Giter Site home page Giter Site logo

qiutang98 / flower Goto Github PK

View Code? Open in Web Editor NEW
207.0 8.0 22.0 446.37 MB

Miku fan-made free MikuMikuDacne renderer

GLSL 1.47% C++ 38.79% C 59.66% CMake 0.01% HLSL 0.08%
atmosphere-scattering gpudriven ssr ground-truth-ambient-occlusion stochastic-screen-space-reflection gameengine graphics-engine mikumikudance physically-based-rendering volumetric-cloud

flower's Introduction

Miku Fan-Made Free MikuMikuDacne Renderer

The repo still under positive developing, any community contribution is greeting and welcome.

​ flower engine is a vulkan starter friendly render engine.

​ There is not too much wrapper, so every beginner can easy to find out how it work.

​ The render passes are some isolated render functions, pretty easy and clean to build a renderer.

How to build

Just download the project, all dependency here is ready.(Maybe need install VulkanSDK 1.3 and update driver).

There exist three branch, dark branch is clean developing branch. Main branch include MMD features. Release branch is stable legacy branch.

Dark branch design UI and realtime rendering in 4k, so run in 1k or 2k, maybe need to change configs smaller:

r.ImGui.FontSize
r.ImGui.IconSize

The dark editor support FSR2, use command “r.viewport.screenpercentage” to downscale the render percentage to get better performace.

Some mesh art asset can download here:

https://drive.google.com/file/d/1aRkqTKuqAAmkOSmfe6BSnnycj6HnJaIi/view?usp=sharing

and unzip then import mesh. It need some time to cook asset.

When first time open the editor, need something to compile shader variants, and it will cache if next time reopen.

Some screenshots and videos

​ you can also watch the video on youtube or bilibili:

https://www.youtube.com/watch?v=ciw8UOmaFaI

https://www.bilibili.com/video/BV1FL4y147DN?share_source=copy_web

Current Features

  1. Gpu dispatch mesh rendering pipeline.
  2. Async texture uploading pipeline.
  3. Physical-Based rendering and shading.
  4. Ground-True approximate ambient occlusion.
  5. Stochastic screen space reflection.
  6. Precompute atmosphere.
  7. Gpu dispatch sample-distribution cascade shadow map.
  8. Temporal super sampling.
  9. Postprocessing effects.

How to build

​ Exist two branch, main branch is developing and may exist some bug, release branch is stable branch.

flower's People

Contributors

qiutang98 avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

flower's Issues

License?

Hello,

I was wondering what the license of this repository is, as there doesn't seem to be a LICENSE file anywhere? Adding one would make the rules regarding how things can be used much clearer, and would also help with additional contributions.

Thank you for your work on this project.

Vulkan version?

I would like to know the vulkan version used? I used 1.2.176.1 compile error.

visual studio 2022 running failed

Hi, qiutang, I'm using Vulkan SDK 1.3.261.1, GPU RTX3080. Compilation is passed, but start in visual studio 2022 is failed. I've already updated GPU driver to newest, what can I do to solve this problem?
flower_error

Project Plan, Roadmap, Reason.

Hi,

Glad to see you're working on a Vulkan high performance game/render engine.

We are currently looking to hire or fund development of such game/render engine and we wanted to learn more about your project and yourself.

  1. What are your development goals or roadmap/features you plan to develop and if possible, approx. dates?
  2. Why are you building your own game engine, in other words, what was lacking in other game engines, specifically Vulkan based engines or renderers?
  3. Will this be made into a commercial project? Are you working full time on this?

These are just a few questions to get the ball rolling.

Cheers,
Einthusan

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.