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Forward rendering engine using Physically Based Shading

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LEngine: Forward Rendering Engine DirectX11

tl;dr Watch 1 minute reel!
Video reel

LEngine is a based on PBR and IBL created in DirectX11 using DirectXTK (newer version of deprecated D3DX). Allows to generate materails through UE4-like system using only visual tools. Managing scene using only visual tools. Full postprocess stack with antialiasing options.

Gallery:

PBR IBL - metallic/roughness comparision

Multiple point light - changing position

Multiple point light - changing color

Materials created using Materials Editor system

Main Features:

  • Physically Based Rendering pipeline (metallic workflow)
  • Image Based diffuse/specular Lighting (Skybox IBL)
  • Multiple directional lights; Multiple editable point lights
  • Full postprocess stack: SSAO, LUT, Bloom, Chromatic Aberration, Grain
  • Antialiasing: FXAA, SSAA
  • Material system - sharing material between objects to reduce rendering costs
  • Generating materials through UE4-like editor
  • Managing scene: adding new models, changing transforms, moving on scene, adding point lights
  • Raypicking OBB
  • Importing .obj/.fbx files and storing them in binary format for further usage

References:

  • Rasterek: DirectX11 - good place to start programming in DirectX11
  • LearnOpenGL: PBR - PBR explained, theory behind IBL. Forumulas and implementation of both of them
  • Himanshu Paul: PBR DirectX11 implementation - reference to implement IBL in DirectX11 engine
  • HybridRenderingEngine - my personal source of motivation and mine of great references and ideas
  • OBB thread - helpful thread for understanding OBB (in that case, transforming AABB ray and origin to OBB space to perform raypicking)
  • FXAA implementation - blogpost explaining simple FXAA implementation without using original NVidia FXAA white paper
  • ogldev OpenGL Tutorials - nice blog, mostly useful for simple lights implementations
  • MJP explaining MSAA - very theoritical discussion about MSAA including signal processing. Very nice to understand how clever it is (check his other blogpost, he's great!)
  • TheEvilBanana Github - some version of lighting were based on that. It's good and easy to implement

Other interesting links:

Assets:

Dependencies:

Special thanks:

  • PaulHK and whole stackexchange community for patiently answering my questions
  • MJP for helping in a huge amount of threads related to rendering
  • Zakwayda for spending few days with me, resolving OBB problems
  • Gamedev.net graphics programming forum for being an open and helpful place for begginers