diff --git a/ref_vk/TODO.md b/ref_vk/TODO.md index 2e6733e8..560b3b31 100644 --- a/ref_vk/TODO.md +++ b/ref_vk/TODO.md @@ -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 diff --git a/ref_vk/shaders/ray.rgen b/ref_vk/shaders/ray.rgen index 0f462f54..71313e57 100644 --- a/ref_vk/shaders/ray.rgen +++ b/ref_vk/shaders/ray.rgen @@ -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;