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rtx: bring back front face culling; update todo
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@ -1,18 +1,11 @@
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## 2021-10-24 E155
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- [ ] rtx: static lights
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- [x] point lights
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- [x] surface lights
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- [ ] remove surface visibility cache
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# Next
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- [ ] remove surface visibility cache
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- [ ] rtx: remove lbsp
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- [ ] rtx: rename point lights to lampochki
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- [ ] rtx: move entity parsing to its own module
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# Next
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- [ ] rtx: rename emissive surface to surface lights
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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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- [ ] 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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Split into 2 buffers:
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struct LightCluster { uint16 offset, length; }
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@ -80,7 +73,6 @@
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- [ ] rtx: add fps: rasterize into G-buffer, and only then compute lighting with rtx
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- [ ] rtx: bake light visibility in compute shader
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- [ ] rtx: cull light sources (dlights and light textures) using bsp
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- [ ] enable entity-parsed lights by lightstyles
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- [ ] dlight for flashlight seems to be broken
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- [ ] make 2nd commad buffer for resource upload
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- [ ] fix sprite blending; there are commented out functions that we really need (see tunnel before the helicopter in the very beginning)
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@ -384,3 +376,14 @@
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- [x] bsp:
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- [x] leaf culling
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- [x] pvs
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- [x] rtx: better light culling: normal, bsp visibility, (~light volumes and intensity, sort by intensity, etc~)
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- [x] rtx: cluster dlights
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## 2021-10-24 E155
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- [x] rtx: static lights
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- [x] point lights
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- [x] surface lights
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## 2021-10-26 E156
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- [x] enable entity-parsed lights by lightstyles
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@ -290,7 +290,7 @@ void main() {
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// TODO early exit based on throughput being too small
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const uint flags = 0
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//| gl_RayFlagsCullFrontFacingTrianglesEXT
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| gl_RayFlagsCullFrontFacingTrianglesEXT
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//| gl_RayFlagsOpaqueEXT
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;
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const uint sbt_offset = 0;
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