SomaZ Posted May 11, 2017 Posted May 11, 2017 This thread is intended to show some overview on the progress of the GL2 render-engine. Please don't post any suggestions or wishes here, only status updates on the render-engine. There is another thread intended for it: https://jkhub.org/topic/5120-feature-opengl-2-renderer/ I will keep this post updated and I will post changelogs. Finished (from rend2) - normal mapping - specular mapping - parallax mapping - HDR + filmic tonemapping - multisampled antialiasing - improved texture compression support Added - experimential horizon fading support (needs to be put into mtr shader definitions) - parallax mapping on unlit materials (from ioq3) - autoload _n _nh _spec and _rmo textures (.rmo only if r_pbr = 1) - deluxe mapping - misc_bsp support (by Xycaleth) - Linux support (based on Rostyslav Kurylo's work on rend2) - support for both PBR workflows (specular gloss and roughness metallic) - proper environment probe evaluation based on the split sum approximation introduced in the "Real Shading in Unreal Engine 4" paper - screen space reflections Fixed- metals gets rendered as nonmetals at cubemap generation (from ioq3) Need to build cubemaps twice for proper metal rendering in cubemaps now. I will implement this in the near future. - force speed trail (not completely fixed, but much better, will be replaced with motion blur when implemented) - normals and tangents on ghoul2 models for normal mapping - "invalid src blend state bits" error for the JK2 menu and every material that uses "GL_ONE_MINUS_DST_ALPHA" or "GL_DST_ALPHA" - disintegration effect - fog (started by Xycaleth)WIP (in order of prioritys) - real time occlusion culling - shadow rendering (prototype is working) - deferred rendering (prototype is working, its more like a pre pass lighting system now, kind of) - real time lighting - PBR: IBL: done AO handling: missing Specular calculations: done Diffuse calculations: missing - global illumination - weather (started by Xycaleth) - surface sprites (started by Xycaleth) - refraction rendering (prototype is working) - water shader (prototype is working)- realtime light editor mode (cooperation with ezzstreet) working on a blender plugin to place lights and cubemapsTODO - motion blur - ghoul2 marks - flares (works, but needs a better system imo)WISHLIST (maybe never implemented) - equirectangular images for skyboxes - 16-bit image support (for more precise normalmapping or hdr skyboxes) - soft particles - anisotropic brdf - procedual sky - light emitting materials - detail normal mapping stage - wrinkle maps: animation blended wrinkle maps (example: facial animations) deformation blended wrinkle maps (example: dynamic cloth folds) - sub-surface scattering - eye shader with texture warping filter which correlates to the incoming light Images: Videos: Tempust85, Archangel35757, minilogoguy18 and 1 other like this
SomaZ Posted May 18, 2017 Author Posted May 18, 2017 addedWHISHLIST16-bit image support (for more precise normalmapping) minilogoguy18 and Tempust85 like this
SomaZ Posted May 25, 2017 Author Posted May 25, 2017 addedLinux support (based on Rostyslav Kurylo's work on rend2)
SomaZ Posted January 29, 2018 Author Posted January 29, 2018 addedsupport for both PBR workflows (specular gloss and roughness metallic) lervish, Archangel35757 and minilogoguy18 like this
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