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Releases: Divangus/EnginePGA

Advanced Graphics Programming

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@Divangus Divangus released this 09 Jun 21:51
46526d4

Implementation

In our Engine you can find the next implementations:

Water Effect

You can find the implementation on the WATER_SHADER.glsl

waterEffect

waterEffectDisabled

Enviroment Mapping

You can find the implementation on the SkyboxFragmentShader.glsl

SkyBox

SkyBoxDisabled

Advanced Graphics Programming Project 2 (Deferred rendering)

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@Divangus Divangus released this 18 May 16:53

Statement

Implement a deferred renderer as explained in class.
It will need to have implemented the following features:

  • A scene composed of some 3D models
    • Models can be statically created and set up in the Init() function
    • No need for dynamic model loading
  • A framebuffer object and several render targets (textures) attached to it
    in order to render the materials properties
    • Albedo
    • Normals
    • Position
    • Depth
  • To put the technique to the test create a considerable amount of light
    entities:
    • A couple of directional lights:
      • Directional lights must be rendered as screen-filling quads
    • Several/many point lights distributed over the whole scene:
      • Point lights must be rendered as spheres
    • All lights entities can be created in the Init() function
  • Using ImGui, create a combo box that allows us choosing to visualise
    among the different textures of the G-buffer of the final lit scene
  • A simple WASD camera navigation mechanic will be very welcome...