diff --git a/README.md b/README.md index a641779a..e954ed60 100644 --- a/README.md +++ b/README.md @@ -107,22 +107,30 @@ Left: No post processing except HDR tone mapping. Right: r_useFilmicPostProcessi --- ## ".plan" -* Finish Vulkan renderer backend +* Finish PBR texture support +* Add IBL lighting and [Light probe interpolation using tetrahedral tessellations](https://gdcvault.com/play/1015312/Light-Probe-Interpolation-Using-Tetrahedral) +* Generate IBL probes on the GPU through compute shaders +* Add Screen Space Reflections +* Finish adapting the Vulkan renderer backend based on Dustin Land's vkDOOM3 * Fix GPU Skinning with Vulkan * Fix the lighting with stencil shadows with Vulkan -* Port HDR and Shadow Mapping to Vulkan +* Port all the extras like HDR, Shadow Mapping and Post Processing to Vulkan +* Get ImGui to run with Vulkan and show the Vulkan memory fragmentation with it live +* Evaluate Blender 2.8 as a complete replacement for D3Radiant and update the scripts for it --- ## May or may not ".plan" -* Port Virtual Texturing support from IcedTech [IcedTech](https://github.com/jmarshall23/IcedTech) +* Add [Volumetric Lighting](http://www.alexandre-pestana.com/volumetric-lights/) +* Give Mara's and McGuire's DeepGBuffer Screen Space Global Illumination a second try with Christoph Schieds' A-SVGF realtime denoising because A-SVGF works really well in Q2RTX +* Port Virtual Texturing support from [IcedTech](https://github.com/jmarshall23/IcedTech) * Slim texture loading routines based on stb_image * Add texture compression based on [Basis Universal GPU Texture and Texture Video Compression Codec](https://github.com/binomialLLC/basis_universal) -* Scrap complex and complicated deferred and multipass forward shading with a simpler forward+ solution +* Scrap complex and complicated multipass forward shading with a simpler forward+ solution * Rip & Tear renderer backend with modern approaches by [The-Forge](https://github.com/ConfettiFX/The-Forge) -* Add Temporal Anti-Aliasing +* Imrpove SMAAA with Temporal Anti-Aliasing (SMAA T2x) * Replace collision detection and physics with PhysX 4.1 -* Add glTF 2.0 support because it is the new JPG of 3D ;) +* Add glTF 2.0 support for static models and animations because it is the new JPG of 3D ;) * Replace sound system with [SoLoud](https://github.com/jarikomppa/soloud) --- @@ -369,4 +377,4 @@ You can find your qconsole.log on Windows in C:\Users\\Saved Gam **A**: You can but don't bother me to give you free support and you probably should use Unreal Engine 4. I am a full time game developer and usually don't have time for any free support. **Q**: How do I know what code you've changed? -**A**: Apart from the Git diffs, you can look for `// RB` in the source code. Many other contributors commented their changes in the same way. I enforced the usage of Astyle in this project which also makes it alot easier to compare it against other ports of DOOM-3-BFG. +**A**: Apart from the Git diffs, you can look for `// RB` in the source code. Many other contributors commented their changes in the same way. I enforced the usage of Astyle in this project which also makes it alot easier to compare it against other ports of DOOM-3-BFG. Simply format the other ports with Astyle like I do in neo/astyle-code.bat and you can compare the code easily in WinMerge or KDiff3.