update todo; move materials draft to separate file

This commit is contained in:
Ivan Avdeev 2021-09-06 14:14:59 -07:00 committed by Ivan Avdeev
parent ae12b4505d
commit 0839f9673b
2 changed files with 65 additions and 63 deletions

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@ -1,66 +1,6 @@
## 2021-09-04, E133
- [x] rtx: different sbts for opaque and alpha mask
- [x] include common headers with struct definitions from both shaders and c code
# Next
- [ ] rtx: pass alpha for transparency
- [ ] rtx: remove additive/refractive flags in favor or probability of ray continuing further instead of bouncing off
- [ ] rtx: experiment with refraction index and "refraction roughness"
- [ ] rtx: configuration that includes texture name -> pbr params mapping, etc. Global, per-map, ...
- [ ] rtx: better light culling: normal, bsp visibility, light volumes and intensity, sort by intensity, etc
- [ ] make a list of all possible materials, categorize them and figure out what to do
- orig:
- HL: (how does this map?)
- Render: Normal (по умолчанию), Color, Texture, Glow, Solid, Additive
- Render FX: разные пульсации, строб, плавные переходы, Constant Glow, Distort, Hologram (Distort + fade)
- brush:
- opaque:
- "diffuse": pbr (diffuse, metallic, roughness, ...)
- reflective: specular, ...
- emissive
- semi-opaque: alpha mask + same as opaque
- transparent:
- glass:
- reflective
- translucent + refractions
- additive:
- ???
- studio:
- normal: ~same as opaque
- float: ???
- chrome:
- reflective
- glow shell
- transparent-additive
- x rendermode ???
- sprite
- transparent additive:
- fake bloom (rtx: just disable)
- misc: smoke, explosions (rtx: custom shader?)
- can generally be in all "HL Render/FX" modes
- beams:
- can have custom color?
- transparent additive
- rtx: needs custom shader
- can generally be in all "HL Render/FX" modes
- decals: ???
- rtx proposal:
- kusok
- bool alpha_mask -- whether need to check alpha mask for boolean anyhit transparency
- render modes:
- opaque
- emissive
- diffuse
- specular/reflection
- transparent additive -- render_mode
- force emissive
- no diffuse, specular, ...
- translucent -- render_mode
- ? diffuse
- (? specular)/reflection
- refraction
- sky?
- emissive cubemap
- [ ] rtx: simple convolution denoise (bilateral?)
- [ ] rtx: cluster dlights
- [ ] rtx: dynamically sized light clusters
@ -71,6 +11,7 @@
# Planned
- [ ] rtx: shrink payload between shaders
- [ ] improve nonuniformEXT usage: https://github.com/KhronosGroup/Vulkan-Samples/pull/243/files#diff-262568ff21d7a618c0069d6a4ddf78e715fe5326c71dd2f5cdf8fc8da929bc4eR31
- [ ] rtx: experiment with refraction index and "refraction roughness"
- [ ] emissive beams
- [ ] emissive particles/sprites
- [ ] issue: transparent brushes are too transparent (train ride)
@ -291,8 +232,8 @@
## 2021-04-12
- [x] rtx: fix surface-kusok index mismatch
- [x] rtx: try to use light visibility data
-> too few slots for light sources
-> some areas have too many naively visible lights
- too few slots for light sources
- some areas have too many naively visible lights
- [x] rtx: fix light shadow artefacts
## 2021-04-13
@ -381,7 +322,6 @@
## 2021-08-02..04, E122-123
- [x] mipmaps
- [x] rtx: better random
## 2021-08-07, E124
@ -415,3 +355,13 @@
## 2021-09-01, E132
- [x] rtx: ingest brdfs from ray tracing gems 2
- [x] rtx: directly select a triangle for light sampling
## 2021-09-04, E133
- [x] rtx: different sbts for opaque and alpha mask
- [x] include common headers with struct definitions from both shaders and c code
## 2021-09-06, E134
- [x] rtx: pass alpha for transparency
- [x] rtx: remove additive/refractive flags in favor or probability of ray continuing further instead of bouncing off
- [x] make a list of all possible materials, categorize them and figure out what to do

52
ref_vk/ray_materials.md Normal file
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@ -0,0 +1,52 @@
- orig:
- HL: (how does this map?)
- Render: Normal (по умолчанию), Color, Texture, Glow, Solid, Additive
- Render FX: разные пульсации, строб, плавные переходы, Constant Glow, Distort, Hologram (Distort + fade)
- brush:
- opaque:
- "diffuse": pbr (diffuse, metallic, roughness, ...)
- reflective: specular, ...
- emissive
- semi-opaque: alpha mask + same as opaque
- transparent:
- glass:
- reflective
- translucent + refractions
- additive:
- ???
- studio:
- normal: ~same as opaque
- float: ???
- chrome:
- reflective
- glow shell
- transparent-additive
- x rendermode ???
- sprite
- transparent additive:
- fake bloom (rtx: just disable)
- misc: smoke, explosions (rtx: custom shader?)
- can generally be in all "HL Render/FX" modes
- beams:
- can have custom color?
- transparent additive
- rtx: needs custom shader
- can generally be in all "HL Render/FX" modes
- decals: ???
- rtx proposal:
- kusok
- bool alpha_mask -- whether need to check alpha mask for boolean anyhit transparency
- render modes:
- opaque
- emissive
- diffuse
- specular/reflection
- transparent additive -- render_mode
- force emissive
- no diffuse, specular, ...
- translucent -- render_mode
- ? diffuse
- (? specular)/reflection
- refraction
- sky?
- emissive cubemap