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ConfettiFX/The-Forge: The Forge Cross-Platform Rendering Framework PC Windows, L ...

原作者: [db:作者] 来自: 网络 收藏 邀请

开源软件名称(OpenSource Name):

ConfettiFX/The-Forge

开源软件地址(OpenSource Url):

https://github.com/ConfettiFX/The-Forge

开源编程语言(OpenSource Language):

C++ 81.4%

开源软件介绍(OpenSource Introduction):

The Forge is a cross-platform rendering framework supporting

  • PC
    • Windows 10
      • with DirectX 12 / Vulkan 1.1
      • with DirectX Ray Tracing API
      • DirectX 11 Fallback Layer for older Windows paltforms
    • Linux Ubuntu 18.04 LTS with Vulkan 1.1 and RTX Ray Tracing API
  • Android Pie or higher with
    • Vulkan 1.1
    • OpenGL ES 2.0 fallback for large scale business application frameworks
  • macOS / iOS / iPad OS with Metal 2.2, Intel and Apple processor support
  • Quest 2 using Vulkan 1.1
  • XBOX One / XBOX One X / XBOX Series S/X *
  • PS4 / PS4 Pro *
  • PS5 *
  • Switch using Vulkan 1.1 *

*(only available for accredited developers on request)

Particularly, the graphics layer of The Forge supports cross-platform

  • Descriptor management. A description is on this Wikipage
  • Multi-threaded and asynchronous resource loading
  • Shader reflection
  • Multi-threaded command buffer generation

The Forge can be used to provide the rendering layer for custom next-gen game engines. It is also meant to provide building blocks to write your own game engine. It is like a "lego" set that allows you to use pieces to build a game engine quickly. The "lego" High-Level Features supported on all platforms are at the moment:

  • Resource Loader as shown in 10_PixelProjectedReflections, capable to load textures, buffers and geometry data asynchronously
  • Lua Scripting System - currently used for automatic testing and in 06_Playground to load models and textures and animate the camera and in several other unit tests to cycle through the options they offer during automatic testing.
  • Animation System based on Ozz Animation System
  • Consistent Math Library based on an extended version of Vectormath with NEON intrinsics for mobile platforms. It also supports now Double precision.
  • Extended version of EASTL
  • Consistent Memory Managament:
  • Input system with Gestures for Touch devices based on an extended version of gainput
  • Fast Entity Component System based on flecs
  • Cross-platform FileSystem C API, supporting disk-based files, memory streams, and files in zip archives
  • UI system based on Dear imGui extended for touch input devices
  • Shader Translator using a superset of HLSL as the shader language, called The Forge Shading Language. There is a Wiki page on The Forge Shading Language
  • Various implementations of high-end Graphics Effects as shown in the unit tests below

Please find a link and credits for all open-source packages used at the end of this readme.

Twitter Join the Discord channel at https://discord.gg/hJS54bz

Twitter Join the channel at https://twitter.com/TheForge_FX?lang=en

The Forge Interactive Inc. is a Khronos member

Build Status

  • Windows Build status
  • macOS Build Status

News

Release 1.52 - April 29th, 2022 - C Code Hot Reloading Unit Test | Visibility Buffer OIT | Pre-Computed DLUT Test | Unified Window and Resolution control | Android Vulkan Validation Layer | CPU Features | Upgraded Vulkan and DX GPU allocator | macOS / iOS improvements | Double precision Math Library | Impoved Input System with HID support

We are always looking for more graphics / engine programmers. We are also specifically looking for a consultant who can help us to scale up our hardware testing environment.

The following list of changes is not fully representative of all the improvements we made, so it is just a selection:

  • C Code Hot Reloading Unit Test - This unit test showcases an implementation of code hot reloading in C, we've used and adapted the following GitHub library

cr

for this.

C Code Hot Reloading Unit test

The test contains two projects:

  • 19_CodeHotReload_Main: generates the executable. All code in this project can't be hot-reloaded. This is the project you should set as startup project when running the program form an IDE.
  • 19a_CodeHotReload_Game: for development platforms Windows/MacOS/Linux generates a dynamic library that is loaded by the Main project in runtime, when the dynamic library changes the Main program reloads the new code. For Android/IOS/Quest/Consoles this project is compiled and linked statically.

How to use it: While the Main project is running open 19_CodeHotReload_Game.cpp and perform some change, there are lines marked with TRY_CODE_RELOAD to make easy changes. Once the file is saved, you can rebuild the project and see the changes happen automatically.

  • Windows/Linux: Click on the UI "RebuildGame" button.
  • MacOS: Command+B on XCode to rebuild.

Note: In this implementation we can't call any functions from The Forge from the HotReloadable project (19a_CodeHotReload_Game), this is because we are compiling OS and Renderer as static libraries and linking them directly to the exe. Ideally these projects should be compiled as dynamic libraries in order to expose their functionality to the exe and hot reloadable dll. The reason we didn't implement it in this way is because all our other projects are already setup to use static libraries.

  • Visibility Buffer Order-Independent Transparency - we added OIT by utilizing a per-pixel linked list to a Visibility Buffer (VB) rendering architecture. In case of Deferred Shading (DS), the per-pixel linked list holds per-pixel data. In case of VB it only holds the triangle index data. You can switch between DS and VB in this example. The VB version occupies substantially less memory and is faster. With memory bandwidth being the biggest challenge in graphics programming, this is not unexpected. Most people by now adopted the idea of VB in one or two ways but it doesn't hurt to show another advantage of the architecture.

Linux 1080p resolution Visibility Buffer OIT Linux

macOS 3200x1760 resolution Visibility Buffer OIT macOS

PS4 1080p resolution Visibility Buffer OIT Orbis

PS5 4k resolution Visibility Buffer OIT Prospero

Windows 10 1080p resolution Visibility Buffer OIT Windows

XBOX One (original) 1080p resolution Visibility Buffer OIT Orbis

  • Pre-Computed DLUT Test - this test implements pre-computing volume transmittance in Blender or Houdini for 6 directions and shading clouds/smoke based on the following tweets:

https://twitter.com/Vuthric/status/1286796950214307840

A detailed description can be found here: https://realtimevfx.com/t/smoke-lighting-and-texture-re-usability-in-skull-bones/5339

DLUT Test Blender Support

In this repository is a "dlut.blend" file that contains a minimal volumetric render setup. In order to generate DLUT image do the following steps:

  • Set the viewport shading to "Rendered"
  • Select the "Sun" object
  • Set the X rotation to 0 degrees
  • Press F12 to render the image and wait for a few minutes until it's done
  • Save the rendered image to "dlut_0.png"
  • Repeat steps 3-5 for 90, 180 and 270 degrees and save "dlut_90.png", "dlut_180.png" and "dlut_270.png"
  • Run the "combine_dlut.py" Python script or manually combine rendered images in your image editor of choice, each color channel should contain the red channel from the corresponding "dlut_*.png" image multiplied by the alpha channel of the same image. For example, green channel should contain the red channel from "dlut_90.png" multiplied by the alpha channel of "dlut_90.png"
  • Experiment and implement further ideas from the article above. Setting up a Mantaflow simulation in Blender and exporting animated smoke and simulation attributes like temperature can yield interesting results!

Resulting DLUT image should look like this:

DLUT Test Blender Support

The example program running on Android:

DLUT Test running on Android

  • Window Management - all the platforms that support the concept of having a windowed application have now a base file named {Platform}Window.cpp. There is now a common UI element that offers -if supported- multi-monitor support and various window settings. There are also LUA scripts that test the functionality in our Jenkins setup.

  • Android Vulkan Validation layers: we added the validation layer from Khronos GitHub repo as they have stopped shipping the layer in the NDK.

Android Vulkan Validation Layers

You can find them in ThirdParty/OpenSource/AndroidVulkanValidationLayers

  • CPU / GPU Features - we integrated the following library to test CPU features during start-up. Now you will see a lot more information about the CPU in the upper left corner of a window.

CPU Features

This library is the stepping stone of utilizing more CPU instrinsics on various platforms. You can see its results in the screenshots above, showing the name of the CPU, the supported instruction set. We also show now the GPU name and the driver version that the GPU uses.

  • Upgraded Vulkan and DX Allocators: following the updates to these open-source libraries on GitHub we upgraded our code base accordingly.

  • macOS / iOS - while working with TF on various projects, we bring back improvements and lessons learned from those projects. You will find numerous macOS / iOS improvements in this release.

  • For one of the business applications we worked on, we needed double precision Math. We extended the math library now accordingly with support.

  • We also improved the input system with HID support, which is an on-going effort. So better controller support on more platforms ...

HIDAPI

  • Windows 7 - better Windows 7 support with DX11 and Vulkan ... still a bug in the Vulkan run-time with sRGB ...
  • We upgraded the 06_MaterialPlayground with shadows:

Material Playground Unit Test

Material Playground Unit Test

Release 1.51 - December 21st, 2021 - ECS uses flecs | Better Borderless Window | Descriptor Management improvements | sRGB | Android Game Development Extensions | FSL Improvements | Ray Tracing | Meshoptimizer | Buildbox | Lethis




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