ROADMAP.md 2.0 KB

R3D Roadmap

v0.7

  • [ ] Adding the R3D_InstanceBuffer type to manage instances. See: https://github.com/Bigfoot71/r3d/discussions/121

  • [ ] Merge Scene Vertex Shaders Merge all vertex shaders used by the scene module into a single unified vertex shader.

  • [ ] Skybox Revision and Reflection Probes Revise the skybox system and add support for reflection probes, including probe blending.

  • [ ] Skybox Generation Support Add support for procedural skybox generation.

v0.8

  • [ ] Add Support for Custom Screen-Space Shaders (Post-Processing) Allow custom shaders to be used in screen-space for post-processing effects.

  • [ ] Add Support for Custom Material Shaders Allow custom shaders per material. This will likely require a different approach for deferred vs. forward rendering. Deferred mode will probably offer fewer possibilities than forward mode for custom material shaders.

  • [ ] Better logs Add better logs for initialization, shutdown, loading operations, and failures.

v0.9

  • [ ] Improve Shadow Map Management Instead of using one shadow map per light, implement an internal batching system with a 2D texture array and Sample2DArray in shaders. Note: This would remove per-light independent shadow map resolutions.

  • [ ] Implement Cascaded Shadow Maps (CSM) Add CSM support for directional lights.

  • [ ] Make a Wiki Add wiki pages to the Github repository.

Note: v0.9 features are still unsure and/or incomplete.

Ideas (Not Planned Yet)

  • After implementing Sampler2DArray for shadow maps, explore using UBOs for lights, but also for environment and matrices/camera data.
  • Provide an easy way to configure the number of lights in forward shaders (preferably runtime-configurable).
  • Implement a system to save loaded skyboxes together with their generated irradiance and prefiltered textures for later reloading.
  • Improve support for shadow/transparency interaction (e.g., colored shadows).