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Updated .plan in README
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README.md
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README.md
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@ -55,8 +55,8 @@ I started this project in 2012 and focused on making this code being future proo
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* DX12 / Vulkan support through NVRHI (NVIDIA Rendering Hardware Interface) (thanks to Stephen Pridham for major porting effort)
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* Physically Based Rendering using GGX Cook-Torrence as in other modern engines (UE4, Unity) and 3D authoring tools like Blender 3.x or Adobe Substance
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* Baked Global Illumination using Irradiance Volumes and Image Based Lighting that fix the pitch black areas
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* Soft shadows using a fat shadow mapping atlas
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All 3 light types (point, spot, parallel/sun) are supported which means parallel lights (sun) use
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* Soft shadows using a fat shadow mapping atlas:
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* All 3 light types (point, spot, parallel/sun) are supported which means parallel lights (sun) use
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scene independent cascaded shadow mapping.
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* True internal 64 bit HDR lighting with filmic ACES tone mapping and gamma-correct rendering in linear RGB space
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* Temporal Antialiasing (TAA) as a cheap alternative for MSAA and that works well with HDR and also improves PBR lighting
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@ -86,7 +86,6 @@ RBDOOM-3-BFG allows mod editing and has many tiny fixes so custom content can be
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* invertGreen( normalmap.png ) material keyword to allow flipping the Y-Axis for tangent space normal maps
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* glTF2 .glb model support for static and skinned models (thanks to Harrie van Ginneken)
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* Changed dmap to support compiling maps straight from glTF2 .glb models instead of .map files using a new polygon based workflow
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* Collada .DAE model support in addition to .ase and .lwo for static map models
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* Wavefront OBJ model support to make it easier getting static models from Blender/Maya/3D Studio Max into TrenchBroom
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* Added back dmap and aas compilers (mapping tools, thanks to Pat Raynor) and improved them to work with TrenchBroom and Blender
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* Added in-engine Flash debugging tools and new console variables
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@ -110,17 +109,16 @@ You can fork RBDOOM-3-BFG and create a new renamed binary that includes all requ
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If you want to see what is planned or in progress in a Trello/Kanban style manner look here: [RBDOOM-3-BFG projects](https://github.com/RobertBeckebans/RBDOOM-3-BFG/projects)
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Short term goals:
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* Finish last remaining bugs of the DX12/Vulkan renderer backend using the [NVIDIA Rendering Hardware Interface](https://github.com/NVIDIAGameWorks/nvrhi)
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* Optional RmlUI support as an alternative to Flash
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* Add Raytracing for accelerating the probe baking and optionally adding realtime global illumination
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* Node based Imgui particle editor
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* Flash support through Adobe Animate or Blender
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* Raytracing for accelerating the probe baking and optionally adding realtime global illumination
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---
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# May or may not ".plan" <a name="plan2"></a>
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* Scrap expensive multipass forward shading with a faster forward+ solution
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* Add [Volumetric Lighting](http://www.alexandre-pestana.com/volumetric-lights/)
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* Explore Screen Space Global Illumination with Christoph Schieds' A-SVGF realtime denoising because A-SVGF works really well in Q2RTX
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* Update texture compression based on [Basis Universal GPU Texture and Texture Video Compression Codec](https://github.com/binomialLLC/basis_universal)
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* Replace collision detection and physics with PhysX 5
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* Replace expensive multipass forward shading with a faster forward+ solution
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* [Volumetric Lighting](http://www.alexandre-pestana.com/volumetric-lights/)
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* ReSTIR or some other realtime path tracing
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* Optional alternative collision detection and physics with PhysX 5 or Jolt
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---
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# Renderer Features Explained <a name="render"></a>
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@ -291,22 +289,23 @@ Left: No global illumination. Ambient is pitch black like in original Doom 3. Ri
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<img src="https://i.imgur.com/LRJBJwV.png" width="384"> <img src="https://i.imgur.com/GPD2aIr.png" width="384">
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<!--
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<img src="https://i.imgur.com/PVAXGui.png" width="384"> <img src="https://i.imgur.com/NleLuWY.png" width="384">
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<img src="https://i.imgur.com/vxAgY2S.png" width="384"> <img src="https://i.imgur.com/8avH7DY.png" width="384">
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<img src="https://i.imgur.com/KESmZld.png" width="384"> <img src="https://i.imgur.com/lHc7Pb9.png" width="384">
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-->
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<img src="https://i.imgur.com/qIq1xPi.png" width="384"> <img src="https://i.imgur.com/tGoceNP.png" width="384">
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<img src="https://i.imgur.com/45YCeSf.png" width="384"> <img src="https://i.imgur.com/GBDbml1.png" width="384">
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<!--
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Some examples that show additional environment lighting on all assets.
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<img src="https://i.imgur.com/xBPa2Y8.png" width="384"> <img src="https://i.imgur.com/MCjwFE7.png" width="384">
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## HDR
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Left: Wrong original Blinn-Phong in sRGB gamma space. Right: Gamma correct HDR rendering in linear RBG + ACES Film Tonemapping
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@ -319,7 +318,8 @@ Left: Wrong original Blinn-Phong in sRGB gamma space. Right: Gamma correct HDR r
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r_useSSAO 1 darkens the corners of the scene and also removes too much ambient added by the Global Illumination.
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<img src="https://i.imgur.com/AP2tBVd.png" width="384"> <img src="https://i.imgur.com/dJ1dY4X.png" width="384">
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"""
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-->
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## Filmic Post Processing
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If you enable it with r_useFilmicPostProcessing 1 then you play DOOM 3 BFG the optics of a Zack Snyder movie.
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@ -363,16 +363,16 @@ If the nomodels argument is not given then it will also export all needed models
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A short summary of the file layout:
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Directory | Description
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:----------------------------- | :------------------------------------------------
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RBDOOM-3-BFG/base/ | Doom 3 BFG media directory ( models, textures, sounds, maps, etc. )
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RBDOOM-3-BFG/neo/ | RBDOOM-3-BFG source code ( renderer, game code for multiple games, OS layer, etc. )
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RBDOOM-3-BFG/build/ | Build folder for CMake
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RBDOOM-3-BFG/tools/blender/ | Blender scripts for level mapping (TBD in release packages)
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RBDOOM-3-BFG/tools/trenchbroom | TrenchBroomBFG level editor customized for DOOM 3 and RBDOOM-3-BFG
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RBDOOM-3-BFG/tools/darkradiant | DarkRadiant level editor with an additional config for RBDOOM-3-BFG
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RBDOOM-3-BFG/tools/runtimedeps | Visual Studio C++ Redistributables if you have problems to start the engine or the tools
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RBDOOM-3-BFG/tools/bfgpakexlorer| BFG Resource File Manager by George Kalampokis aka Mr.GK
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Directory | Description
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:--------------------------------- | :------------------------------------------------
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RBDOOM-3-BFG/base/ | Doom 3 BFG media directory ( models, textures, sounds, maps, etc. )
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RBDOOM-3-BFG/neo/ | RBDOOM-3-BFG source code ( renderer, game code for multiple games, OS layer, etc. )
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RBDOOM-3-BFG/build/ | Build folder for CMake
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RBDOOM-3-BFG/tools/runtimedeps | Visual Studio C++ Redistributables if you have problems to start the engine or the tools
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RBDOOM-3-BFG/tools/trenchbroom | TrenchBroomBFG level editor customized for DOOM 3 and RBDOOM-3-BFG
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RBDOOM-3-BFG/tools/darkradiant | DarkRadiant level editor with an additional config for RBDOOM-3-BFG
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RBDOOM-3-BFG/tools/bfgpakexlorer | BFG Resource File Manager by George Kalampokis aka Mr.GK
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RBDOOM-3-BFG/tools/optick-profiler | Optick is a super-lightweight C++ profiler for Games
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The GPL release does not contain any game data, the game data is still
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covered by the original EULA and must be obeyed as usual.
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@ -641,8 +641,8 @@ r_exposure [0 .. 1] | Default 0.5, controls brightness and af
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r_useSSAO [0 .. 1] | Use Screen Space Ambient Occlusion to darken the corners in the scene and give it more depth
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r_forceAmbient | Default 0.5, controls additional brightness by Global Illumination
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r_useFilmicPostFX [0, 1] | Apply several post process effects to mimic a filmic look
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r_useCRTPostFX [0, 1] | CRT monitor/TV filter
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r_renderMode [0 .. 5] | Default 0 = Doom 3, 1 = Commodore 64, 2 = Commodore 64 Highres, 3 = Sega Genesis, 4 = Sega Genesis Highres, 5 = Sony PSX
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r_useCRTPostFX [0 .. 2] | CRT monitor/TV filter
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r_renderMode [0 .. 5] | Default 0 = Doom 3, 1 = Commodore 64, 2 = Commodore 64 Highres, 3 = Amstrad CPC, 4 = Amstrad CPC Highres, 5 = Sega Genesis, 6 = Sega Genesis Highres, 7 = Sony PSX
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## Modding Support
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Name | Description
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