By Steve Shea
Still very much a work in progress, this project is a 3d renderer designed for multiple backends, including OpenGL and eventually Vulkan.
SlsEngine's shading model employs the Cook-Torrence BRDF, compatible with gltf material descriptions
Currently, this project requires rust nightly for several nightly Rust features, as well as the ability to use Cargo profile-override features (certain 3rd party crates are unreasonably slow without optimizations enabled in debug mode). Executing
cargo run
in the root directory runs the demo. While not used in the OpenGL demo, I've included a makefile for processing assets, specifically compiling vulkan shaders to SPIRV. The git repo contains precompiled shader binaries for Vulkan.