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Feature rt transparency #383

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Feature rt transparency #383

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LaisoEmilio
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Added transparency to all pipelines except full raytracing

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@DBouma DBouma left a comment

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Some minor code cleanups that need to happen, take a look at some suggestions as well. Besides the commented code, everything looks pretty good

imgui.ini Show resolved Hide resolved
resources/shaders/dxr_raytracing.hlsl Outdated Show resolved Hide resolved
resources/shaders/dxr_raytracing.hlsl Outdated Show resolved Hide resolved
resources/shaders/dxr_shadow_entries.hlsl Outdated Show resolved Hide resolved
src/engine_registry.cpp Outdated Show resolved Hide resolved
src/engine_registry.cpp Outdated Show resolved Hide resolved
tests/demo/demo.cpp Outdated Show resolved Hide resolved
tests/demo/demo_frame_graphs.hpp Outdated Show resolved Hide resolved
resources/shaders/dxr_raytracing.hlsl Outdated Show resolved Hide resolved
resources/shaders/dxr_structs.hlsl Outdated Show resolved Hide resolved
@@ -266,7 +267,13 @@ namespace wr::d3d12
geometry_descs[i].Triangles.VertexCount = geom.m_num_vertices;
geometry_descs[i].Triangles.VertexBuffer.StartAddress = geom.vertex_buffer->m_buffer->GetGPUVirtualAddress() + (geom.m_vertices_offset * geom.m_vertex_stride);
geometry_descs[i].Triangles.VertexBuffer.StrideInBytes = geom.m_vertex_stride;
geometry_descs[i].Flags = D3D12_RAYTRACING_GEOMETRY_FLAG_OPAQUE;
geometry_descs[i].Flags = allow_transparency ? D3D12_RAYTRACING_GEOMETRY_FLAG_NONE : D3D12_RAYTRACING_GEOMETRY_FLAG_OPAQUE;
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i don't like this especially at the end of the block. if we want to merge this you need to show me performance numbers on multiple types of scenes.

src/engine_registry.cpp Outdated Show resolved Hide resolved
src/engine_registry.hpp Show resolved Hide resolved
src/render_tasks/d3d12_rtao_task.hpp Outdated Show resolved Hide resolved
tests/demo/scene_shadows_transparency.cpp Outdated Show resolved Hide resolved
tests/demo/scene_shadows_transparency.cpp Outdated Show resolved Hide resolved
tests/demo/scene_shadows_transparency.hpp Outdated Show resolved Hide resolved
src/material_pool.hpp Outdated Show resolved Hide resolved
- Refactored Reflection, Shadows, AO tasks to use inheritance on the RT Hybrid data
- Use of transparency is taken directly from the AS build data, except for path tracing, as that task has an override.
- Gave some structure to the imgui layout
- Changed Destroy function for the ShaderTable, now correctly set to nullptr, as that is also checked in dispatch rays
- Acted on the feedback received from the PR.
…ency

# Conflicts:
#	src/render_tasks/d3d12_rtao_task.hpp
resources/shaders/dxr_ambient_occlusion.hlsl Outdated Show resolved Hide resolved
src/render_tasks/d3d12_rtao_task.hpp Show resolved Hide resolved
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@VZout
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VZout commented Jun 20, 2019

accepted but see comments also don't merge before variable roughness

…ency

# Conflicts:
#	src/engine_registry.cpp
#	src/render_tasks/d3d12_rt_reflection_task.hpp
#	src/render_tasks/d3d12_rt_shadow_task.hpp
#	src/render_tasks/d3d12_rtao_task.hpp
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benchmarks plz

resources/shaders/dxr_ambient_occlusion.hlsl Outdated Show resolved Hide resolved
…ask was preventing the shader tables to be created therefore crashing the renderer in release mode. Fixed that, as well as renaming padding
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3 participants