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RendererLib
RendererLib is a rendering library written in C++14, matching closely Vulkan interfaces. The final goal of this library is to expose as much of Vulkan features as possible. It comes with a set of test applications, to validate the API.
I've started this project because I need to upgrade my 3D engine (Castor3D), to use Vulkan, and I needed that kind of library, to replace my current renderer (OpenGL). I needed a way to work with OpenGL like we need to work with Vulkan. It is still a WIP, the library is far from complete!!
To build it, you can use either CMake or premake.
Renderers available
- VkRenderer : A Vulkan renderer.
- Gl3Renderer : An OpenGL 3.X renderer, based upon OpenGL 3.2.
- GlRenderer : An OpenGL 4.X renderer, based upon OpenGL 4.2.
Test applications
These applications are used to validate the basic functionalities of the library.
Device creation
Most basic example, initialises the logical device.
Swapchain creation
Another simple test, checking that swapchain creation succeeds.
Vertex layout
Tests vertex layouts, by displaying a coloured rectangle.
Staging buffer
Tests transfers to VRAM using staging buffers.
Texture 2D
Tests texture 2D load and display.
Uniform Buffers
Tests the usage of uniform buffers.
Texture 1D
Tests texture 1D load and display.
Texture Buffer
Tests texture buffer load and display.
Frame Buffer
Tests frame buffers, and index buffers too.
Spinning cube
Tests depth buffer, depth test, and multiple uniform buffers.
Texture 3D
Demonstrates load and display of a 3D texture.
Texture Cube
Loads a cube texture and displays it as a skybox.
Push Constants
Demonstrates the use of push constants, by displaying two cubes with different colour modifiers, stored in push constants.
Render to Cube
Tests render to cube, by taking an equirectangular texture, and loading it into a skybox.
Instantiation
Tests hardware instantiation, by rendering 1'000'000 cubes.
Compute Pipeline
Tests Compute pipeline, by processing the output of the PushConstants sample to add a graphical effect.
Compressed Texture 2D
Tests loading a texture 2D, compressed in either BC3, ASTC 8x8 or ETC2, depending on support by the rendering API.
Texture 2D Mipmaps
Tests loading a texture 2D and its mipmap levels from a file.
Compressed Texture 2D Array
Tests loading a texture 2D array, compressed in either BC3, ASTC 8x8 or ETC2, depending on support by the rendering API.
Dynamic Uniform Buffers
Takes the push constant test case and uses dynamic buffer descriptor instead of multiple descriptors.
Specialisation Constants
Tests the specialisation constants in Vulkan (matching them with uniforms in OpenGL renderers).
SPIR-V Specialisation Constants
Tests the specialisation constants in Vulkan and OpenGL renderers (as long as they support SPIRV shaders).
Bloom
Bloom implementation using downscale through mipmaps.
Sample applications
Sample apps to implement
- Compute particle system.
These applications use the library in a more complex way, closer to what would be done within an engine.
Object Loading
Loads an object, with textures, and displays it.
Lighting
Applies lights to the previously loaded object.
Normal Mapping
Applies normal mapping.
Deferred Rendering
Deferred rendering implementation for opaque objects
Billboards
Billboards sample.