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Bart van Dongen

Render Graph rasterizer
Features
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Shadow mapped shadows
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Postprocessing effects
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Render graph
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GLTF model loading and rendering
Team
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1 programmer
Tech
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DirectX 12
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C++
This render graph rasterizer is a personal DirectX 12 rendering project I started developing in 2022 to learn more about shadow mapping and the render graph. the project was also my first introduction to the GLTF model format
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The render graph
setting up resources and passes
In the project I made it easy to create render target resources and setup render passes with them.
Each pass has some default connection points that resources can get bound to, like "input" and "output".
renderPassGraph.cpp line 22 - 83.
Other than render target resources, there are also constant buffer resources that act like global buffers, like the camera buffer, which can get used by any render job in the graph.
The implementation of this is not ideal, since I only added it to the project later, so I will have to improve this in a new project at some point.
renderer.cpp line 49

setting up Jobs
To use the passes to render stuff I have setup a job system, which allows you to easily create rendering jobs and add them to specific render passes.
From drawables you can create jobs for a render pass or shadow projection pass. You can also set a buffer update for a constant buffer specific to that job, like an MVP matrix.


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