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ElgForward

An experimental forward renderer written with DirectX 11

Goals:

  • Support Blinn-Phong and Cook-Torrance shading models
  • Support normal mapping and bump mapping
  • Support shadow maps
  • Support for ambient occlusion (technique TBD)

Articles:

Needed per-vertex data:

  • Normal (for Blinn-Phong and Cook-Torrance, normal mapping, bump mapping)
  • Texture coords (diffuse, specular, normal/bump, normal mapping)

Current agenda:

  • Trackball camera
  • FPS camera (?, http://in2gpu.com/2016/02/26/opengl-fps-camera/)
  • Restructure the mesh, material, input layout architecture
    • Shader reflection
    • Move to using fcx to compile shaders
    • Move to using AssImp for loading to support wider range of mesh data
  • Move to using handles for shaders, meshes, inputlayouts etc. and managers to enable caching
    • Add a drawable manager and drawable handle
  • Scene loading
    • JSON Format
    • Loading of json
    • Loading of transforms for drawables
    • Loading of lights
    • Loading of textures
    • Change the camera update script to a general update script and expose buffers to it
  • Shader reflection
    • Mapping of textures
    • Mapping of constant buffers and structured buffers
  • General TODO:
    • Add mapping of custom shader input semantics to mesh channels

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A DirectX11 forward renderer

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