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Light Indexed Deferred Rendering using OpenGL Core Profile

This demo is based on original demo Light Indexed Deferred Rendering The original demo was modified:

  1. Replaced Old OpenGL 2.x/FFP to OpenGL 3.x-4.x Profile
  2. Removed UI interface
  3. Use 4 light sourced per pixels
  4. Use only Depth Bound Test

Purpose

  1. Port from original OpenGL to Direct3D12/Vulkan, see issue Andreyogld3d/LightIndexedDeferredRendering_Direct3D12#1 We can see the same bug: Screenshot It can be reproduced using the followinf modification:
  1. Turn on macros https://github.com/Andreyogld3d/Light-Indexed-Deferred-Lighting-OpenGL-Core-Profile/blob/main/Source/DeferredLighting/App.cpp#L28
  2. Turn on macros https://github.com/Andreyogld3d/Light-Indexed-Deferred-Lighting-OpenGL-Core-Profile/blob/main/Source/DeferredLighting/App_Util.cpp#L29
  1. Replace bit operations to integer textures
  2. Upgrade to modern Deferred techique like as Tiled/Clustered Forward+ Shading

Requirements:

  1. Visual Studio 2005 and above
  2. GPU With OpenGL 3.3 Core profiler support: ATI HD 2xx/3xx/4xx/5xx/6xx/7xx/8xx, AMD R5/R7/R9, RX 4xx/5xx, Rx Vega, Radeon VII, Rx 5xxx/6xxx GeForce 8400-9080, GeForce 200/400/500/600/700/800/900/10xx/16xx/20xx/300xx Series, Intel HD 2xxx/3xxx/4xxx/5xxx, Intel UHD 6xx

Screen shot from the demo

Screenshot

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Light Indexed Deferred Lighting OpenGL Core Profile

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