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Ashes

Ashes is a rendering library written in C++17, matching closely Vulkan interfaces. The final goal of this library is to expose as much of Vulkan features as possible. It comes with a set of test applications, to validate the API.

I've started this project because I need to upgrade my 3D engine (Castor3D), to use Vulkan, and I needed that kind of library, to replace my current renderer (OpenGL). I needed a way to work with OpenGL like we need to work with Vulkan. It is still a WIP, the library is far from complete!!

To build it, you can use either CMake or premake.

Renderers available

  • VkRenderer : A Vulkan renderer.
  • Gl3Renderer : An OpenGL 3.X renderer, based upon OpenGL 3.2.
  • Gl4Renderer : An OpenGL 4.X renderer, based upon OpenGL 4.2.
  • D3D11Renderer : A Direct3D 11 renderer.

Test applications

These applications are used to validate the basic functionalities of the library.

Most basic example, initialises the logical device.

Another simple test, checking that swapchain creation succeeds.

Tests vertex layouts, by displaying a coloured rectangle.

Tests transfers to VRAM using staging buffers.

Tests texture 2D load and display.

Tests the usage of uniform buffers.

Tests texture 1D load and display.

Tests texture buffer load and display.

Tests frame buffers, and index buffers too.

Tests depth buffer, depth test, and multiple uniform buffers.

Demonstrates load and display of a 3D texture.

Loads a cube texture and displays it as a skybox.

Demonstrates the use of push constants, by displaying two cubes with different colour modifiers, stored in push constants.

Tests render to cube, by taking an equirectangular texture, and loading it into a skybox.

Tests hardware instantiation, by rendering 1'000'000 cubes.

Tests Compute pipeline, by processing the output of the PushConstants sample to add a graphical effect.

Tests loading a texture 2D, compressed in either BC3, ASTC 8x8 or ETC2, depending on support by the rendering API.

Tests loading a texture 2D and its mipmap levels from a file.

Tests loading a texture 2D array, compressed in either BC3, ASTC 8x8 or ETC2, depending on support by the rendering API.

Takes the push constant test case and uses dynamic buffer descriptor instead of multiple descriptors.

Tests the specialisation constants in Vulkan (matching them with uniforms in OpenGL renderers).

Tests the specialisation constants in Vulkan and OpenGL renderers (as long as they support SPIRV shaders).

Bloom implementation using downscale through mipmaps.

Sample applications

Sample apps to implement

  • Compute particle system.

These applications use the library in a more complex way, closer to what would be done within an engine.

Loads an object, with textures, and displays it.

Applies lights to the previously loaded object.

Applies normal mapping.

Deferred rendering implementation for opaque objects

Billboards sample.

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