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View Code? Open in Web Editor NEWAn implementation of physically based shading & image based lighting in D3D11, D3D12, Vulkan, and OpenGL 4.
Home Page: https://www.siejak.pl/projects/pbr
License: MIT License
An implementation of physically based shading & image based lighting in D3D11, D3D12, Vulkan, and OpenGL 4.
Home Page: https://www.siejak.pl/projects/pbr
License: MIT License
vkQueuePresentKHR will get device lost(intel graphic)
Is it possible to support spherical harmonic lighting?
I compiled this project in Ubuntu 18.04, but have such error:
`./PBR
OpenGL 4.5 Renderer [Mesa DRI Intel(R) UHD Graphics 620 (Kabylake GT2) ]
Compiling GLSL shader: shaders/glsl/tonemap_vs.glsl
Compiling GLSL shader: shaders/glsl/tonemap_fs.glsl
Loading mesh: meshes/skybox.obj
Assimp: Error, T0: Validation failed: aiScene::mNumMeshes is 0. At least one mesh must be there
Error: Failed to load mesh file: meshes/skybox.obj`
First of all thank you for sharing your implementation on Github! For other's to contribute and also to use your implementation, it would be great if you could add a license. I know that beggars can't be choosers, but a permissive license would be most welcome.
https://help.github.com/en/articles/adding-a-license-to-a-repository
When I run PBR -vulkan
on Windows, it first threw the VK_ERROR_LAYER_NOT_PRESENT
ERROR,
then I modified the related code not to load layers, then run again, it threw the Error: Could not open file: shaders/spirv/tonemap_vs.spv
But I didn't find the tonemap_vs.spv in the shaders dir. Is there anything missed?
It would be great if someone modified projects/cmake/CMakeLists.txt
to make this project build on macOS using MoltenVK. Unfortunately I don't have access to any Apple hardware to do it myself.
Hi, thanks for sharing this cool project. I am wondering which assimp version are you using? I tried 3.2 and 4.1 and both versions give me some errors.
Great learning resource! Thanks!
I found when applying similar techniques in OpenGL and testing on a sphere with some amount of roughness that I needed to add:
glTextureParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTextureParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
To the cubemap textures to prevent any visible seams on cubemap edges.
Might be useful to anyone that finds it.
Thanks a lot of this awesome project! It really helped me a lot setting up a basic PBR rendering pipeline.
Sadly I wasn't able to build the executable with VS2022,
I get a list of compile errors like...
Severity Code Description Project File Line Suppression State
Error C2102 '&' requires l-value PBR C:\Users\pixtur\dev\__research\PBR\src\d3d12.cpp 377
I already installed Vulcan. Does this error indicate that I also need a special version of DX12?
I there by any chance a prebuilt windows executable available?
title says it all
Direct3D 11 Renderer [NVIDIA GeForce GTX 965M]
Compiling HLSL shader: shaders/hlsl/pbr.hlsl [main_ps]
Compiling HLSL shader: shaders/hlsl/pbr.hlsl [main_vs]
Compiling HLSL shader: shaders/hlsl/skybox.hlsl [main_ps]
Compiling HLSL shader: shaders/hlsl/skybox.hlsl [main_vs]
Compiling HLSL shader: shaders/hlsl/tonemap.hlsl [main_ps]
Compiling HLSL shader: shaders/hlsl/tonemap.hlsl [main_vs]
Loading mesh: meshes/cerberus.fbx
Assimp: Error, T7892: FBX-Parser (TOK_DATA, line 1, col 8) unexpected token, expected TOK_KEY
Error: Failed to load mesh file: meshes/cerberus.fbx
anyone had the same issue?
I cannot access any of the data files. I get this LFS error:
This repository is over its data quota. Account responsible for LFS bandwidth should purchase more data packs to restore access.
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