A tiny game engine based on opengl (Not Finished)
- Now
- Forward Rendering
- Shadow mapping
- PCF/PCSS
- Deferred Rendering
- PBR
- Tonemapping
- SSR
- FXAA (Console)
- ImGUI
- Skeletal Animation
- Later (If I have time and interest later)
- Cloth Simulation
- SPH/PBD
- VS2019 x86 DEBUG
- glad glfw3 Dear Imgui-Dock assimp-v.5.0.0.rc2
- Camera Control: W/S/A/D/Q/E forward / back / left / right / up / down
- H -> hide mouse cursor
- If you want to show different pass texture, please define DEBUG in macro.h
- Create Lights in graphics/light/LightManager.cpp InitBasicLights()
- Create Models in graphics/Scene.cpp init
- If you want to enable SSR please edit in PassThrough.frag
- The Sponza resource is too big, I don't upload
- PCSS may light leaking, we should avoid higher object hiding lower object in shadow map space. Otherwise, bigger filtersize will be choose
- Dear IMGUI TreeNode's input name should be different, otherwise they are the same, you will control all at the same time
- Circular Include
- Skeleton Animation, pass int (when pass BoneID) Should use "glVertexAttribIPointer" not "glVertexAttribPointer"