Table of Contents
nTiled is an
openGL renderer that implements both a forward and deferred
pipeline. It supports three light assignment algorithms:
- Tiled Shading
- Clustered Shading
- A novel algorithm called Hashed Shading, based upon Linkless Octrees.
nTiled is implemented to test the time and space complexity of said
algorithms. It is written as part of my thesis to obtain my masters degree in
Computer Science at the KU Leuven.
I am going to assume you have visual studio 2015 express installed and ready to be used, if this is not the case you can obtain it free of charge here
cd <desired parent directory> git clone https://github.com/BeardedPlatypus/nTiled.git
Download the following dependencies and put them in the
Click this link or follow the instructions in the readme of glad to generate the appropriate c code and headers.
Download the 32-bit binary files from the homepage and put these under
<solution_directory>/lib/glfw/>If a different version then 3.2.1 is used, this needs to be updated in the
Download the files and put these under
Download the latest source files and put these in
These source files need to be compiled with visual studio 2017. After compiling, make sure to put the generated binaries into either the
PATHvariable, or in either the
Follow the installation instructions specified in the README of rapidjson
catch.hppheader and store in
If you are not interested in the test suite, than this dependency can be ignored.
Download the repository and place in
Start the solution in Visual Studio 2017. Check if all dependencies are properly configured. Once completed, the program should compile.
nTiled can be run with configuration
json files that specify the scene,
lights, shaders, camera, etc. This is done by running the produced
executable as follows:
An example run configuration file can be found in the example folder. This is the same file that will be run when no path is specified.
For other example files see the data repository