mirror of
https://github.com/ncblakely/GiantsTools
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533 lines
15 KiB
C++
533 lines
15 KiB
C++
//--------------------------------------------------------------------------------------
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// File: PBREffect.cpp
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkID=615561
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//--------------------------------------------------------------------------------------
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#include "pch.h"
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#include "EffectCommon.h"
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using namespace DirectX;
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// Constant buffer layout. Must match the shader!
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struct PBREffectConstants
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{
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XMVECTOR eyePosition;
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XMMATRIX world;
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XMVECTOR worldInverseTranspose[3];
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XMMATRIX worldViewProj;
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XMMATRIX prevWorldViewProj; // for velocity generation
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XMVECTOR lightDirection[IEffectLights::MaxDirectionalLights];
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XMVECTOR lightDiffuseColor[IEffectLights::MaxDirectionalLights];
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// PBR Parameters
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XMVECTOR Albedo;
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float Metallic;
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float Roughness;
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int numRadianceMipLevels;
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// Size of render target
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float targetWidth;
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float targetHeight;
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};
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static_assert((sizeof(PBREffectConstants) % 16) == 0, "CB size not padded correctly");
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// Traits type describes our characteristics to the EffectBase template.
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struct PBREffectTraits
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{
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using ConstantBufferType = PBREffectConstants;
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static constexpr int VertexShaderCount = 4;
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static constexpr int PixelShaderCount = 5;
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static constexpr int ShaderPermutationCount = 10;
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static constexpr int RootSignatureCount = 1;
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};
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// Internal PBREffect implementation class.
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class PBREffect::Impl : public EffectBase<PBREffectTraits>
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{
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public:
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Impl(_In_ ID3D11Device* device);
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> albedoTexture;
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> normalTexture;
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> rmaTexture;
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> emissiveTexture;
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> radianceTexture;
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Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> irradianceTexture;
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bool biasedVertexNormals;
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bool velocityEnabled;
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XMVECTOR lightColor[MaxDirectionalLights];
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int GetCurrentShaderPermutation() const noexcept;
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void Apply(_In_ ID3D11DeviceContext* deviceContext);
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};
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// Include the precompiled shader code.
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namespace
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{
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#if defined(_XBOX_ONE) && defined(_TITLE)
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#include "Shaders/Compiled/XboxOnePBREffect_VSConstant.inc"
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#include "Shaders/Compiled/XboxOnePBREffect_VSConstantVelocity.inc"
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#include "Shaders/Compiled/XboxOnePBREffect_VSConstantBn.inc"
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#include "Shaders/Compiled/XboxOnePBREffect_VSConstantVelocityBn.inc"
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#include "Shaders/Compiled/XboxOnePBREffect_PSConstant.inc"
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#include "Shaders/Compiled/XboxOnePBREffect_PSTextured.inc"
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#include "Shaders/Compiled/XboxOnePBREffect_PSTexturedEmissive.inc"
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#include "Shaders/Compiled/XboxOnePBREffect_PSTexturedVelocity.inc"
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#include "Shaders/Compiled/XboxOnePBREffect_PSTexturedEmissiveVelocity.inc"
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#else
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#include "Shaders/Compiled/PBREffect_VSConstant.inc"
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#include "Shaders/Compiled/PBREffect_VSConstantVelocity.inc"
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#include "Shaders/Compiled/PBREffect_VSConstantBn.inc"
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#include "Shaders/Compiled/PBREffect_VSConstantVelocityBn.inc"
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#include "Shaders/Compiled/PBREffect_PSConstant.inc"
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#include "Shaders/Compiled/PBREffect_PSTextured.inc"
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#include "Shaders/Compiled/PBREffect_PSTexturedEmissive.inc"
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#include "Shaders/Compiled/PBREffect_PSTexturedVelocity.inc"
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#include "Shaders/Compiled/PBREffect_PSTexturedEmissiveVelocity.inc"
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#endif
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}
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template<>
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const ShaderBytecode EffectBase<PBREffectTraits>::VertexShaderBytecode[] =
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{
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{ PBREffect_VSConstant, sizeof(PBREffect_VSConstant) },
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{ PBREffect_VSConstantVelocity, sizeof(PBREffect_VSConstantVelocity) },
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{ PBREffect_VSConstantBn, sizeof(PBREffect_VSConstantBn) },
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{ PBREffect_VSConstantVelocityBn, sizeof(PBREffect_VSConstantVelocityBn) },
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};
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template<>
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const int EffectBase<PBREffectTraits>::VertexShaderIndices[] =
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{
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0, // constant
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0, // textured
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0, // textured + emissive
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1, // textured + velocity
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1, // textured + emissive + velocity
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2, // constant (biased vertex normals)
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2, // textured (biased vertex normals)
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2, // textured + emissive (biased vertex normals)
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3, // textured + velocity (biased vertex normals)
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3, // textured + emissive + velocity (biasoed vertex normals)
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};
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template<>
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const ShaderBytecode EffectBase<PBREffectTraits>::PixelShaderBytecode[] =
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{
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{ PBREffect_PSConstant, sizeof(PBREffect_PSConstant) },
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{ PBREffect_PSTextured, sizeof(PBREffect_PSTextured) },
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{ PBREffect_PSTexturedEmissive, sizeof(PBREffect_PSTexturedEmissive) },
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{ PBREffect_PSTexturedVelocity, sizeof(PBREffect_PSTexturedVelocity) },
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{ PBREffect_PSTexturedEmissiveVelocity, sizeof(PBREffect_PSTexturedEmissiveVelocity) }
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};
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template<>
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const int EffectBase<PBREffectTraits>::PixelShaderIndices[] =
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{
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0, // constant
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1, // textured
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2, // textured + emissive
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3, // textured + velocity
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4, // textured + emissive + velocity
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0, // constant (biased vertex normals)
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1, // textured (biased vertex normals)
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2, // textured + emissive (biased vertex normals)
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3, // textured + velocity (biased vertex normals)
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4, // textured + emissive + velocity (biased vertex normals)
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};
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// Global pool of per-device PBREffect resources. Required by EffectBase<>, but not used.
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template<>
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SharedResourcePool<ID3D11Device*, EffectBase<PBREffectTraits>::DeviceResources> EffectBase<PBREffectTraits>::deviceResourcesPool = {};
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// Constructor.
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PBREffect::Impl::Impl(_In_ ID3D11Device* device)
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: EffectBase(device),
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biasedVertexNormals(false),
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velocityEnabled(false),
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lightColor{}
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{
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if (device->GetFeatureLevel() < D3D_FEATURE_LEVEL_10_0)
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{
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throw std::exception("PBREffect requires Feature Level 10.0 or later");
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}
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static_assert(_countof(EffectBase<PBREffectTraits>::VertexShaderIndices) == PBREffectTraits::ShaderPermutationCount, "array/max mismatch");
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static_assert(_countof(EffectBase<PBREffectTraits>::VertexShaderBytecode) == PBREffectTraits::VertexShaderCount, "array/max mismatch");
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static_assert(_countof(EffectBase<PBREffectTraits>::PixelShaderBytecode) == PBREffectTraits::PixelShaderCount, "array/max mismatch");
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static_assert(_countof(EffectBase<PBREffectTraits>::PixelShaderIndices) == PBREffectTraits::ShaderPermutationCount, "array/max mismatch");
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// Lighting
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static const XMVECTORF32 defaultLightDirection = { { { 0, -1, 0, 0 } } };
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for (int i = 0; i < MaxDirectionalLights; i++)
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{
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lightColor[i] = g_XMOne;
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constants.lightDirection[i] = defaultLightDirection;
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constants.lightDiffuseColor[i] = g_XMZero;
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}
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// Default PBR values
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constants.Albedo = g_XMOne;
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constants.Metallic = 0.5f;
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constants.Roughness = 0.2f;
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constants.numRadianceMipLevels = 1;
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}
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int PBREffect::Impl::GetCurrentShaderPermutation() const noexcept
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{
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int permutation = 0;
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// Textured RMA vs. constant albedo/roughness/metalness?
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if (velocityEnabled)
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{
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// Optional velocity buffer (implies textured RMA)?
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permutation = 3;
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}
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else if (albedoTexture)
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{
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permutation = 1;
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}
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// Using an emissive texture?
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if (emissiveTexture)
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{
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permutation += 1;
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}
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if (biasedVertexNormals)
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{
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// Compressed normals need to be scaled and biased in the vertex shader.
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permutation += 5;
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}
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return permutation;
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}
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// Sets our state onto the D3D device.
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void PBREffect::Impl::Apply(_In_ ID3D11DeviceContext* deviceContext)
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{
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// Store old wvp for velocity calculation in shader
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constants.prevWorldViewProj = constants.worldViewProj;
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// Compute derived parameter values.
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matrices.SetConstants(dirtyFlags, constants.worldViewProj);
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// World inverse transpose matrix.
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if (dirtyFlags & EffectDirtyFlags::WorldInverseTranspose)
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{
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constants.world = XMMatrixTranspose(matrices.world);
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XMMATRIX worldInverse = XMMatrixInverse(nullptr, matrices.world);
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constants.worldInverseTranspose[0] = worldInverse.r[0];
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constants.worldInverseTranspose[1] = worldInverse.r[1];
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constants.worldInverseTranspose[2] = worldInverse.r[2];
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dirtyFlags &= ~EffectDirtyFlags::WorldInverseTranspose;
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dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
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}
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// Eye position vector.
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if (dirtyFlags & EffectDirtyFlags::EyePosition)
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{
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XMMATRIX viewInverse = XMMatrixInverse(nullptr, matrices.view);
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constants.eyePosition = viewInverse.r[3];
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dirtyFlags &= ~EffectDirtyFlags::EyePosition;
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dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
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}
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// Set the textures
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if (albedoTexture)
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{
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ID3D11ShaderResourceView* textures[] = {
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albedoTexture.Get(), normalTexture.Get(), rmaTexture.Get(),
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emissiveTexture.Get(),
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radianceTexture.Get(), irradianceTexture.Get() };
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deviceContext->PSSetShaderResources(0, _countof(textures), textures);
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}
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else
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{
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ID3D11ShaderResourceView* textures[] = {
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nullptr, nullptr, nullptr,
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nullptr,
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radianceTexture.Get(), irradianceTexture.Get() };
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deviceContext->PSSetShaderResources(0, _countof(textures), textures);
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}
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// Set shaders and constant buffers.
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ApplyShaders(deviceContext, GetCurrentShaderPermutation());
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}
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// Public constructor.
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PBREffect::PBREffect(_In_ ID3D11Device* device)
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: pImpl(std::make_unique<Impl>(device))
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{
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}
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// Move constructor.
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PBREffect::PBREffect(PBREffect&& moveFrom) noexcept
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: pImpl(std::move(moveFrom.pImpl))
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{
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}
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// Move assignment.
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PBREffect& PBREffect::operator= (PBREffect&& moveFrom) noexcept
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{
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pImpl = std::move(moveFrom.pImpl);
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return *this;
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}
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// Public destructor.
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PBREffect::~PBREffect()
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{
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}
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// IEffect methods.
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void PBREffect::Apply(_In_ ID3D11DeviceContext* deviceContext)
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{
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pImpl->Apply(deviceContext);
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}
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void PBREffect::GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength)
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{
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pImpl->GetVertexShaderBytecode(pImpl->GetCurrentShaderPermutation(), pShaderByteCode, pByteCodeLength);
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}
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// Camera settings.
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void XM_CALLCONV PBREffect::SetWorld(FXMMATRIX value)
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{
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pImpl->matrices.world = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::WorldInverseTranspose;
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}
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void XM_CALLCONV PBREffect::SetView(FXMMATRIX value)
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{
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pImpl->matrices.view = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::EyePosition;
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}
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void XM_CALLCONV PBREffect::SetProjection(FXMMATRIX value)
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{
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pImpl->matrices.projection = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj;
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}
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void XM_CALLCONV PBREffect::SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection)
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{
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pImpl->matrices.world = world;
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pImpl->matrices.view = view;
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pImpl->matrices.projection = projection;
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pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::WorldInverseTranspose | EffectDirtyFlags::EyePosition;
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}
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// Light settings
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void PBREffect::SetLightingEnabled(bool value)
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{
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if (!value)
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{
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throw std::exception("PBREffect does not support turning off lighting");
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}
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}
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void PBREffect::SetPerPixelLighting(bool)
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{
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// Unsupported interface method.
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}
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void XM_CALLCONV PBREffect::SetAmbientLightColor(FXMVECTOR)
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{
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// Unsupported interface.
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}
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void PBREffect::SetLightEnabled(int whichLight, bool value)
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{
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EffectLights::ValidateLightIndex(whichLight);
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pImpl->constants.lightDiffuseColor[whichLight] = (value) ? pImpl->lightColor[whichLight] : g_XMZero;
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pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
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}
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void XM_CALLCONV PBREffect::SetLightDirection(int whichLight, FXMVECTOR value)
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{
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EffectLights::ValidateLightIndex(whichLight);
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pImpl->constants.lightDirection[whichLight] = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
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}
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void XM_CALLCONV PBREffect::SetLightDiffuseColor(int whichLight, FXMVECTOR value)
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{
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EffectLights::ValidateLightIndex(whichLight);
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pImpl->lightColor[whichLight] = value;
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pImpl->constants.lightDiffuseColor[whichLight] = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
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}
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void XM_CALLCONV PBREffect::SetLightSpecularColor(int, FXMVECTOR)
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{
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// Unsupported interface.
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}
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void PBREffect::EnableDefaultLighting()
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{
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EffectLights::EnableDefaultLighting(this);
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}
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// PBR Settings
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void PBREffect::SetAlpha(float value)
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{
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// Set w to new value, but preserve existing xyz (constant albedo).
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pImpl->constants.Albedo = XMVectorSetW(pImpl->constants.Albedo, value);
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pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
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}
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void PBREffect::SetConstantAlbedo(FXMVECTOR value)
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{
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// Set xyz to new value, but preserve existing w (alpha).
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pImpl->constants.Albedo = XMVectorSelect(pImpl->constants.Albedo, value, g_XMSelect1110);
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pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
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}
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void PBREffect::SetConstantMetallic(float value)
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{
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pImpl->constants.Metallic = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
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}
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void PBREffect::SetConstantRoughness(float value)
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{
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pImpl->constants.Roughness = value;
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pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
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}
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// Texture settings.
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void PBREffect::SetAlbedoTexture(_In_opt_ ID3D11ShaderResourceView* value)
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{
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pImpl->albedoTexture = value;
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}
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void PBREffect::SetNormalTexture(_In_opt_ ID3D11ShaderResourceView* value)
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{
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pImpl->normalTexture = value;
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}
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void PBREffect::SetRMATexture(_In_opt_ ID3D11ShaderResourceView* value)
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{
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pImpl->rmaTexture = value;
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}
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void PBREffect::SetEmissiveTexture(_In_opt_ ID3D11ShaderResourceView* value)
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{
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pImpl->emissiveTexture = value;
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}
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void PBREffect::SetSurfaceTextures(
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_In_opt_ ID3D11ShaderResourceView* albedo,
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_In_opt_ ID3D11ShaderResourceView* normal,
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_In_opt_ ID3D11ShaderResourceView* roughnessMetallicAmbientOcclusion)
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{
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pImpl->albedoTexture = albedo;
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pImpl->normalTexture = normal;
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pImpl->rmaTexture = roughnessMetallicAmbientOcclusion;
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}
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void PBREffect::SetIBLTextures(
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_In_opt_ ID3D11ShaderResourceView* radiance,
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int numRadianceMips,
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_In_opt_ ID3D11ShaderResourceView* irradiance)
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{
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pImpl->radianceTexture = radiance;
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pImpl->irradianceTexture = irradiance;
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pImpl->constants.numRadianceMipLevels = numRadianceMips;
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pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
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}
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// Normal compression settings.
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void PBREffect::SetBiasedVertexNormals(bool value)
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{
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pImpl->biasedVertexNormals = value;
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}
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// Additional settings.
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void PBREffect::SetVelocityGeneration(bool value)
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{
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pImpl->velocityEnabled = value;
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}
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void PBREffect::SetRenderTargetSizeInPixels(int width, int height)
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{
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pImpl->constants.targetWidth = static_cast<float>(width);
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pImpl->constants.targetHeight = static_cast<float>(height);
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pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
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}
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