├── .gitignore ├── .gitmodules ├── LICENSE ├── README.md ├── assets └── samples │ ├── path_trace.png │ ├── profiler.png │ ├── raster.png │ ├── raster2.png │ └── raster3.png ├── ext ├── bin │ ├── WinPixEventRuntime.dll │ ├── dxcompiler.dll │ └── dxil.dll ├── concurrentqueue │ ├── LICENSE.txt │ └── concurrentqueue.h ├── d3d12memoryallocator │ ├── D3D12MemAlloc.cpp │ ├── D3D12MemAlloc.h │ └── LICENSE.txt ├── dx │ └── d3dx12.h ├── fontawesome │ ├── IconsFontAwesome5.h │ ├── licence.txt │ └── list.h ├── half │ ├── half.c │ ├── half.h │ └── int_insn.h ├── lib │ └── WinPixEventRuntime.lib ├── nanoflann │ ├── COPYING.txt │ └── nanoflann.hpp ├── nanosvg │ ├── nanosvg.h │ └── nanosvgrast.h └── pix │ ├── PIXEvents.h │ ├── PIXEventsCommon.h │ ├── ThirdPartyNotices.txt │ ├── license.txt │ ├── pix3.h │ └── pix3_win.h ├── generate2019.bat ├── generate2022.bat ├── imgui.ini ├── learning ├── convert_model_to_c++.py ├── learn_locomotion.py ├── loco_env.py ├── util.py └── vec_monitor.py ├── premake ├── LICENSE.txt └── premake5.exe ├── premake5.lua ├── resources ├── fonts │ ├── icons │ │ ├── fa-regular-400.ttf │ │ ├── fa-solid-900.ttf │ │ └── licence.txt │ └── opensans │ │ ├── LICENSE.txt │ │ ├── OpenSans-Bold.ttf │ │ ├── OpenSans-BoldItalic.ttf │ │ ├── OpenSans-ExtraBold.ttf │ │ ├── OpenSans-ExtraBoldItalic.ttf │ │ ├── OpenSans-Italic.ttf │ │ ├── OpenSans-Light.ttf │ │ ├── OpenSans-LightItalic.ttf │ │ ├── OpenSans-Regular.ttf │ │ ├── OpenSans-SemiBold.ttf │ │ └── OpenSans-SemiBoldItalic.ttf ├── icons │ ├── icons_ui.svg │ └── project_icon.png └── noise │ └── blue_noise.dds ├── shaders ├── atmosphere_cs.hlsl ├── bitonic_sort │ ├── bitonic_inner_sort_float_cs.hlsl │ ├── bitonic_inner_sort_uint_cs.hlsl │ ├── bitonic_outer_sort_float_cs.hlsl │ ├── bitonic_outer_sort_uint_cs.hlsl │ ├── bitonic_pre_sort_float_cs.hlsl │ ├── bitonic_pre_sort_uint_cs.hlsl │ └── common │ │ ├── bitonic_inner_sort.hlsli │ │ ├── bitonic_outer_sort.hlsli │ │ ├── bitonic_pre_sort.hlsli │ │ └── bitonic_start_sort_cs.hlsl ├── blit_ps.hlsl ├── common │ ├── brdf.hlsli │ ├── camera.hlsli │ ├── color.hlsli │ ├── cs.hlsli │ ├── indirect.hlsli │ ├── light_probe.hlsli │ ├── light_source.hlsli │ ├── lighting.hlsli │ ├── material.hlsli │ ├── math.hlsli │ ├── normal.hlsli │ ├── particles.hlsli │ ├── procedural_sky.hlsli │ ├── random.hlsli │ ├── raytracing.hlsli │ └── transform.hlsli ├── fullscreen_triangle_vs.hlsl ├── geometry │ ├── default_pbr_ps.hlsl │ ├── default_pbr_transparent_ps.hlsl │ ├── default_vs.hlsl │ ├── depth_only_alpha_cutout_ps.hlsl │ ├── depth_only_alpha_cutout_vs.hlsl │ ├── depth_only_ps.hlsl │ ├── depth_only_vs.hlsl │ ├── shadow_point_light_ps.hlsl │ ├── shadow_point_light_vs.hlsl │ └── shadow_vs.hlsl ├── grass │ ├── grass_create_draw_calls_cs.hlsl │ ├── grass_depth_only_vs.hlsl │ ├── grass_generation_cs.hlsl │ ├── grass_no_depth_prepass_ps.hlsl │ ├── grass_no_depth_prepass_vs.hlsl │ ├── grass_ps.hlsl │ ├── grass_vertex.hlsli │ └── grass_vs.hlsl ├── light_culling │ ├── light_culling_cs.hlsl │ └── world_space_tiled_frusta_cs.hlsl ├── light_probe │ ├── light_probe_grid_visualization_ps.hlsl │ ├── light_probe_grid_visualization_vs.hlsl │ ├── light_probe_ray_visualization_ps.hlsl │ ├── light_probe_ray_visualization_vs.hlsl │ ├── light_probe_test_sample_ps.hlsl │ ├── light_probe_test_sample_vs.hlsl │ ├── light_probe_trace_rts.hlsl │ ├── light_probe_update_depth_cs.hlsl │ └── light_probe_update_irradiance_cs.hlsl ├── mesh_shaders │ ├── glass_ps.hlsl │ ├── koch │ │ ├── koch_as.hlsl │ │ ├── koch_common.hlsli │ │ └── koch_ms.hlsl │ ├── marching_cubes │ │ ├── marching_cubes_as.hlsli │ │ ├── marching_cubes_common.hlsli │ │ └── marching_cubes_ms.hlsli │ ├── mesh_shader_ps.hlsl │ ├── meshlet_ms.hlsl │ └── meta_ball │ │ ├── meta_ball_as.hlsl │ │ ├── meta_ball_common.hlsli │ │ └── meta_ball_ms.hlsl ├── outline │ ├── outline_ps.hlsl │ └── outline_vs.hlsl ├── particle_systems │ ├── boid_particle_system.hlsli │ ├── debris_particle_system.hlsli │ ├── fire_particle_system.hlsli │ └── smoke_particle_system.hlsli ├── particles │ ├── particle_emit.hlsli │ ├── particle_ps.hlsli │ ├── particle_sim.hlsli │ ├── particle_start_cs.hlsl │ └── particle_vs.hlsli ├── post_processing │ ├── blit_cs.hlsl │ ├── bloom_combine_cs.hlsl │ ├── bloom_threshold_cs.hlsl │ ├── depth_sobel_cs.hlsl │ ├── dilation_cs.hlsl │ ├── erosion_cs.hlsl │ ├── gaussian_blur_13x13_float4_cs.hlsl │ ├── gaussian_blur_13x13_float_cs.hlsl │ ├── gaussian_blur_5x5_float4_cs.hlsl │ ├── gaussian_blur_5x5_float_cs.hlsl │ ├── gaussian_blur_9x9_float4_cs.hlsl │ ├── gaussian_blur_9x9_float_cs.hlsl │ ├── gaussian_blur_common.hlsli │ ├── hbao_cs.hlsl │ ├── hierarchical_linear_depth_cs.hlsl │ ├── morphology_common.hlsli │ ├── present_cs.hlsl │ ├── shadow_blur_common.hlsli │ ├── shadow_blur_x_cs.hlsl │ ├── shadow_blur_y_cs.hlsl │ ├── specular_ambient_cs.hlsl │ ├── sss_cs.hlsl │ ├── taa_cs.hlsl │ └── tonemap_cs.hlsl ├── proc_placement │ ├── proc_placement_create_draw_calls_cs.hlsl │ ├── proc_placement_create_transforms_cs.hlsl │ ├── proc_placement_generate_points_cs.hlsl │ ├── proc_placement_points_ps.hlsl │ ├── proc_placement_points_vs.hlsl │ └── proc_placement_prefix_sum_cs.hlsl ├── raytracing │ └── path_tracing_rts.hlsl ├── reflections │ ├── rt_reflections_rts.hlsl │ ├── ssr_median_blur_cs.hlsl │ ├── ssr_raycast_cs.hlsl │ ├── ssr_resolve_cs.hlsl │ └── ssr_temporal_cs.hlsl ├── rs │ ├── bitonic_sort_rs.hlsli │ ├── default_pbr_rs.hlsli │ ├── depth_only_rs.hlsli │ ├── grass_rs.hlsli │ ├── light_culling_rs.hlsli │ ├── light_probe_rs.hlsli │ ├── outline_rs.hlsli │ ├── particles_rs.hlsli │ ├── post_processing_rs.hlsli │ ├── proc_placement_rs.hlsli │ ├── rt_reflections_rs.hlsli │ ├── skinning_rs.hlsli │ ├── sky_rs.hlsli │ ├── ssr_rs.hlsli │ ├── terrain_rs.hlsli │ ├── tree_rs.hlsli │ ├── visualization_rs.hlsli │ └── water_rs.hlsli ├── shadow_map_copy_ps.hlsl ├── skinning │ ├── cloth_skinning_cs.hlsl │ └── skinning_cs.hlsl ├── sky │ ├── sky_procedural_ps.hlsl │ ├── sky_texture_ps.hlsl │ └── sky_vs.hlsl ├── terrain │ ├── terrain_depth_only_vs.hlsl │ ├── terrain_generation_cs.hlsl │ ├── terrain_height.hlsli │ ├── terrain_outline_vs.hlsl │ ├── terrain_ps.hlsl │ ├── terrain_shadow_vs.hlsl │ └── terrain_vs.hlsl ├── texture_preprocessing │ ├── equirectangular_to_cubemap_cs.hlsl │ ├── generate_mips_cs.hlsl │ ├── integrate_brdf_cs.hlsl │ ├── procedural_sky_to_irradiance_cs.hlsl │ ├── textured_sky_to_irradiance_cs.hlsl │ ├── textured_sky_to_irradiance_sh_cs.hlsl │ └── textured_sky_to_prefiltered_radiance_cs.hlsl ├── tree │ ├── tree_ps.hlsl │ └── tree_vs.hlsl ├── visualization │ ├── flat_simple_ps.hlsl │ ├── flat_simple_vs.hlsl │ ├── flat_unlit_position_color_vs.hlsl │ ├── flat_unlit_position_vs.hlsl │ ├── flat_unlit_ps.hlsl │ └── sun_shadow_cascades_cs.hlsl └── water │ ├── water_ps.hlsl │ └── water_vs.hlsl └── src ├── animation ├── animation.cpp ├── animation.h ├── skinning.cpp └── skinning.h ├── application.cpp ├── application.h ├── asset ├── asset.cpp ├── asset.h ├── bin.cpp ├── deflate.cpp ├── deflate.h ├── fbx.cpp ├── file_registry.cpp ├── file_registry.h ├── image.cpp ├── image.h ├── io.h ├── mesh_postprocessing.cpp ├── mesh_postprocessing.h ├── model_asset.cpp ├── model_asset.h ├── obj.cpp └── ply.cpp ├── audio ├── audio.cpp ├── audio.h ├── channel.cpp ├── channel.h ├── reverb.h ├── sound.cpp ├── sound.h ├── sound_management.cpp ├── sound_management.h └── synth.h ├── core ├── block_allocator.cpp ├── block_allocator.h ├── camera.cpp ├── camera.h ├── camera_controller.cpp ├── camera_controller.h ├── color.h ├── coroutine.h ├── cpu_profiling.cpp ├── cpu_profiling.h ├── file_system.cpp ├── file_system.h ├── hash.h ├── imgui.cpp ├── imgui.h ├── input.h ├── job_system.cpp ├── job_system.h ├── log.cpp ├── log.h ├── math.cpp ├── math.h ├── math_simd.h ├── memory.cpp ├── memory.h ├── nearest_neighbor.cpp ├── nearest_neighbor.h ├── perlin.cpp ├── perlin.h ├── preprocessor_for_each.h ├── profiling_internal.cpp ├── profiling_internal.h ├── random.h ├── reflect.h ├── simd.h ├── soa.h ├── string.h ├── system.cpp ├── system.h ├── threading.h └── yaml.h ├── dx ├── dx.h ├── dx_barrier_batcher.cpp ├── dx_barrier_batcher.h ├── dx_buffer.cpp ├── dx_buffer.h ├── dx_command_list.cpp ├── dx_command_list.h ├── dx_command_queue.cpp ├── dx_command_queue.h ├── dx_context.cpp ├── dx_context.h ├── dx_descriptor.cpp ├── dx_descriptor.h ├── dx_descriptor_allocation.cpp ├── dx_descriptor_allocation.h ├── dx_dynamic_descriptor_heap.cpp ├── dx_dynamic_descriptor_heap.h ├── dx_pipeline.cpp ├── dx_pipeline.h ├── dx_profiling.cpp ├── dx_profiling.h ├── dx_query.cpp ├── dx_query.h ├── dx_render_target.h ├── dx_texture.cpp ├── dx_texture.h ├── dx_upload_buffer.cpp └── dx_upload_buffer.h ├── editor ├── asset_editor_panel.cpp ├── asset_editor_panel.h ├── editor.cpp ├── editor.h ├── editor_icons.h ├── file_browser.cpp ├── file_browser.h ├── file_dialog.cpp ├── file_dialog.h ├── transformation_gizmo.cpp ├── transformation_gizmo.h ├── undo_stack.cpp └── undo_stack.h ├── geometry ├── mesh.cpp ├── mesh.h ├── mesh_builder.cpp └── mesh_builder.h ├── learning ├── learned_locomotion.cpp └── learned_locomotion.h ├── main.cpp ├── particles ├── boid_particle_system.cpp ├── boid_particle_system.h ├── debris_particle_system.cpp ├── debris_particle_system.h ├── fire_particle_system.cpp ├── fire_particle_system.h ├── particle_systems.cpp ├── particle_systems.h ├── particles.cpp ├── particles.h ├── smoke_particle_system.cpp └── smoke_particle_system.h ├── pch.cpp ├── pch.h ├── physics ├── bounding_volumes.cpp ├── bounding_volumes.h ├── bounding_volumes_simd.h ├── cloth.cpp ├── cloth.h ├── collision_broad.cpp ├── collision_broad.h ├── collision_epa.cpp ├── collision_epa.h ├── collision_gjk.cpp ├── collision_gjk.h ├── collision_narrow.cpp ├── collision_narrow.h ├── collision_sat.h ├── constraints.cpp ├── constraints.h ├── heightmap_collision.cpp ├── heightmap_collision.h ├── island.cpp ├── island.h ├── physics.cpp ├── physics.h ├── ragdoll.cpp ├── ragdoll.h ├── rigid_body.cpp ├── rigid_body.h ├── vehicle.cpp └── vehicle.h ├── rendering ├── bitonic_sort.cpp ├── bitonic_sort.h ├── debug_visualization.cpp ├── debug_visualization.h ├── depth_prepass.cpp ├── depth_prepass.h ├── light_probe.cpp ├── light_probe.h ├── light_source.cpp ├── light_source.h ├── main_renderer.cpp ├── main_renderer.h ├── material.h ├── mesh_shader.cpp ├── mesh_shader.h ├── outline.cpp ├── outline.h ├── path_tracing.cpp ├── path_tracing.h ├── pbr.cpp ├── pbr.h ├── pbr_environment.cpp ├── pbr_environment.h ├── pbr_material.cpp ├── pbr_material.h ├── pbr_raytracer.cpp ├── pbr_raytracer.h ├── raytraced_reflections.cpp ├── raytraced_reflections.h ├── raytracer.cpp ├── raytracer.h ├── raytracing.cpp ├── raytracing.h ├── raytracing_binding_table.h ├── raytracing_tlas.cpp ├── raytracing_tlas.h ├── render_algorithms.cpp ├── render_algorithms.h ├── render_command.h ├── render_command_buffer.h ├── render_pass.h ├── render_resources.cpp ├── render_resources.h ├── 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