update todo; move materials draft to separate file
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## 2021-09-04, E133
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- [x] rtx: different sbts for opaque and alpha mask
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- [x] include common headers with struct definitions from both shaders and c code
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# Next
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- [ ] rtx: pass alpha for transparency
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- [ ] rtx: remove additive/refractive flags in favor or probability of ray continuing further instead of bouncing off
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- [ ] rtx: experiment with refraction index and "refraction roughness"
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- [ ] rtx: configuration that includes texture name -> pbr params mapping, etc. Global, per-map, ...
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- [ ] rtx: better light culling: normal, bsp visibility, light volumes and intensity, sort by intensity, etc
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- [ ] make a list of all possible materials, categorize them and figure out what to do
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- orig:
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- HL: (how does this map?)
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- Render: Normal (по умолчанию), Color, Texture, Glow, Solid, Additive
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- Render FX: разные пульсации, строб, плавные переходы, Constant Glow, Distort, Hologram (Distort + fade)
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- brush:
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- opaque:
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- "diffuse": pbr (diffuse, metallic, roughness, ...)
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- reflective: specular, ...
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- emissive
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- semi-opaque: alpha mask + same as opaque
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- transparent:
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- glass:
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- reflective
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- translucent + refractions
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- additive:
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- ???
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- studio:
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- normal: ~same as opaque
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- float: ???
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- chrome:
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- reflective
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- glow shell
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- transparent-additive
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- x rendermode ???
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- sprite
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- transparent additive:
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- fake bloom (rtx: just disable)
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- misc: smoke, explosions (rtx: custom shader?)
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- can generally be in all "HL Render/FX" modes
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- beams:
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- can have custom color?
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- transparent additive
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- rtx: needs custom shader
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- can generally be in all "HL Render/FX" modes
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- decals: ???
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- rtx proposal:
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- kusok
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- bool alpha_mask -- whether need to check alpha mask for boolean anyhit transparency
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- render modes:
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- opaque
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- emissive
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- diffuse
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- specular/reflection
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- transparent additive -- render_mode
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- force emissive
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- no diffuse, specular, ...
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- translucent -- render_mode
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- ? diffuse
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- (? specular)/reflection
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- refraction
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- sky?
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- emissive cubemap
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- [ ] rtx: simple convolution denoise (bilateral?)
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- [ ] rtx: cluster dlights
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- [ ] rtx: dynamically sized light clusters
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@ -71,6 +11,7 @@
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# Planned
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- [ ] rtx: shrink payload between shaders
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- [ ] improve nonuniformEXT usage: https://github.com/KhronosGroup/Vulkan-Samples/pull/243/files#diff-262568ff21d7a618c0069d6a4ddf78e715fe5326c71dd2f5cdf8fc8da929bc4eR31
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- [ ] rtx: experiment with refraction index and "refraction roughness"
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- [ ] emissive beams
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- [ ] emissive particles/sprites
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- [ ] issue: transparent brushes are too transparent (train ride)
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@ -291,8 +232,8 @@
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## 2021-04-12
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- [x] rtx: fix surface-kusok index mismatch
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- [x] rtx: try to use light visibility data
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-> too few slots for light sources
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-> some areas have too many naively visible lights
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- too few slots for light sources
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- some areas have too many naively visible lights
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- [x] rtx: fix light shadow artefacts
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## 2021-04-13
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@ -381,7 +322,6 @@
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## 2021-08-02..04, E122-123
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- [x] mipmaps
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- [x] rtx: better random
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## 2021-08-07, E124
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@ -415,3 +355,13 @@
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## 2021-09-01, E132
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- [x] rtx: ingest brdfs from ray tracing gems 2
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- [x] rtx: directly select a triangle for light sampling
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## 2021-09-04, E133
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- [x] rtx: different sbts for opaque and alpha mask
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- [x] include common headers with struct definitions from both shaders and c code
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## 2021-09-06, E134
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- [x] rtx: pass alpha for transparency
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- [x] rtx: remove additive/refractive flags in favor or probability of ray continuing further instead of bouncing off
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- [x] make a list of all possible materials, categorize them and figure out what to do
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@ -0,0 +1,52 @@
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- orig:
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- HL: (how does this map?)
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- Render: Normal (по умолчанию), Color, Texture, Glow, Solid, Additive
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- Render FX: разные пульсации, строб, плавные переходы, Constant Glow, Distort, Hologram (Distort + fade)
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- brush:
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- opaque:
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- "diffuse": pbr (diffuse, metallic, roughness, ...)
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- reflective: specular, ...
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- emissive
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- semi-opaque: alpha mask + same as opaque
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- transparent:
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- glass:
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- reflective
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- translucent + refractions
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- additive:
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- ???
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- studio:
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- normal: ~same as opaque
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- float: ???
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- chrome:
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- reflective
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- glow shell
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- transparent-additive
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- x rendermode ???
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- sprite
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- transparent additive:
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- fake bloom (rtx: just disable)
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- misc: smoke, explosions (rtx: custom shader?)
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- can generally be in all "HL Render/FX" modes
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- beams:
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- can have custom color?
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- transparent additive
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- rtx: needs custom shader
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- can generally be in all "HL Render/FX" modes
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- decals: ???
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- rtx proposal:
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- kusok
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- bool alpha_mask -- whether need to check alpha mask for boolean anyhit transparency
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- render modes:
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- opaque
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- emissive
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- diffuse
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- specular/reflection
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- transparent additive -- render_mode
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- force emissive
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- no diffuse, specular, ...
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- translucent -- render_mode
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- ? diffuse
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- (? specular)/reflection
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- refraction
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- sky?
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- emissive cubemap
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