A rendering sandbox project intended to accumulate rendering features over time. Currently contains a few interesting features like deferred rendering, SSAO, and omnidirectional shadow maps as well as the ability to drop-in fragment shaders for postprocessing a la Shadertoy. Future iterations will add extra features like PBR and a basic UI to control the settings.
- The Vulkan SDK is required and
PATHshould be set appropriately.
- SDL 2.0.5
stb_image.hfrom Sean Barrett's header library.
After modifying a shader, run the
buildshaders.ps1 script from that shader's directory.
Currently only Windows build configurations are available; there is nothing platform-specific in the codebase so Linux build configs will be available eventually.
The first command line parameter is the name of a directory under the
assets/models/ directory, the second parameter (optional) is the scale of that model, e.g.:
> Renderer.exe sponza 0.01
.obj file to be loaded must have the same name as the directory itself e.g.
WASDQE- move camera forward/back/left/right/up/down
Shiftto increase camera movement speed
Ctrlto decrease camera movement speed
Arrow keys- rotate camera
RMB (Hold)- mouselook
F1- toggle specularity
F2- toggle shadows
F3- toggle Percentage Closer Filtering (PCF) on shadows
F4- toggle SSAO
F5- flush shader cache and hot reload
L- move [L]ight to current camera eyepoint
P- toggle [P]relit scene
B- toggle [B]ump mapping
M- toggle [M]apsplit (view normals and diffuse side-by-side)
N- show [N]ormals
R- [R]eset camera position and orientation
The project itself is licensed under the zlib license:
Copyright (C) 2017-2018 Pete Murdoch <http://p-m.pm> This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution.
Individual assets in this repository belong to their respective creators, see the corresponding license details in each asset folder.