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:
- http://www.thetenthplanet.de/archives/1180
- http://john-chapman-graphics.blogspot.nl/2013/01/ssao-tutorial.html
- http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/a-simple-and-practical-approach-to-ssao-r2753
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 architectureShader reflectionMove to using fcx to compile shadersMove 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 cachingAdd a drawable manager and drawable handle
- Scene loading
JSON FormatLoading of jsonLoading 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