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Updated .plan and changelog
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README.md
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README.md
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@ -107,20 +107,22 @@ Left: No post processing except HDR tone mapping. Right: r_useFilmicPostProcessi
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---
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## ".plan" <a name=".plan"></a>
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* ~~Fix GPU Skinning with Vulkan~~
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* ~~Fix the lighting with stencil shadows with Vulkan~~
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* Finish adapting the Vulkan renderer backend based on Dustin Land's vkDOOM3
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* Port all the extras like HDR, Shadow Mapping and Post Processing to Vulkan
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* Use ImGui to show renderer stats like com_showFPS 2 and more detailed renderer stats
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* Get ImGui to run with Vulkan and show the Vulkan memory fragmentation with it live
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* Finish PBR texture support
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* Add IBL lighting and [Light probe interpolation using tetrahedral tessellations](https://gdcvault.com/play/1015312/Light-Probe-Interpolation-Using-Tetrahedral)
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* Finish partly integrated IBL lighting and [Light probe interpolation using tetrahedral tessellations](https://gdcvault.com/play/1015312/Light-Probe-Interpolation-Using-Tetrahedral)
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* Generate IBL probes on the GPU through compute shaders
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* Add Screen Space Reflections
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* Finish adapting the Vulkan renderer backend based on Dustin Land's vkDOOM3
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* Fix GPU Skinning with Vulkan
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* Fix the lighting with stencil shadows with Vulkan
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* Port all the extras like HDR, Shadow Mapping and Post Processing to Vulkan
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* Get ImGui to run with Vulkan and show the Vulkan memory fragmentation with it live
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* Evaluate Blender 2.8 as a complete replacement for D3Radiant and update the scripts for it
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---
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## May or may not ".plan" <a name=".plan2"></a>
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* Add a DX12 Ultimate renderer backend
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* Add [Volumetric Lighting](http://www.alexandre-pestana.com/volumetric-lights/)
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* 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
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* Port Virtual Texturing support from [IcedTech](https://github.com/jmarshall23/IcedTech)
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@ -131,7 +133,6 @@ Left: No post processing except HDR tone mapping. Right: r_useFilmicPostProcessi
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* Imrpove SMAAA with Temporal Anti-Aliasing (SMAA T2x)
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* Replace collision detection and physics with PhysX 4.1
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* Add glTF 2.0 support for static models and animations because it is the new JPG of 3D ;)
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* Replace sound system with [SoLoud](https://github.com/jarikomppa/soloud)
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---
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## General Notes <a name="notes"></a>
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@ -14,16 +14,27 @@ Thank you for downloading RBDOOM-3-BFG.
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_______________________________________
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TBD in early 2020 - RBDOOM-3-BFG 1.3.0
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TBD - Changes since RBDOOM-3-BFG 1.2.0
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_______________________________
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- Finish Vulkan renderer backend
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- Fixed GPU Skinning with Vulkan
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- Fix GPU Skinning with Vulkan
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- Fixed the lighting with stencil shadows with Vulkan and added Carmarck's Rerverse optimization
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- Fix the lighting with stencil shadows with Vulkan
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- Added anisotropic filtering to Vulkan
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- Added Git submodule glslang 7.10.2984 -> stable release Nov 15, 2018
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- Changed light interaction shaders to use PBR GGX Cook-Torrance specular contribution. The roughness input is estimated by the D3 glossmap if no PBR texture is provided
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- PBR texture support ground work is done. Only a few bits are left to be enabled.
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- Extended ambient pass to support Image Based Lighting using a single fixed cubemap at the moment (r_useIBL)
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- Turned off Half-Lambert lighting hack in favor of IBL
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- Vulkan version builds on Linux. Big thanks to Eric Womer for helping out the SDL part.
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- Port HDR and Shadow Mapping to Vulkan
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