Clone this repository using
git clone --recursive https://github.com/nicovanbentum/Raekor.git
NOTE: If the path to the repository contains any whitespace the shaders will fail to compile.
Run cmake -B build
from the root of the repository. This can take a while as it builds everything, there are no pre-built binaries.
Build using the generated Solution.sln
visual studio solution inside of the newly created build
folder.
This project requires C++ 20.
Main project at the moment.
Basic RenderGraph architecture (automatically creates resource views and handles resource barriers) on top of DirectX 12. Heavily relies on shader model 6_6 bindless. Lots of ray tracing. Implements IEditor, so can edit the scene in real-time. The rendergraph currently features:
This project requires OpenGL 4.5 for direct state access functions.
Requires Vulkan 1.2 with support for descriptor indexing, device buffer address, and hardware ray tracing.
Older versions of this project contained rasterized experiments with parallel command buffer recording, dynamic uniform buffers, and bindless textures.
Path tracer WIP - 8 bounces. Converges in real time when stationary.
A small demo of async GPU resource creation and dithered mesh fading. Raekor started out 4 years ago as an experiment on switching between graphics APIs at runtime (I had no idea what I was doing lol), which is why you will find a bunch of unfinished DirectX 11. Source only.
Single school assignment, implements Ray Tracing in One Weekend by Peter Shirley in a GLSL Compute shader. Source only.