510 lines
19 KiB
Markdown
510 lines
19 KiB
Markdown
# Programmable render
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- [ ] what if new meatpipe has different image format for a creatable image?
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- [ ] implicit dependency tracking. pass defines:
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- [ ] imports: list of things it needs
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- [ ] exports: list of things it produces. those get created and registered with this pass as a producer
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- [ ] resource management refactoring:
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- [ ] register existing resources (tlas, buffers, temp images, ...) in their producers
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- [ ] resource automatic resolution: prducing, barriers, etc
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- [ ] resource destruction
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- [ ] ? resource object: name, metadata(type, etc.), producer, status (ready, barriers, etc)
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# Parallel frames sync
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- [ ] models_cache
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- lifetimes:
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- static; entire map
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- static; single to multiple frames
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- dynamic; multiple frames
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- : intra-cmdbuf
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# Multipass + Sampling
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- [ ] better simple sampling
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- [x] all triangles
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- [x] area based on triangles
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- [ ] clipping?
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- [ ] can we pack polygon lights better? e.g.:
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- each light is strictly a triangle
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- index is offset into triangles
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- layout:
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- vec4(plane) // is it really needed? is early culling important? can we shove area into there too? e.g plane_n.xy,plane_d, area
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- vec4(v0xyz, e_r)
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- vec4(v1xyz, e_g)
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- vec4(v2xyz, e_b)
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# Next
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- [ ] remove surface visibility cache
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- [ ] rtx: rename point lights to lampochki
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- [ ] rtx: rename emissive surface to surface lights
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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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- [ ] 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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- [ ] (test_shaders_basic.bsp) shows that for brushes at least there are the following discrepancies with gl renderer:
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- [ ] traditional:
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- [ ] anything textured transparent is slightly darker in ref_vk
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- [ ] "Color" render mode should not sample texture at all and use just color
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- [ ] "Texture" looks mostly correct, but ~2x darker than it should be
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- [ ] "Glow" looks totally incorrect, it should be the same as "Texture" (as in ref_gl)
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- [ ] "Additive" is way too dark in ref_vk
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- [ ] rtx:
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- [ ] "Color" should use solid color instead of texture
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- [ ] "Color", "Texture", ("Glow"?) should be able to reflect and refract, likely not universally though, as they might be used for different intended effects in game. figure this out on case-by-case basis. maybe we could control it based on texture names and such.
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- [ ] "Additive" should just be emissive and not reflective/refractive
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- [ ] rtx: filter things to render, e.g.: some sprites are there to fake bloom, we don't need to draw them in rtx mode
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- [ ] possibly split vk_render into (a) rendering/pipeline, (b) buffer management/allocation, (c) render state
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- [ ] rtx: light styles: need static lights data, not clear how and what to do
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- [ ] studio models: fix lighting: should have white texture instead of lightmap OR we could write nearest surface lightmap coords to fake light
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- [ ] make it look correct lol
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- [ ] studio model types:
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- [x] normal
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- [ ] float
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- [x] chrome
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- [ ] more beams types
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- [ ] more particle types
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- [ ] sane texture memory management: do not allocate VKDeviceMemory for every texture
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- [ ] rtx: transparency layering issue, possible approaches:
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- [ ] trace a special transparent-only ray separately from opaque. This can at least be used to remove black texture areas
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- [ ] rtx: sky light/emissive skybox:
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- [ ] consider baking it into a single (or a few localized) kusok that has one entry in light cluster
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- [ ] just ignore sky surfaces and treat not hitting anything as hitting sky. importance-sample by sun direction
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- [ ] pre-compute importance sampling direction by searching for ray-miss directions
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- [ ] rtx: better memory handling
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- [ ] robust tracking of memory hierarchies: global/static, map, frame
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- or just do a generic allocator with compaction?
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- [ ] rtx: coalesce all these buffers
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- [ ] rtx: entity lights
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- [ ] rtx: do not rebuild static studio models (most of them). BLAS building takes most of the frame time (~12ms where ray tracing itself is just 3ms)
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- [ ] rtx: importance-sample sky light; there are sky surfaces that we can consider light sources
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- [ ] cull water surfaces (see c3a2a)
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- [ ] create water surfaces once in vk_brush
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- [ ] consider doing per-geometry rendermode: brushes can be built only once; late transparency depth sorting for vk render;
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- [ ] rtx: too many emissive lights in c3a1b
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- [ ] studio models: pre-compute buffer sizes and allocate them at once
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- [ ] rtx: denoise
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- [ ] non local means ?
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- [x] reprojection
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- [ ] SVG+
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- [ ] ...
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- [ ] rtx: bake light visibility in compute shader
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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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- [ ] fix projection matrix differences w/ gl render
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- [ ] bad condition for temp vs map-permanent buffer error message
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- [ ] fix brush blending
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- [ ] sprite depth offset
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- [ ] fix incorrect viewport sprite culling
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- [ ] improve g_camera handling; trace SetViewPass vs RenderScene ...
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- [ ] studio model lighting
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- [ ] move all consts to vk_const
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- [ ] what is GL_Backend*/GL_RenderFrame ???
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- [ ] particles
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- [ ] decals
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- [ ] lightmap dynamic styles
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- [ ] fog
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- [ ] studio models survive NewMap; need to compactify buffers after removing all brushes
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- [ ] sometimes it gets very slow (1fps) when ran under lldb (only on stream?)
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- [ ] optimize perf: cmdbuf managements and semaphores, upload to gpu, ...
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- [ ] ? rtx: studio models should not pre-transform vertices with modelView matrix
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- [ ] rtx: non-realtime unbiased mode: make "ground truth" screenshots that take 1e5 samples per pixels and seconds to produce. what for: semi-interactive material tuning, comparison w/ denoise, etc.
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# Someday
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- [ ] more than one lightmap texture. E.g. sponza ends up having 3 lightmaps
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- [ ] start building command buffers in beginframe
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- [ ] cleanup unused stuff in vk_studio.c
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- [ ] stats
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- [ ] better 2d renderer: fill DRAWQUAD(texture, color, ...) command into storage buffer instead of 4 vertices
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- [-] auto-atlas lots of smol textures: most of model texture are tiny (64x64 or less), can we not rebind them all the time? alt: bindless texture array
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- [ ] can we also try to coalesce sprite draw calls?
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- [ ] brush geometry is not watertight
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- [ ] collect render_draw_t w/o submitting them to cmdbuf, then sort by render_mode, trans depth, and other parameters, trying to batch as much stuff as possible; only then submit
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# Previously
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- [x] loading to the same map breaks geometry
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- [x] (helps with RTX?) unified rendering (brush/studio models/...), each model is instance, instance data is read from storage buffers, gives info about vertex format, texture bindings, etc; which are read from another set of storage buffers, ..
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- [x] waf shader build step -- get from upstream
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## 2021-02-06
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- [x] alpha test
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- [x] compare w/ gl R_SetRendeMode
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- [x] raster state
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- [x] color constants
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- [x] culling
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- [x] shaders s/map/brush/
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- [x] pipeline cache
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- [x] swapchain getting stale
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- [x] HUD sprites
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- [x] issue: lightmap sometimes gets corrupted on map load
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## 2021-02-08
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- [x] move entity rendering-enumeration into vk_scene
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## 2021-02-10
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- [x] refactor brush into brushes and separate rendering/buffer management
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- [x] animated textures (accept PR)
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## 2021-02-13
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- [x] move pipelines from brush to render
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- [x] render temp buffer api
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- [x] draw studio models somehow
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- [x] studio models vk debug markers
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- [x] studio models white texture as lightmap
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- [x] studio models fixes
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## 2021-02-15
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- [x] weapon models -- viewmodel
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- [x] coalesce studio model draw calls
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- [x] initual sprite support
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## 2021-02-17
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- [x] draw some beams
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## 2021-02-20
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- [x] refactor vk_render interface:
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- [x] move uniform_data_t to global render state ~inside render_draw_t, remove any mentions of uniform/slots from api; alt: global render state?~
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- [x] rename RenderDraw to SubmitDraw
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- [x] ~add debug label to render_draw_t?;~ alt: VK_RenderDebugNameBegin/End
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- [x] perform 3d rendering on corresponding refapi calls, not endframe
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- [x] fix sprite blending
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## 2021-02-22
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- [x] RTX: load extensions with -rtx arg
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- [x] vk_render: buffer-alloc-centric upload and draw api
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## 2021-03-06
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- [x] (RTX; common) Staging vs on-GPU buffers
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- [x] rtx: BLAS construction on buffer unlock
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- [x] rtx: ray trace compute shader
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- [x] dlight test
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## 2021-03-08
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- [x] studio models normals
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- [x] rtx: geometry indexing
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## 2021-03-10
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- [x] rtx: dlights
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- [x] rtx: dlight shadows
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- [x] rtx: dlight soft shadows
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## 2021-03-13
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- [x] rtx: blend normals according to barycentrics
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- [x] rtx: (debug/dev) shader reload
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- [x] rtx: make projection matrix independent render global/current/static state
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- [x] rtx: model matrices
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- [x] rtx: light entities -- still not enough to enlight maps :(
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- [x] rtx: path tracing
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## 2021-03-15
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- [x] rtx: control bounces with cvars
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- [x] rtx: device-local buffers -- doesn't affect perf noticeably :(
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- [x] rtx: emissive materials
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- [x] rtx: emissive textures
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- [x] rtx: emissive beams
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## 2021-03-17..20
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- [x] rtx: lower resolution framebuffer + upscale
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- [x] rtx: importance sample emissive surface
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- [x] rtx: remove entnity-parsed lights
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- [x] rtx: naive temporal denoise: mix with previous frame
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## 2021-03-22
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- [x] rtx: traverse bsp for science!
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## 2021-03-28
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- [x] bake s/d-lights visibility data into bsp leaves
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## 2021-04-06..08
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- [x] persistent models
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- [x] load brushes into render model
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- [x] destroy brushes when time comes (when?)
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- [x] rasterize models in renderer
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## 2021-04-09
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- [x] rtx: build AS for model
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- [x] rtx: include pre-built models in TLAS
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## 2021-04-10
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- [x] rtx: fix tlas rebuild
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- [x] rtx: upload kusochki metadata ~~w/ leaves~~
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- [x] rtx: add fps
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- [x] rtx: don't group brush draws by texture
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- [x] better AS structure (fewer blases, etc)
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## 2021-04-11
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- [x] vscode build and debug
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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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- [x] rtx: fix light shadow artefacts
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## 2021-04-13
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- [x] rtx: "toilet error": attempting to get AS device address crashes the driver
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- [x] rtx: fix blas destruction on exit
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- [x] rtx: sometimes we get uninitialized models
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## 2021-04-14..16
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- [x] rtx: grid-based light clusters
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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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## 2021-04-22
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- [x] rtx: fix backlight glitch
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- [x] rtx: textures
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## 2021-04-24, E86
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- [x] rtx: restore studio models
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## 2021-05-01, E89
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- [x] make a wrapper for descriptor sets/layouts
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## 2021-05-03, E90
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- [x] make map/frame lifetime aware allocator and use it everywhere: render, rtx buffers, etc
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## 2021-05-08, E92
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- [x] rtx: weird purple bbox-like glitches on dynamic geometry (tlas vs blas memory corruption/aliasing)
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- [x] rtx: some studio models have glitchy geometry
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## 2021-05-10, E93
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- [x] rtx: don't recreate tlas each frame
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- [x] rtx: dynamic models AS caching
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## 2021-05-..-17, E93, E94
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- [x] rtx: improve AS lifetime/management; i.e. pre-cache them, etc
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- [x] add debug names to all of the buffers
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## 2021-05-22, E97
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- [x] add nvidia aftermath sdk
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# 2021-05-24, E98
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- [x] rtx: simplify AS tracking
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## 2021-05-26, E99
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- [x] rtx: fix device lost after map load
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## 2021-05-28, E100
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- [x] rtx: build acceleration structures in a single queue/cmdbuf
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## 2021-06-05, E103
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- [x] rtx: dynamic surface lights / dynamic light clusters
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- [x] rtx: animated textures
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- [x] rtx: attenuate surface lights by normal
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## 2021-06-07, E104..
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- [x] fix CI for vulkan branch
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# 2021-06-09..12, E105..106
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- [x] c3a2a: no water surfaces in vk (transparent in gl: *45,*24,*19-21)
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- [x] water surfaces
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# 2021-06-14, E107
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- [x] rtx: optimize water normals. now they're very slow because we R/W gpu mem? yes
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- [x] cull bottom water surfaces (they're PLANE_Z looking down)
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- [x] fix water normals
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## 2021-06-23, E109
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- [x] rtx: ray tracing shaders specialization, e.g. for light clusters constants
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- [x] rtx: restore dynamic stuff like particles, beams, etc
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- [x] rtx: c3a1b: assert model->size >= build_size.accelerationStructureSize failed at vk_rtx.c:347
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## 2021-07-17, E110..120
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- [x] rtx: ray tracing pipeline
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- [x] rtx: fix rendering on AMD
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- [x] rtx: split models into a separate module
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- [x] rtx: alpha test
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## 2021-07-31, E121
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- [x] rtx: alpha blending -- did a PoC
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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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- [x] anisotropic texture sampling
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- [x] studio model lighting prep
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- [x] copy over R_LightVec from GL renderer
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- [x] add per-vertex color attribute
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- [x] support per-vertex colors
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- [x] disable lightmaps, or use white texture for it instead
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## 2021-08-11, E125
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- [x] simplify buffer api: do alloc+lock as a single op
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## 2021-08-15, E126
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- [x] restore render debug labels
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- [x] restore draw call concatenation; brush geoms are generated in a way that makes concatenating them impossible
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## 2021-08-16, E127
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- [x] better device enumeration
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## 2021-08-18, E128
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- [x] rtx: fix maxVertex for brushes
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## 2021-08-22, E129
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- [x] fix depth test for glow render mode
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- [x] screenshots
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## 2021-08-26, E131
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- [x] rtx: material flags for kusochki
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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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# E149
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- [x] rtx: remove sun
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- [x] rtx: point lights:
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- [x] static lights
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- [x] intensity "fix"
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- [x] dlights
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- [ ] elights
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- [x] intensity fix for d/elights?
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- [x] point light clusters
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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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## 2021-12-21 DONE SOMEWHEN
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- [x] rtx: dynamic rtx/non-rtx switching breaks dynamic models (haven't seen this in a while)
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- [x] run under asan
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- [x] rtx: map name to rad files mapping
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- [x] rtx: live rad file reloading (or other solution for tuning lights)
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- [x] rtx: move entity parsing to its own module
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- [x] rtx: configuration that includes texture name -> pbr params mapping, etc. Global, per-map, ...
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- [x] rtx: simple convolution denoise (bilateral?)
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- [x] rtx: cull light sources (dlights and light textures) using bsp
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- [-] crash in PM_RecursiveHullCheck. havent seen this in a while
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- [x] rtx: remove lbsp
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## 2022-09-17 E207 Parallel frames
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- [x] allocate for N frames:
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- [x] geometries
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- [x] rt models
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- [x] kusochki
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- [x] same ring buffer alloc as for geometries
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- [x] extract as a unit
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- [x] tlas geom --//--
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- [-] lights
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- [x] make metadata buffer in lights
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- [-] join lights grid+meta into a single buffer => pipeline loading issues
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- [x] put lights data into a cpu-side vk buffer
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- [-] sync+barrier upload => TOO BIG AND TOO SLOW, need to e.g. track dirty regions, compactify stuff (many clusters are the same), etc
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- [x] scratch buffer:
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- should be fine (assuming intra-cmdbuf sync), contents lifetime is single frame only
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- [x] accels_buffer:
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- ~~[ ] lifetime: multiple frames; dynamic: some b/tlases get rebuilt every frame~~
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- ~~[ ] opt 1: double buffering~~
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- [x] opt 2: intra-cmdbuf sync (can't write unless previous frame is done)
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- [x] uniform_buffer:
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- lifetime: single frame
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- [x] tlas_geom_buffer:
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- similar to scratch_buffer
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- BUT: filled on CPU, so it's not properly synchronsized
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- fix: upload using staging?
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- [x] double/ring buffering
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- [x] E213:
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- [x] parse binding types
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- [x] remove types from resources FIXME
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- [x] E214: ~tentative~
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- [x] integrate sebastian into waf
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- [x] E215:
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- [x] serialize binding image format
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# 2022-11-26 E216 rake yuri
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- [x] validate meatpipe image formats
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- [x] begin Rake Yuri migration
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- [x] direct lights
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# 2023-01-21 E217-E221
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- [x] meatpipe resource tracking
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- [x] name -> index mapping
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- [x] create images on meatpipe load
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- [x] automatic resource creation
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- [x] serialize all resources with in/out and formats for images
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- [x] create resources on demand
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- [x] parse spirv -> get bindings with names
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- [x] spirv needs to be compiled with -g, otherwise there are no OpName entries. Need a custom strip util that strips the rest?
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- [x] unnamed uniform blocks are uncomfortable to parse.
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- [x] passes "export" their bindings as detailed resource descriptions:
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- [x] images: name, r/w, format, resolution (? not found in spv, needs to be externally supplied)
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- [-] buffers: name, r/w, size, type name (?) -- can't really do, too hard for now
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- [x] name -> index resolver (hashmap kekw)
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- [x] automatic creation of resources
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- [x] images
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- [-] buffers -- no immediate need for that
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# 2023-01-22 E222
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- [x] refcount meatpipe created images
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- [x] rake yuri primary ray
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# 2023-01-28 E223
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- [x] previous frame resources reference
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- specification:
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- [x] I: prev_ -> resource flag + pair index
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- [ ] II: new section in json
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- internals:
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- [x] I: create a new image for prev_, track its source; swap them each frame
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Result is meh: too much indirection, hard to follow, many things need manual fragile updates.
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- [ ] II: create tightly coupled image pair[2], read from [frame%2] write to [frame%2+1]
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- [ ] III: like (I) but with more general resource management: i.e. resource object for prev_ points to its source
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# 2023-01-28-02-08 E224-229
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- [x] light_grid_buffer (+ small lights_buffer):
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- lifetime: single frame
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- BUT: populated by CPU, needs sync; can't just ring-buffer it
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- fixes: double-buffering?
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- staging + sync upload? staging needs to be huge or done in chunks. also, cpu needs to wait on staging upload
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- 2x size + wait: won't fit into device-local-host-visible mem
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- decrease size first?
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- [x] additive transparency
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- [x] bounces
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- [x] skybox shadows
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- [-] rtx: shrink payload between shaders
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- [x] rtx: split ray tracing into modules: pipeline mgmt, buffer mgmt
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- [x] nvnsight into buffer memory and stuff
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- [x] multiple frames in flight (#nd cmdbuf, ...)
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- [x] embed shaders into binary
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- [x] verify resources lifetime: make sure we don't leak and delete all textures, brushes, models, etc between maps
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- [x] custom allocator for vulkan
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- [x] rtx: better mip lods: there's a weird math that operates on fov degrees (not radians) that we copypasted from ray tracing gems 2 chapter 7. When the book is available, get through the math and figure this out.
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- [x] render skybox
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- [x] better flashlight: spotlight instead of dlight point
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- [x] rtx: add fps: rasterize into G-buffer, and only then compute lighting with rtx
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