It's a bit hard to say because I've worked on it on-and-off for a while, but I got basic Blinn-Phong working a while ago and only recently (last \~2 months) started working on PBR and some of the more interesting post processing effects.
In hindsight, it probably could've been much faster if I hadn't tried to design a library around it, but that was a fun exercise nonetheless. :)
I've been working on this for a little while now, just as a way to practice a few rendering techniques, and I thought I'd make a demo video. Source code is available here: [https://github.com/voithos/quarkGL](https://github.com/voithos/quarkGL)
The github page has a more detailed list of features, but a few of the potentially more interesting ones are:
* Mip-based bloom implementation based on the Call of Duty technique - [https://github.com/voithos/quarkGL/blob/master/quarkgl/bloom.h](https://github.com/voithos/quarkGL/blob/master/quarkgl/bloom.h)
* AMD tone mapping, featuring color channel crosstalk: [https://github.com/voithos/quarkGL/blob/master/quarkgl/shaders/tone\_mapping.frag#L73](https://github.com/voithos/quarkGL/blob/master/quarkgl/shaders/tone_mapping.frag#L73)
* Dynamic shader loader (#include preprocessing): [https://github.com/voithos/quarkGL/blob/master/quarkgl/shader\_loader.cc](https://github.com/voithos/quarkGL/blob/master/quarkgl/shader_loader.cc)
Nice job. I liked that you had all of the map options available to render. You could go one step further and make a bottom imgui panel that shows all of the input and output textures.
nice! how long did this take you?
It's a bit hard to say because I've worked on it on-and-off for a while, but I got basic Blinn-Phong working a while ago and only recently (last \~2 months) started working on PBR and some of the more interesting post processing effects. In hindsight, it probably could've been much faster if I hadn't tried to design a library around it, but that was a fun exercise nonetheless. :)
cool thanks! I'm only asking cause I'm thinking of starting a similar project and it's nice to have a sense of scope
Yeah I'd definitely recommend it if you're interested in learning and practicing low level rendering techniques!
I've been working on this for a little while now, just as a way to practice a few rendering techniques, and I thought I'd make a demo video. Source code is available here: [https://github.com/voithos/quarkGL](https://github.com/voithos/quarkGL) The github page has a more detailed list of features, but a few of the potentially more interesting ones are: * Mip-based bloom implementation based on the Call of Duty technique - [https://github.com/voithos/quarkGL/blob/master/quarkgl/bloom.h](https://github.com/voithos/quarkGL/blob/master/quarkgl/bloom.h) * AMD tone mapping, featuring color channel crosstalk: [https://github.com/voithos/quarkGL/blob/master/quarkgl/shaders/tone\_mapping.frag#L73](https://github.com/voithos/quarkGL/blob/master/quarkgl/shaders/tone_mapping.frag#L73) * Dynamic shader loader (#include preprocessing): [https://github.com/voithos/quarkGL/blob/master/quarkgl/shader\_loader.cc](https://github.com/voithos/quarkGL/blob/master/quarkgl/shader_loader.cc)
Thanks for sharing! Always nice to see someone elses implementations.
Looks good! Code looks very clean too.
Thanks a lot! :)
so cool :D
Thanks! :)
Nice job. I liked that you had all of the map options available to render. You could go one step further and make a bottom imgui panel that shows all of the input and output textures.