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SomaZ

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  1. 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 cubemaps TODO - 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:
  2. @@DT85 Had the same idea yesterday evening. About uniqueOne. I doubt he will help much, because he's pretty busy with his own renderer. I also think that his scope for a renderer is different than mine. His renderer tends do go very colorful and vibrant. Ours should go in the direction of photorealism, very detailed in shades not only colors. I might be wrong about his scope.
  3. Updated the list. I have changed the order of entries in WIP to reflect my opinion on priorities.
  4. Well, winkle maps shouldn't be a big problem, as long as I can find out which animation is played. I have no idea how this works right now, but I can check that. On sub-surface scattering. I thought on maybe using a technique they used for uncharted 4, but I first want to get lighting done properly and this will take a long time to complete. Also weather is more important imo. Well, we will see.
  5. So my status report of the renderer. 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 and .rmo textures (.rmo only if r_pbr = 1) - deluxe mapping - misc_bsp support (by Xycaleth) Fixed - metals gets rendered as nonmetals at cubemap generation (from ioq3) - getting the right stage for dynamic lighting on multi-layered materials - force speed trail (not completely fixed, but much better) - 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" WIP (now in order of prioritys imo) - shadow rendering - deferred rendering - real time lighting - PBR: IBL: doneAO handling: doneSpecular calculations: doneDiffuse calculations: missing- global illumination - fog (started by Xycaleth) - weather (started by Xycaleth) - surface sprites (started by Xycaleth) - refraction rendering - realtime light editor mode (cooperation with ezzstreet) TODO - WATER SHADER (how could I forget something like this) - ghoul2 marks - flares - anisotropic brdf - advertisements (like making some good videos and flood social media with them ) - screen space reflections - disintegration effect (???) - ?? WISHLIST (maybe never implemented) - procedual sky - detail normal mapping stage (my personal whish I will probably grant myself ^^ ) - wrinkle maps - sub-surface scattering
  6. Yep, but not rendered as a volume please. I'd like to see where the cubemap bounds collide with solids.
  7. I'd like to have a preview sphere for cubemaps. Pretty please. Edit: We only need the size. No need for an actual cubemap, just to make sure that I'm no saddist.
  8. Ah sry, I actually use a value of 12 with rend2-sp and thought 6 would be fine for you. But I'm glad it worked out for you.
  9. I will never understand this. I'd love to play around in this kejim port of ClydeFrog, but this video is ugly af. Every bad material work is simply overblended by super gloss. Then every where the same stupid detail normalmap that would imply the materials are rough, but then again, super gloss. An example, a metal floor where like a hundred stormies walked over is smooth like polished glass? Thats simply stupid. They should start making proper pbr textures and hand them over to eezstreet for his JK:Enhanced.
  10. Try setting r_ext_multisample to like 6 or even higher. Not sure if it works with the default renderer. EDIT: restart video after that, with "vid_restart"
  11. You should check again your add-ons. The importer and exporter are two separate add-ons that are named the same way. Filter by exporters and enable the right one.
  12. @@DT85 Don't play down your own archivement. Because of you DF2 and JK:Enhanced get the chance of getting a better render-engine. I will write you some overview over the renderer progress, when I got some time. I'm very busy today and probably the next two days.
  13. Another shameless double post featuring some deluxe mapping and stuff.
  14. Oh, I faked some pbr materials, improved the deluxemapping and added some smoothing to the dynamic lights (not shown here). Pictures got really dark. My screen is very good at showing dark areas. I brightened the new screenshot and added some new materials. I guess I make a video later today. I noticed I need to write something to blend between cubemaps. There are some faces that don't share the same cubemap and "break" at the edge between those two faces, which is ugly.
  15. Yea, only entities. Is there special code you use to read -onlyents bake runs or is it compiled to the bsp?
  16. double post woohooo! I was fixing some stuff, improving deluxe mapping and some other stuff and decided to fool around with a bit of mapping. ^^ Made 3 materials with bitmap2material and got bored. So nothing really usable for a final product, but I thought I'd share some screens.
  17. Simple answer, no. Just because you wont need a new version of q3map2. ^^
  18. eezstreet made a port of my current GL2 version for his JK2:Enhanced. I wouldn't advise using it in the current state though. Some stuff is simply not implemented yet and this will take some time. There is no ETA. I can only say, that it's ready when it's ready and don't expect a release this year.
  19. Yea, sure. Without proper Materials everything will look strange.
  20. It should be easier to use than the current lighting system. It won't break compatibility with GL1. It's simply some new entities to place on the map that are ignored by GL1.
  21. Yey, vertex lighting! *_* (just kidding) Ok, now I want you to ask if you got all the JO map files? PBR doesn't necessarily look good if you only use the new pbr materials. You also need new lighting. As I already told everyone in Discord I'm currently working on a new light system that's completely working on the GPU. This will result in very different light placements and the removal of all the fill lights that are extensively used in JO. I will also write support for the old shadow technique, which is used by the vanilla game (so one can choose between old shadows and lighting vs the new system, performance wise). The new system will completely ignore the pre-generated lightmaps and lightgrids and will only rely on the new light entities (and some diffuse environment probes that are automatically generated by the renderer to compute global illumination). We will keep the rend2 compatibility to the vanilla system, but will expand the system for much higher quality. This will require some additional love in mapping, besides the new materials. I'm just writing this to make sure that you know what you've been up to. ^^
  22. Fix for the mentioned problem: https://github.com/SomaZ/OpenDF2/commit/1b5a553ab06460c50fc1bbd83d4650e469b8e434
  23. @@DT85 @@AshuraDX I have no idea, why this simply doesn't work. I'd say grab CMake and Visual Studio and compile it yourself. Then try to start it with debugging. Else there is a way to enable openjks full log with a shortcut parameter. Something like -loglevel 4 or something like that. I think Ensiform recomended it recently to another guy in the openjk forum. Maybe a quick search will lead you to that post.
  24. No, your shader (.mtr) is simply wrong. Remove the spec exponent and you are fine.
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