So a while back on this forum I had asked if somebody could explain PBR to me, and most of the responses I got were to first implement basic lighting with diffuse & specular maps and then move on to more complex lighting. Now that I've done that I've gone through a few siggraph presentations that have helped me understand what PBR actually is. I was having trouble implementing this in my engine, but then I stumbled across this blog post: https://dirkiek.wordpress.com/2015/05/31/physically-based-rendering-and-image-based-lighting/
which explained everything quite well and included a sample to show how everything worked entirely.
However the sample used DirectXTK and since I am a beginner it was extremely confusing to understand how things worked since there were so many files to go through just to find a simple Material Struct. So far I have only written my engine with 1 header file, 1 cpp file & 1 effects file (I know I should use classes and additional header files to make the code easier to read and work with but for the time being I just want to get PBR up and running and I will then re-write everything for ease of use).
I'm not trying to ask for someone's code or to help me copy/paste code but could someone help explain how the direct lighting brdf's (forget the Image Based Lighting Part) are working in his sample?
This wouldn't have been a problem but I haven't had much experience with something like DirectXTK.