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framegraph-example's Introduction

FrameGraph Example

graph

Features

  • FrameGraph
  • PBR + IBL
  • Tiled Deferred Rendering
  • Weighted Blended Order Independent Transparency
  • Normal/Parallax Mapping
  • Cascaded ShadowMaps
  • Global Illumination (Light Propagation Volumes)
  • Skybox
  • Screen Space Ambient Occlusion
  • Screen Space Reflections
  • Bloom
  • FXAA
  • Tonemapping
  • Postprocessing effects
  • Frustum Culling

Building

Requires CMake 3.20 and vcpkg

> git clone --recurse-submodules https://github.com/skaarj1989/FrameGraph-Example.git
> cmake -S . -B build

vcpkg quickstart

https://github.com/microsoft/vcpkg#getting-started

> git clone https://github.com/microsoft/vcpkg
> ./vcpkg/bootstrap-vcpkg.bat

Add the following environment variables

VCPKG_ROOT=path_to_vcpkg
VCPKG_DEFAULT_TRIPLET=x64-windows

Install required dependencies

> vcpkg install spdlog glm glfw3 stb nlohmann-json imgui assimp

Dependencies

Acknowledgments

License

MIT

framegraph-example's People

Contributors

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framegraph-example's Issues

BaseGeometryPass::_setTransform triggers an assert about "glGetUniformLocation returns GL_INVALID_INDEX"

It happens from ShadowRenderer::_createBasePassPipeline. After watching generated vs and fs codes, it looks that none of struct Transform data is used by fs codes so the uniform maybe inactive?

Why I think it is inactive is based on knowledges from https://gamedev.stackexchange.com/questions/68482/glgetuniformlocation-returns-1.

I am sure that I get everything build success and copied assets and shaders. Any hints?

GBuffer issue on AMD GPU

In the GBuffer pass, a vertex shader does not write to fragPos and normal/TBN (to fragment shader).

image

This results in no lighting (the final image is black).

The same VAO, vertex shader and very similar fragment shader are used in the ReflectiveShadowMap pass with correct output.

This problem happens on AMD only, works fine with:

  • Intel HD Graphics 530 (30.0.101.1994)
  • NVIDIA GTX960 (30.0.14.7333)

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