Details

    • Type: Technical task
    • Status: Closed
    • Priority: P1: Critical
    • Resolution: Done
    • Fix Version/s: 6.0
    • Component/s: Qt RHI, Quick: 3D
    • Labels:
      None

      Description

      * Blending. Alpha pass. [DONE]
      
      * Port the glsllib snippets (default material). Uniforms have to (also) be declared in metadata now. [DONE]
      
      * Texture support: QTBUG-81656 [DONE]
      
      * Built-in shader code handling infrastructure (non-material shaders, these should be offline processed into .qsb) [DONE]
      
      * Shadows QTBUG-81555 [DONE]
      	- directional light shadows, plus blur passes [DONE]
      	- point light shadows (omnidirectional shadow map, with cubemap texture) plus blur passes [DONE]
      
      * Depth pre-pass QTBUG-81933 [DONE]
      
      * Skybox QTBUG-81685 [DONE]
      
      * SSAO QTBUG-81999 [DONE]
      
      * Image based lighting QTBUG-82001 [DONE]
      
      * light probes [DONE]
      	- HDR prefilter on CPU and via compute [DONE]
              - Missing: Per-material light probes [DONE]
      
      * Principled material QTBUG-81684 [DONE]
      
      * View3D.renderMode other than Underlay and Overlay: Offscreen [DONE]
       
      * MSAA. Offscreen and Underlay/Overlay View3Ds need different handling. QTBUG-82130 [DONE]
      
      * SSAA (for Offscreen only) - QTBUG-82174 [DONE]
      
      * Multiple View3D items in one scene (broken in the initial prototype) [DONE]
      
      * View3D.renderMode == Inline QTBUG-82793
      
      * Investigate the need for scissoring (??)
      
      * Texture.sourceItem: 2D item layer (texture) in the 3D scene QTBUG-82927
      
      * Custom materials QTBUG-82245 Initial port is [DONE] Advanced features are in QTBUG-82790 and are to be tackled separately.
              - Diverges from the default material based code path in many places. Some uniform data is handled differently with custom materials. (shadow, SSAO, etc. is handled differently - all these need to be re-investigated in combination with custom materials)
      	- Vulkan-style GLSL + metadata as the input.
      	- Check the feature set. Unclear if we want/can have all.
      
      * New postprocessing effect system QTBUG-82247
              - Similar challenges as with custom material.
      
      * Progressive AA and Temporal AA [DONE]
      
      * Offline material shader generation solution. See QTBUG-78135. WILL NOT BE HANDLED AS PART OF THIS TASK.
      

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              Assignee:
              lagocs Laszlo Agocs
              Reporter:
              lagocs Laszlo Agocs
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