adding anyhit, doesnt work though

This commit is contained in:
Dynamitos
2025-01-30 23:25:41 +01:00
parent 44b147084b
commit 89570ff792
19 changed files with 136 additions and 70 deletions
+73 -21
View File
@@ -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;
}
};