rtx: bring back front face culling; update todo

This commit is contained in:
Ivan Avdeev 2021-10-26 10:40:02 -07:00 committed by Ivan Avdeev
parent 4f903bd1d6
commit bb4dc5e2a1
2 changed files with 14 additions and 11 deletions

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@ -1,18 +1,11 @@
## 2021-10-24 E155
- [ ] rtx: static lights
- [x] point lights
- [x] surface lights
- [ ] remove surface visibility cache
# Next
- [ ] remove surface visibility cache
- [ ] rtx: remove lbsp
- [ ] rtx: rename point lights to lampochki
- [ ] rtx: move entity parsing to its own module
# Next
- [ ] rtx: rename emissive surface to surface lights
- [ ] 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
- [ ] rtx: simple convolution denoise (bilateral?)
- [ ] rtx: cluster dlights
- [ ] rtx: dynamically sized light clusters
Split into 2 buffers:
struct LightCluster { uint16 offset, length; }
@ -80,7 +73,6 @@
- [ ] rtx: add fps: rasterize into G-buffer, and only then compute lighting with rtx
- [ ] rtx: bake light visibility in compute shader
- [ ] rtx: cull light sources (dlights and light textures) using bsp
- [ ] enable entity-parsed lights by lightstyles
- [ ] dlight for flashlight seems to be broken
- [ ] make 2nd commad buffer for resource upload
- [ ] fix sprite blending; there are commented out functions that we really need (see tunnel before the helicopter in the very beginning)
@ -384,3 +376,14 @@
- [x] bsp:
- [x] leaf culling
- [x] pvs
- [x] rtx: better light culling: normal, bsp visibility, (~light volumes and intensity, sort by intensity, etc~)
- [x] rtx: cluster dlights
## 2021-10-24 E155
- [x] rtx: static lights
- [x] point lights
- [x] surface lights
## 2021-10-26 E156
- [x] enable entity-parsed lights by lightstyles

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@ -290,7 +290,7 @@ void main() {
// TODO early exit based on throughput being too small
const uint flags = 0
//| gl_RayFlagsCullFrontFacingTrianglesEXT
| gl_RayFlagsCullFrontFacingTrianglesEXT
//| gl_RayFlagsOpaqueEXT
;
const uint sbt_offset = 0;