start implementing PBR effect
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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namespace Smuggler
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{
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public struct PBRLight
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{
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public Vector3 direction;
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public Vector3 radiance;
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public PBRLight(Vector3 direction, Vector3 radiance)
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{
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this.direction = direction;
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this.radiance = radiance;
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}
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}
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public class PBRLightCollection
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{
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readonly EffectParameter directionParam;
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readonly EffectParameter radianceParam;
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private readonly Vector3[] directions = new Vector3[PBREffect.NUM_LIGHTS];
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private readonly Vector3[] radiances = new Vector3[PBREffect.NUM_LIGHTS];
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public PBRLightCollection(EffectParameter directionParam, EffectParameter radianceParam)
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{
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this.directionParam = directionParam;
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this.radianceParam = radianceParam;
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}
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public PBRLightCollection(PBRLightCollection other)
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{
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for (int i = 0; i < PBREffect.NUM_LIGHTS; i++)
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{
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directions[i] = other.directions[i];
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radiances[i] = other.radiances[i];
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}
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}
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public PBRLight this[int index]
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{
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get
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{
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return new PBRLight(directions[index], radiances[index]);
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}
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set
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{
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directions[index] = value.direction;
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radiances[index] = value.radiance;
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directionParam.SetValue(directions);
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radianceParam.SetValue(radiances);
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}
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}
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}
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public class PBREffect : Effect
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{
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public static readonly int NUM_LIGHTS = 3;
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readonly EffectParameter viewProjectionParam;
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readonly EffectParameter sceneRotationParam;
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readonly EffectParameter eyePositionParam;
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readonly EffectParameter specularTextureLevelsParam;
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readonly EffectParameter albedoTextureParam;
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Matrix world = Matrix.Identity;
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Matrix view = Matrix.Identity;
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Matrix projection = Matrix.Identity;
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Vector3 eyePosition = Vector3.Zero;
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int specularTextureLevels = 0;
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public Matrix World
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{
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get { return world; }
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set
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{
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world = value;
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sceneRotationParam.SetValue(world);
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}
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}
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public Matrix View
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{
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get { return view; }
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set
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{
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view = value;
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viewProjectionParam.SetValue(projection * view);
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eyePositionParam.SetValue(Matrix.Invert(view).Backward);
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}
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}
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public Matrix Projection
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{
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get { return projection; }
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set
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{
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projection = value;
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viewProjectionParam.SetValue(projection * view);
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}
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}
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public PBRLightCollection Lights { get; }
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public int SpecularTextureLevels
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{
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get { return specularTextureLevels; }
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set
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{
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specularTextureLevels = value;
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specularTextureLevelsParam.SetValue(specularTextureLevels);
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}
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}
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public Texture2D AlbedoTexture
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{
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get { return albedoTextureParam.GetValueTexture2D(); }
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set { albedoTextureParam.SetValue(value); }
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}
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public PBREffect(GraphicsDevice graphicsDevice, byte[] effectCode) : base(graphicsDevice, effectCode)
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{
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viewProjectionParam = Parameters["viewProjectionMatrix"];
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sceneRotationParam = Parameters["sceneRotationMatrix"];
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eyePositionParam = Parameters["eyePosition"];
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specularTextureLevelsParam = Parameters["specularTextureLevels"];
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Lights = new PBRLightCollection(Parameters["directions"], Parameters["radiance"]);
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}
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protected PBREffect(PBREffect cloneSource) : base(cloneSource)
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{
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viewProjectionParam = Parameters["viewProjectionMatrix"];
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sceneRotationParam = Parameters["sceneRotationMatrix"];
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eyePositionParam = Parameters["eyePosition"];
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specularTextureLevelsParam = Parameters["specularTextureLevels"];
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World = cloneSource.World;
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View = cloneSource.View;
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Projection = cloneSource.Projection;
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Lights = new PBRLightCollection(cloneSource.Lights);
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}
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public override Effect Clone()
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{
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return new PBREffect(this);
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}
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// FIXME: do param applications here for performance
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protected override void OnApply()
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{
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base.OnApply();
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}
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}
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}
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@ -0,0 +1,217 @@
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// Physically Based Rendering
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// Copyright (c) 2017-2018 Michał Siejak
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// Physically Based shading model: Lambetrtian diffuse BRDF + Cook-Torrance microfacet specular BRDF + IBL for ambient.
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// This implementation is based on "Real Shading in Unreal Engine 4" SIGGRAPH 2013 course notes by Epic Games.
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// See: http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
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static const float PI = 3.141592;
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static const float Epsilon = 0.00001;
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static const uint NumLights = 3;
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// Constant normal incidence Fresnel factor for all dielectrics.
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static const float3 Fdielectric = 0.04;
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// UNIFORM CONSTANTS
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float4x4 viewProjectionMatrix;
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float4x4 sceneRotationMatrix;
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float3 direction[NumLights];
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float3 radiance[NumLights];
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float3 eyePosition;
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int specularTextureLevels;
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struct VertexShaderInput
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{
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float3 position : POSITION;
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float3 normal : NORMAL;
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float3 tangent : TANGENT;
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float3 binormal : BINORMAL;
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float2 texcoord : TEXCOORD;
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};
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struct PixelShaderInput
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{
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float4 pixelPosition : SV_POSITION;
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float3 position : POSITION1;
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float2 texcoord : TEXCOORD0;
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float3 T : TEXCOORD1;
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float3 B : TEXCOORD2;
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float3 N : TEXCOORD3;
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};
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sampler albedoTexture : register(s0);
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sampler normalTexture : register(s1);
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sampler metalnessTexture : register(s2);
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sampler roughnessTexture : register(s3);
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sampler specularTexture : register(s4);
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sampler irradianceTexture : register(s5);
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sampler specularBRDF_LUT : register(s6);
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// GGX/Towbridge-Reitz normal distribution function.
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// Uses Disney's reparametrization of alpha = roughness^2.
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float ndfGGX(float cosLh, float roughness)
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{
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float alpha = roughness * roughness;
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float alphaSq = alpha * alpha;
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float denom = (cosLh * cosLh) * (alphaSq - 1.0) + 1.0;
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return alphaSq / (PI * denom * denom);
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}
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// Single term for separable Schlick-GGX below.
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float gaSchlickG1(float cosTheta, float k)
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{
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return cosTheta / (cosTheta * (1.0 - k) + k);
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}
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// Schlick-GGX approximation of geometric attenuation function using Smith's method.
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float gaSchlickGGX(float cosLi, float cosLo, float roughness)
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{
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float r = roughness + 1.0;
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float k = (r * r) / 8.0; // Epic suggests using this roughness remapping for analytic lights.
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return gaSchlickG1(cosLi, k) * gaSchlickG1(cosLo, k);
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}
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// Shlick's approximation of the Fresnel factor.
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float3 fresnelSchlick(float3 F0, float cosTheta)
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{
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return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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}
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// Vertex shader
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PixelShaderInput main_vs(VertexShaderInput vin)
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{
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PixelShaderInput vout;
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vout.position = mul(sceneRotationMatrix, float4(vin.position, 1.0)).xyz;
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vout.texcoord = float2(vin.texcoord.x, 1.0-vin.texcoord.y);
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// Pass tangent space basis vectors (for normal mapping).
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float3 worldTangent = mul(vin.tangent, (float3x3) sceneRotationMatrix);
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vout.T = normalize(worldTangent);
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float3 worldBinormal = mul(vin.binormal, (float3x3) sceneRotationMatrix);
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vout.B = normalize(worldBinormal);
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float3 worldNormal = mul(vin.normal, (float3x3) sceneRotationMatrix);
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vout.N = normalize(worldNormal);
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float4x4 mvpMatrix = mul(viewProjectionMatrix, sceneRotationMatrix);
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vout.pixelPosition = mul(mvpMatrix, float4(vin.position, 1.0));
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return vout;
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}
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// Pixel shader
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float4 main_ps(PixelShaderInput pin) : SV_Target0
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{
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// Sample input textures to get shading model params.
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float3 albedo = tex2D(albedoTexture, pin.texcoord).rgb;
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float metalness = tex2D(metalnessTexture, pin.texcoord).r;
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float roughness = tex2D(roughnessTexture, pin.texcoord).r;
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// Outgoing light direction (vector from world-space fragment position to the "eye").
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float3 Lo = normalize(eyePosition - pin.position);
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// tranpose to transform tangent space => world
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float3x3 TBN = transpose(float3x3(normalize(pin.T), normalize(pin.B), normalize(pin.N)));
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// Get current fragment's normal and transform to world space.
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float3 tangentNormal = normalize(2.0 * tex2D(normalTexture, pin.texcoord).rgb - 1.0);
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// world normal
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float3 N = normalize(mul(TBN, tangentNormal));
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// Angle between surface normal and outgoing light direction.
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float cosLo = max(0.0, dot(N, Lo));
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// Specular reflection vector.
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float3 Lr = 2.0 * cosLo * N - Lo;
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// Fresnel reflectance at normal incidence (for metals use albedo color).
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float3 F0 = lerp(Fdielectric, albedo, metalness);
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// Direct lighting calculation for analytical lights.
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float3 directLighting = 0.0;
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for(uint i=0; i<NumLights; ++i)
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{
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float3 Li = -direction[i];
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float3 Lradiance = radiance[i];
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// Half-vector between Li and Lo.
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float3 Lh = normalize(Li + Lo);
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// Calculate angles between surface normal and various light vectors.
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float cosLi = max(0.0, dot(N, Li));
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float cosLh = max(0.0, dot(N, Lh));
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// Calculate Fresnel term for direct lighting.
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float3 F = fresnelSchlick(F0, max(0.0, dot(Lh, Lo)));
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// Calculate normal distribution for specular BRDF.
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float D = ndfGGX(cosLh, roughness);
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// Calculate geometric attenuation for specular BRDF.
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float G = gaSchlickGGX(cosLi, cosLo, roughness);
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// Diffuse scattering happens due to light being refracted multiple times by a dielectric medium.
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// Metals on the other hand either reflect or absorb energy, so diffuse contribution is always zero.
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// To be energy conserving we must scale diffuse BRDF contribution based on Fresnel factor & metalness.
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float3 kd = lerp(float3(1, 1, 1) - F, float3(0, 0, 0), metalness);
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// Lambert diffuse BRDF.
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// We don't scale by 1/PI for lighting & material units to be more convenient.
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// See: https://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/
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float3 diffuseBRDF = kd * albedo;
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// Cook-Torrance specular microfacet BRDF.
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float3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * cosLo);
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// Total contribution for this light.
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directLighting += (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
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}
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// Ambient lighting (IBL).
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float3 ambientLighting;
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{
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// Sample diffuse irradiance at normal direction.
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float3 irradiance = tex2D(irradianceTexture, N.xy).rgb;
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// Calculate Fresnel term for ambient lighting.
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// Since we use pre-filtered cubemap(s) and irradiance is coming from many directions
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// use cosLo instead of angle with light's half-vector (cosLh above).
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// See: https://seblagarde.wordpress.com/2011/08/17/hello-world/
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float3 F = fresnelSchlick(F0, cosLo);
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// Get diffuse contribution factor (as with direct lighting).
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float3 kd = lerp(1.0 - F, 0.0, metalness);
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// Irradiance map contains exitant radiance assuming Lambertian BRDF, no need to scale by 1/PI here either.
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float3 diffuseIBL = kd * albedo * irradiance;
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// Sample pre-filtered specular reflection environment at correct mipmap level.
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float4 levelTexCoord = float4(Lr, roughness * specularTextureLevels);
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float3 specularIrradiance = tex2Dlod(specularTexture, levelTexCoord).rgb;
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// Split-sum approximation factors for Cook-Torrance specular BRDF.
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float2 specularBRDF = tex2D(specularBRDF_LUT, float2(cosLo, roughness)).rg;
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// Total specular IBL contribution.
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float3 specularIBL = (F0 * specularBRDF.x + specularBRDF.y) * specularIrradiance;
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// Total ambient lighting contribution.
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ambientLighting = diffuseIBL + specularIBL;
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}
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// Final fragment color.
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return float4(directLighting + ambientLighting, 1.0);
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}
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technique PBR
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{
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pass Pass1
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{
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VertexShader = compile vs_3_0 main_vs();
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PixelShader = compile ps_3_0 main_ps();
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}
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}
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@ -147,9 +147,7 @@ namespace Smuggler
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/* TODO: We need a new Effect subclass to support some GLTF features */
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var effect = new BasicEffect(graphicsDevice);
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effect.EnableDefaultLighting();
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effect.PreferPerPixelLighting = true;
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var effect = new PBREffect(graphicsDevice, File.ReadAllBytes("Effects/pbr.fxo"));
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return new MeshPart(
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vertexBuffer,
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@ -8,10 +8,10 @@ namespace Smuggler
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public IndexBuffer IndexBuffer { get; }
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public VertexBuffer VertexBuffer { get; }
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public Triangle[] Triangles { get; }
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public BasicEffect Effect { get; }
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public PBREffect Effect { get; }
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public Vector3[] Positions { get; }
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public MeshPart(VertexBuffer vertexBuffer, IndexBuffer indexBuffer, Vector3[] positions, Triangle[] triangles, BasicEffect effect)
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public MeshPart(VertexBuffer vertexBuffer, IndexBuffer indexBuffer, Vector3[] positions, Triangle[] triangles, PBREffect effect)
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{
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VertexBuffer = vertexBuffer;
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IndexBuffer = indexBuffer;
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