A realtime PBR renderer project for personal learning. Now it's in progress.

- Column major
- Right hand
- Y-up
Powered by
- wgpu: A cross-platform, safe, pure-rust graphics API.
- winit: Cross-platform window creation and management in Rust.
- cgmath: Mathmatic library.
- bevy_ecs: Entity Component System architecture in Rust by bevy engine.
- egui: An easy-to-use GUI in pure Rust.
- Transform & Camera & Phong pipeline
- Directional light shadow mapping
- Normal mapping
- Deferred rendering pipeline
- Microfact directional lighting & point lighting
- Color management
- Microfact image based lighting
- Environment map prefiltering (GGX distribution)
- Diffuse irradiance spherical harmonics pre-calculation
- HDRI to cubemap converting
- Transparent pipeline
- Transparent pass (separate specular and diffuse)
- Screenspace refraction effect
- Multi-camera
- Simple gizmo system
- Cascade shadow mapping (CSM)
- WESL & Shader cache
- Forward+ pipeline
- Material pattern
- Light filtering
- Clear coat model
- row 0: Solid | reflectance: 0.0 -> 1.0
- row 1: Solid | metallic: 0.0 -> 1.0
- row 2: Transparent | metaliic: 0.0 -> 1.0
- row 3: Transparent | reflectance: 0.0 -> 1.0
