This is a simple deferred renderer in OpenGL done in one weekend.
Yes, the name comes from Peter Shirley's Ray Tracing in One Weekend Book Series, but by no means this is comparable. This is a one-shot project, meaning that I had to work on this as a speed run on a weekend without planning it and that's it.
It renders spheres, cubes, and planes with deferred Phong lighting. There are point lights and a spot light casting PCF shadows. Decal rendering has been implemented as well, that project a texture onto the GBuffer albedo.
- Make sure you have Qt5+ installed
- Make sure you have openGL 4+ drivers
- Build the Visual Studio 2019 solution with Cmake by running the script build.sh
- The solution will be in
build/rendererApp.sln
- The solution will be in
- CMake to build the project
- Visual Studio 16 2019 as IDE
- QtCreator 4.12 (based on Qt 5.14) for the main window UI
- Glad (from https://glad.dav1d.de/)
- GLM for vectors and matrices
