-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathNEXT STEPS.txt
More file actions
43 lines (38 loc) · 1.41 KB
/
NEXT STEPS.txt
File metadata and controls
43 lines (38 loc) · 1.41 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
NEXT STEPS
1-> SHADOWS
Shadows force real workload, repeatedly drawing meshes
<- dir light DONE
<-multiple lights DONE
<- PCF
<- good bias
<- bug fixes with like, maybe clipping plane?
<- Point light
<- Spot Light
2-> BETTER SCENES
Probably loading from gltf, maybe USD, to render whole environments
3-> COMPUTE
Culling and perf improvements for the new workload
4-> (~ish) At some point, we should clean up the interfacs between scene, renderer, etc, and use handles rather than ptrs
FUN STUFF:
Polish /refactor painful areas
What's bad?
1- Descriptor sets still -- too much distant action, need to unify the setup and ingestion part
2- Shaders
a- include modified # DONE
b-
3- Object updates
Don't belong where thye are right now
4- Basic structure of application
Main shou;dn't be renderer
get point shadows going:
We're going to just keep adding shadow maps to the array. These will be huge. thats ok, eventually we'll atlas small lights.
Steps
1-
update shadow drawing code, X
shadowmap image generaiton code, X
and shader code X
to use like 24 shadowmaps and index in with the MATRIXOFFSET param. X
2- Correctly read shadow cubemap
3- reduce the image count usign atlases, add an atlas offset index to indexinfo_2
4- multiple shadow samplers -- for each atlas range and cube type. (? not sure we need this?)
5- custom pcf (maybe just do poisson?)