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Vulkan Renderer application

Building on past projects, my aim here is to create an application for rendering to be used in a small game engine at some point in the future.

Current features:

  • Deferred rendering
  • shadow mapping (point light)
  • skybox
  • textured model loading
  • physically based shading (cook-torrance brdf with a selection of distribution functions)

Before adding new features:

  • sort out command buffers
  • sort out render pass, make use of subpasses and subpass dependencies
  • sort out attachments
  • fix rotations

New features:

  • improve shadows (shadow cascades, omni-directional and directional light sources)
  • post processing of final image (High dynamic range lighting and bloom)
  • basic material system (revise descriptor sets and pipelines)
  • Screen space ambient occlusion

This is a long term project (like a lot of my projects). When I finish an important milestone on my other projects, I will return to this one. Conceptually, these features are not difficult to understand but adapting them to Vulkan adds some overhead to development time.

Libraries I am using:

Developing on windows visual studio 2019, C++ 17.

  • ImGui
  • GLM
  • tinygltf and tinyobj
  • stbimage

Links to helpful resources:

lear opengl and opengl tutorials Understanding conceprtually in OpenGL helps. Vulkan example, excellent examples of important graphics techniques in Vulkan Vulkan tutorial.

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A Vulkan rendering application.

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