A toy rendering engine. Sandbox for my experiments in computer graphics.
- Windows 7 and older
- OpenGL 4.5
- Stable cascaded shadow maps
- Physically based materials with Cook-Torrance BRDF (Unreal Engine approach mostly)
- Image based enviroment lightning (Unreal split-sum approximation)
- FXAA
- HDR with global filmic (approximated) tonemapping
- Asynchronous resource loading
- Simple scene serialization
- Simple editor
- Runtime code hot-reloading [1]
- Manually implemented win32 platform layer (definetly has tons of bugs)
Just find and run vcvars.bat for x64 in your command promt and then go to project directory and run build.bat
- Handmade hero: https://handmadehero.org/
- Real-Time Rendering, Fourth Edition, Tomas Akenine-Möller, Eric Haines, Naty Hoffman, ISBN: 9781138627000
- Shadow Mapping Summary – Part 1, Ignacio Castaño: http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/
- Cascaded shadow maps, Jonatan Blow: http://the-witness.net/news/2010/03/graphics-tech-shadow-maps-part-1/
- A Sampling of Shadow Techniques: https://mynameismjp.wordpress.com/2013/09/10/shadow-maps/
- Filmic tonemapping operators: http://filmicworlds.com/blog/filmic-tonemapping-operators/
- Stephen Hill ACES approximation: https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
- OpenGL Insights: Asynchronous buffer transfer: https://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-AsynchronousBufferTransfers.pdf
- Moving Frostbite to Physically Based Rendering 3.0: https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
- Real Shading inUnreal Engine 4, Siggraph 2013: https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
- Learn OpenGL (RUS): https://habr.com/ru/post/310790/, Original: www.learnopengl.com
- Unreal Engine 4 source
- Crytec Sponza: https://www.alexandre-pestana.com/pbr-textures-sponza/
- Room 3d model: https://sketchfab.com/3d-models/room-607d5a79f586497581a552407e7ef817