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gl_shaded_gltfscene's Introduction

gl_shaded_gltfscene

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This project visualizes gltf scene file with PBR shading techniques. The default lighting is Image-Based-Lighting which precomputes irradiance map and prefiltered glossy map and use them in the PBR shader. Material attributes passing implemented with simple structural uniform variables which can make performance low (This can be improved by ssbo).

Build

git submodule init
git submodule update
mkdir build
cd build
cmake .. && make

Run

# in the generated executable file directory
gl_shaded_gltfscene -s "what_you_want.gltf" -e "hdr_environment.hdr"

Of course, without providing scene and environment files, rendering can be done with default resources.

Screenshot

image

dependency

  • cxxopts
  • glad
  • glfw
  • glm
  • imgui
  • stb_image
  • tinyobjloader
  • tinygltf
  • draco

License

The class is licensed under the MIT License:

gl_shaded_gltfscene project's scene and skydome are largely referenced on vk_shaded_gltfscene

Copyright (c) 2021 Snowapril

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

gl_shaded_gltfscene's People

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gl_shaded_gltfscene's Issues

Need support more than 20 textures in one scene

At now, gltf scene material system implemented with simple array of GL_TEXTURE_2D which can be limited per device & vendor.

With GL_TEXTURE_2D_ARRAY or texture atals technique, this can be achieved.

Be cautious about that all the textures in the gltf scene file may be varied with size.

Material pipeline optimization

image

Current material pipeline tooks too much cost for sending uniforn variable of each material attributes.

This can be improved by sending all material attributes with shader storgae block object and indexing with drawing index

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