The repo to my whole codebase. Check "dev" for the latest additions.
Contributions:
Physically-Based Rendering with Deferred Shading, and a Geometry Shader that
produces multiple shadow maps into image layers for sampling in one pass, reducing CPU overhead.
Non-blocking I/O that loads .obj and .gltf assets with the use of a dedicated transfer queue on the GPU for texture image layout transitions.
Cross-platform build automation with CMake for Windows and Linux systems.
Hot-reloading with fstat() and shaderc integration.
A little assignment I did for an intro-level graphics class. The code simply does what
the pipeline does between vertex and fragment stages, but all on the cpu.