diff --git a/README.md b/README.md index eab7f74f..b96ea5db 100644 --- a/README.md +++ b/README.md @@ -107,20 +107,22 @@ Left: No post processing except HDR tone mapping. Right: r_useFilmicPostProcessi --- ## ".plan" +* ~~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" - +* 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 diff --git a/RELEASE-NOTES.md b/RELEASE-NOTES.md index d5a3ba97..9137b355 100644 --- a/RELEASE-NOTES.md +++ b/RELEASE-NOTES.md @@ -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