Raytraced shadow updates (#263)
* rtshadow and rtao refactors * vulkan update * blue noise for rtshadow, rtao * path trace fix * rt shadow multi spp * path trace fix * fidelity-fx raytraced shadows denoiser * fixes * raytracing light sampling improvement * blue noise packed into texture * vulkan fix * blue noise refactor * rtao svgf denoiser * denoiser fixes * fix * blue noise update * precompute blue noise phase * rtao forces 1spp * denoise 4 lights * fixes * unshadowed light fix
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@@ -231,7 +231,7 @@ void RendererWindow::Create(EditorComponent* editor)
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shadowTypeComboBox.SetSize(XMFLOAT2(100, itemheight));
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shadowTypeComboBox.SetPos(XMFLOAT2(x, y += step));
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shadowTypeComboBox.AddItem("Shadowmaps");
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if (wiRenderer::GetDevice()->CheckCapability(wiGraphics::GRAPHICSDEVICE_CAPABILITY_RAYTRACING))
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if (wiRenderer::GetDevice()->CheckCapability(wiGraphics::GRAPHICSDEVICE_CAPABILITY_RAYTRACING_INLINE))
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{
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shadowTypeComboBox.AddItem("Ray traced");
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}
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@@ -370,20 +370,6 @@ void RendererWindow::Create(EditorComponent* editor)
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MSAAComboBox.SetTooltip("Multisampling Anti Aliasing quality. ");
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AddWidget(&MSAAComboBox);
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raytracedShadowsSlider.Create(1, 16, 1, 15, "Raytraced Shadow Quality: ");
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raytracedShadowsSlider.SetTooltip("Sample count of raytraced shadows (per light). Higher numbers increase quality, but reduce performance.\nTip: Temporal AA will also help to improve quality.");
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raytracedShadowsSlider.SetSize(XMFLOAT2(100, itemheight));
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raytracedShadowsSlider.SetPos(XMFLOAT2(x, y += step));
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raytracedShadowsSlider.SetValue((float)wiRenderer::GetRaytracedShadowsSampleCount());
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raytracedShadowsSlider.OnSlide([&](wiEventArgs args) {
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wiRenderer::SetRaytracedShadowsSampleCount((uint32_t)args.iValue);
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});
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AddWidget(&raytracedShadowsSlider);
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if (!wiRenderer::GetDevice()->CheckCapability(wiGraphics::GRAPHICSDEVICE_CAPABILITY_RAYTRACING))
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{
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raytracedShadowsSlider.SetEnabled(false);
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}
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temporalAACheckBox.Create("Temporal AA: ");
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temporalAACheckBox.SetTooltip("Toggle Temporal Anti Aliasing. It is a supersampling techique which is performed across multiple frames.");
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temporalAACheckBox.SetPos(XMFLOAT2(x, y += step));
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