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luz's Introduction

Luz Engine

License: MIT Windows Ubuntu

A Vulkan engine that I'm developing to study and implement modern rendering techniques used by AAA games.

  • Deferred Rendering
  • Real-time ray traced shadows and ambient occlusion
  • PBR Shading with metallic, roughness, normal, ambient occlusion and emission
  • Vulkan bindless resources
  • Scene hierarchy
  • Asynchronous glTF and OBJ model loading
  • Viewport camera with Perspective and Orthographic projections and Fly and Orbit controls
  • Widgets for adjusting Vulkan settings at runtime

Gallery

  • Deferred Rendering (Light, Albedo, Normal, Material, Emissive and Depth) deferred

  • Ray traced shadows and ambient occlusion raytraced

  • PBR Shading and glTF models pbr

  • Textures drag and drop dragndrop

For Linux

This projects uses GLFW library, to compile it under Linux with X11 (like the default Ubuntu 20.04) you will need:

sudo apt-get install xorg-dev

If you are using another window manager (like Wayland) you can check the dependencies here.

Build and Run

git clone --recursive https://github.com/hadryansalles/Luz
cd Luz
mkdir build
cd build
cmake ..
  • GCC or Clang:
make run -j
  • Visual Studio: open build/Luz.sln and compile/run the project Luz.
  • GLFW used to open the application window
  • glm used as the math library
  • ImGui used to make the user interface
  • ImGuizmo used to create 3D gizmos
  • spdlog used as the logging library
  • stb_image used to load image files
  • tiny_obj_loader used to load wavefront .obj files
  • optick used to profile the engine

luz's People

Contributors

hadryansalles avatar

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