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.
PBR IBL - metallic/roughness comparision Multiple point light - changing position Multiple point light - changing color Materials created using Materials Editor system- 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
- 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
- Screen Space Emissive Materials - great looking but really expensive implementation
- SSAO: First Approach
- SSAO: Second Approach
- ImGui
- DirectXTK - newer version of deprececated D3DX
- MakeSpriteFont - part of DirectXTK
- FBX SDK
- 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