opal (a vulkan renderer)#
Currently developed on Linux, occasionally tested on MacOS (with KosmicKrisp), and aiming to support Windows (but not tested yet.)
Obligatory Sponza, showing screen space indirect lighting:

Running#
On Linux, it should be as simple as
zig build run -- ./assets/glTF-Sample-Assets/Models/Sponza/glTF/Sponza.gltf
(You can download assets using the ./tools/download-assets.sh script.)
Features (completed and planned)#
- glTF loading
- PBR shader
- tangent space generation
- emissive materials
- transforms
- custom samplers
- animations
- scenes (i.e. multiple assets)
- mipmapped textures
- (directional) shadows
- CSM
- PCF
- GPU driven submission/improved cascade splits
- MSAA with custom resolve pass (currently disabled)
- GPU driven rendering
- indirect rendering
- GPU culling
- improved lighting
- IBL
- point lights
- (forward?) clustered rendering
- post processing
- HDR pipeline with ACES filmic tonemapping
- SMAA
- bloom
- Screen space indirect lighting using visibility bitmasks
- debug UI
- tracing
- Tracy CPU tracing
- Tracy GPU zones