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rtx: fix light surfaces bleeding backwards
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@ -1,24 +1,26 @@
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## 2021-04-19
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- [x] rtx: light intensity-based light clusters visibility
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- [x] rtx: check multiple variants of texture name (wad and non-wad)
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- [x] rtx: rad liquids/xeno/... textures
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## 2021-04-22
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- [x] rtx: fix backlight glitch
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# Next
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- [ ] rtx: dynamic surface lights / dynamic light clusters
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- [ ] rtx: better light culling: normal, bsp visibility, light volumes and intensity, ...
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- [ ] rtx: live rad file reloading (or other solution for tuning lights)
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- [ ] rtx: restore studio models
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- [ ] rtx: textures
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- [ ] rtx: restore dynamic stuff like particles, beams, etc
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- [ ] rtx: textures
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- [ ] rtx: emissive particles
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- [ ] rtx: better random
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- [ ] rtx: some studio models have glitchy geometry
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- [ ] rtx: simple convolution denoise (bilateral?)
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- [ ] rtx: live rad file reloading (or other solution for tuning lights)
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- [ ] rtx: map name to rad files mapping
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- [ ] water surfaces
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- [ ] rtx: better light culling: normal, bsp visibility, light volumes and intensity, ...
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- [ ] rtx: dynamic surface lights / dynamic light clusters
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- [ ] rtx: cluster dlights
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- [ ] rtx: entity lights
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- [ ] rtx: light styles
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- [ ] rtx: dynamically sized light clusters
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Split into 2 buffers:
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struct LightCluster { uint16 offset, length; }
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uint8_t data[];
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# Planned
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- [ ] rtx: denoise
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@ -204,3 +206,8 @@
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## 2021-04-17
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- [x] rtx: read rad file data
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## 2021-04-19
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- [x] rtx: light intensity-based light clusters visibility
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- [x] rtx: check multiple variants of texture name (wad and non-wad)
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- [x] rtx: rad liquids/xeno/... textures
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@ -286,7 +286,7 @@ void main() {
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const Kusok kusok = kusochki[kusok_index];
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//const uint leaf = kusochki[kusok_index].leaf-1;
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//C = fract(pos / 256.); break;
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//C = fract(pos / LIGHT_GRID_CELL_SIZE); break;
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//C = vec3(hash(float(geom_index)), hash(float(geom_index)+15.43), hash(float(geom_index)+34.));
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//C = vec3(hash(float(leaf)), hash(float(leaf)+15.43), hash(float(leaf)+34.));
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//C = vec3(hash(float(leaf)), float(kusok.num_surface_lights) / 63., float(kusok.is_emissive));
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@ -384,7 +384,7 @@ void main() {
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// const vec3 n3 = vertices[vi3].normal;
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vec3 light_dir = sample_pos - pos;
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if (dot(light_dir, normal) <= 0.) {
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if (dot(light_dir, n1) >= 0.) {
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//C = vec3(1., 0., 1.);
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continue;
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}
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