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Simple Vulkan Renderer

The architecture mimic the Piccolo engine, https://github.com/BoomingTech/Piccolo

Part of the code is from my project VulkanThreadPool, https://github.com/F-Mu/VulkanThreadPool

Part of the code is from this project,https://github.com/SaschaWillems/Vulkan

NOW:

  • Simple rasterization

  • Simple ray-tracing (1 SPP)

  • gltf model loading

  • Deferred+CSM+PCF+SSAO+IBL+ToneMapping

  • Simple Mesh Shader Base Pass(Without Task Shader)

  G-Buffer-Pass 
  /     |     \
CSM   SSAO    IBL
  \     |     /
  Shading-Pass

TODO:

  • Provide scene and object loading

  • Provide UI

  • Separate normal Vulkan device and ray-tracing Vulkan device

  • Implement different types of cameras

  • More render passes after learning more graphics knowledge (continued)

  • Become a game engine,having editor mode and game mode(give up)

  • Clean up

  • Camera postprocess

  • Separate lighting,shadow,ao pass

  • Use global resources

  • Use work graph(?)

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