Updated .plan and changelog

This commit is contained in:
Robert Beckebans 2020-03-22 14:22:20 +01:00
parent 2bcd5e98a8
commit efeae230a4
2 changed files with 25 additions and 13 deletions

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@ -107,20 +107,22 @@ Left: No post processing except HDR tone mapping. Right: r_useFilmicPostProcessi
---
## ".plan" <a name=".plan"></a>
* ~~Fix GPU Skinning with Vulkan~~
* ~~Fix the lighting with stencil shadows with Vulkan~~
* Finish adapting the Vulkan renderer backend based on Dustin Land's vkDOOM3
* Port all the extras like HDR, Shadow Mapping and Post Processing to Vulkan
* Use ImGui to show renderer stats like com_showFPS 2 and more detailed renderer stats
* Get ImGui to run with Vulkan and show the Vulkan memory fragmentation with it live
* Finish PBR texture support
* Add IBL lighting and [Light probe interpolation using tetrahedral tessellations](https://gdcvault.com/play/1015312/Light-Probe-Interpolation-Using-Tetrahedral)
* Finish partly integrated 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 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" <a name=".plan2"></a>
* Add a DX12 Ultimate renderer backend
* 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)
@ -131,7 +133,6 @@ Left: No post processing except HDR tone mapping. Right: r_useFilmicPostProcessi
* Imrpove SMAAA with Temporal Anti-Aliasing (SMAA T2x)
* Replace collision detection and physics with PhysX 4.1
* 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)
---
## General Notes <a name="notes"></a>

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@ -14,16 +14,27 @@ Thank you for downloading RBDOOM-3-BFG.
_______________________________________
TBD in early 2020 - RBDOOM-3-BFG 1.3.0
TBD - Changes since RBDOOM-3-BFG 1.2.0
_______________________________
- Finish Vulkan renderer backend
- Fixed GPU Skinning with Vulkan
- Fix GPU Skinning with Vulkan
- Fixed the lighting with stencil shadows with Vulkan and added Carmarck's Rerverse optimization
- Fix the lighting with stencil shadows with Vulkan
- Added anisotropic filtering to Vulkan
- Added Git submodule glslang 7.10.2984 -> stable release Nov 15, 2018
- 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
- PBR texture support ground work is done. Only a few bits are left to be enabled.
- Extended ambient pass to support Image Based Lighting using a single fixed cubemap at the moment (r_useIBL)
- Turned off Half-Lambert lighting hack in favor of IBL
- Vulkan version builds on Linux. Big thanks to Eric Womer for helping out the SDL part.
- Port HDR and Shadow Mapping to Vulkan