Yeah, Justin Marshall's code is probably too alien to integrate into a "vanilla" branch of Doom 3.
He's trying to tackle next-gen paradigms in a similar fashion to RAGE or some of the other
Virtual Texture \ Virtual Normals \ Virtual Geometry? It's a forward looking approach
but has a lot of overhead for hobbyist users. That whole paradigm might be the best
approach to maximize the look of deployed content. It reminds me of old 8bit games
that were sprite sampled from 16bit games (R-Type for the Sega Master System)
and looked better than thought possible on the 8bit hardware.
Here the idea is to boil-down a gang of beefy workstations and terabytes of data into something
that will run on a normal PC. As you can see, this approach requires the mapper\hobbyist to
have a muscular rig to take advantage. From a purely social\political POV it's kinda divisive between
the "haves" and the "have nots" in a way not seen before in hobby\mod culture.
I doubt that was Justin's intention though, it's more likely that he is taking the long view
that by the time his work is complete and has caught-on most of the target audience
will have better hardware than now and thus they could use their own single workstation
rather than a NAS array and 20 workstations... (and of course, the solution is scalable so
you could just scale-down the scope of what you bake... though you'd probably be mocked
and scorned for poor texture quality ala RAGE etc...)
That snippet you grabbed seems to cover only the "forward" portion of his renderer. AFAIK
a significant amount of the renderer is "deferred"...meaning; if you merged that code
it might still look wrong because the other visual aspects are handled in the other
render mode.
I find his project exciting and interesting but I am dismayed that such a talented
fellow didn't instead focus on keeping the existing engine paradigm and just expand
features, optimize performance, etc. How much better would it have been to
see "existing" Doom 3 mods run on an improved engine than throwing out the
baby with the bath-water and making modders start fresh in what is essentially
a whole new platform.
Of course, The Dark Mod is already kinda guilty of it's
own divergence well before the GPL release. Other mods would be hard-pressed
to use it's AI, extinguishable lights or Light-Gem systems so I guess that puts
me as the potential stone thrower in a glass house...
It would've been better if TDM had worked with the community to make more generally applicable
versions of it's core systems so the other Doom 3 mods would have stealth
and advanced AI too but I suppose that's down to no other mods showing interest
in collaborating on that work and therefore no votes in the process. (And TDM
folk being more into Thief than Doom 3 therefore more isolated... )
shrugs...