormal()
|
||||
float3 getEmissive()
|
||||
{
|
||||
return normal;
|
||||
return emissive;
|
||||
}
|
||||
};
|
||||
|
||||
@@ -197,9 +236,9 @@ struct CookTorrance : IBRDF
|
||||
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
|
||||
}
|
||||
|
||||
float3 evaluate(float3x3 tangentToWorld, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
|
||||
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
|
||||
{
|
||||
float3 n = normalize(mul(tangentToWorld, normal));
|
||||
float3 n = normal;
|
||||
float3 h = normalize(lightDir_WS + viewDir_WS);
|
||||
|
||||
float3 F0 = float3(0.04);
|
||||
@@ -224,6 +263,19 @@ struct CookTorrance : IBRDF
|
||||
float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor;
|
||||
return result * ambientOcclusion;
|
||||
}
|
||||
[mutating]
|
||||
void transformNormal(float3x3 tangentToWorld)
|
||||
{
|
||||
normal = normalize(mul(tangentToWorld, normal));
|
||||
}
|
||||
float3 getNormal()
|
||||
{
|
||||
return normal;
|
||||
}
|
||||
float3 getBaseColor()
|
||||
{
|
||||
return baseColor;
|
||||
}
|
||||
float3 evaluateAmbient()
|
||||
{
|
||||
return float3(0.03) * baseColor * ambientOcclusion;
|
||||
@@ -232,8 +284,8 @@ struct CookTorrance : IBRDF
|
||||
{
|
||||
return alpha;
|
||||
}
|
||||
float3 getTangentNormal()
|
||||
float3 getEmissive()
|
||||
{
|
||||
return normal;
|
||||
return emissive;
|
||||
}
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user