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Ravens

A playground for rendering, physics, or whatever real time/simulation things I feel like trying out, written in Odin programming language, and generally trying to use as much of its vendor or built in libraries as possible.

So far, it includes:

  • An OpenGL Phong based renderer (about a quarter of the way through https://learnopengl.com)
  • Partial GLTF file parsing (enough that I can represent most of my test scene in gltf)
  • UI using microUI (no real controls yet, but opens the door for it)

Thoughts

Rendering:

  • finish off the rest of https://learnopengl.com
  • resizing the window stretches/changes the image, I guess it should just change the camera?

UI:

  • I'm currently rendering strings one character at a time which is quite inefficient and seems unnecessary. I'd like to transition to pushing sentences or batching by number of characters (e.g 1024 characters at a time).
  • Want to add controls for things like background color, what type of rendering to use, etc.
  • Once I have more controls, would be good to invest in some sort of persistence for the controls (ini file or something).

gltf support:

  • currently only supports one scene with root nodes, should support a proper scene graph.
  • uses KHR_materials_pbrSpecularGlossiness as inputs to Phong shader simply because its what cgltf supported and that made it easier, should probably be using KHR_materials_specular and KHR_materials_unlit.
  • should support defining lights
  • should move all the transformations I currently do into animations defined in gltf

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An OpenGL renderer written in Odin.

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