I've been working on lighting this weekend. I've got normal maps (on the floor) and metalness/glosiness in however in this progress video the whole scene has hardcoded metalness/glossiness so that's why it all looks shiny:
I still have to add metalness and glossiness to the gbuffer before those maps can be loaded in and/or fixed values per material can be supplied. The equations I have in place can easily take environment and irradiance maps so I might try making environment map volumes that capture those either in real time and/or bake them.