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This repository was archived by the owner on Aug 2, 2024. It is now read-only.

kosteekX3D/Pathfinder

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Pathfinder - my toy RHI-agnostic GPU-driven bindless renderer that I'm building to learn graphics and the latest GPU features.

Progress.

  • UE4 PBR shading model. Forward+ gpu-driven mesh-shading, reversed Z. Tone-Mapping + Gamma-Correction + SSAO + Bloom + HDR(RGBA16F). As you see I'm completely GPU-bound, 99% load, RTX 3050 Ti laptop kinda weak :( Alt text

Features

  • glTF model loading.
  • Highly utilized ReBAR usage.
  • RenderGraph based.
  • RHI-agnostic (currently built with Vulkan 1.3 and BDA)
  • ECS, scenes system.
  • Compute Tiled Light Culling + 2.5D
  • PBR HDR Renderer
  • Post-processing (Bloom, SSAO)
  • Texture compression(BC1-BC7)
  • Mesh-Shading(everything is drawn in 1 multi draw indirect call)
  • Rapid 2D Batch-Rendering(requires no VRAM).
  • Compute Object Culling(gpu-driven)
  • ImGui
  • Cascaded Shadow Mapping(WIP)
  • DebugRenderer(spheres, cones, aabbs, lines, etc..)
  • Bindless(descriptor set per frame for images and textures, buffers are used in shaders through BDA)
  • Multithreaded pipeline building via efficient C++23 threadpool.

Dependencies

Clone:

git clone --recursive -b main --single-branch https://github.com/wiseConst/Pathfinder.git

Build:

cd Pathfinder && mkdir build && cd build && cmake ..

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Modern Vulkan Renderer.

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