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BRE (Bertoa Rendering Engine)

BRE is a rendering framework or engine which purpose is to have a codebase on which develop techniques related to computer graphics. Among BRE features we can include:

- Task-based architecture for parallel draw submission.
- Asynchronous command execution/command recording
- An easy to read, understand and write scene format
- Configurable number of queued frames to keep the GPU busy
- Deferred shading

And the rendering techniques implemented at the moment are

- Color Mapping
- Texture Mapping
- Normal Mapping
- Height Mapping
- Color Normal Mapping
- Color Height Mapping
- Skybox Mapping
- Diffuse Irradiance Environment Mapping
- Specular Pre-Convolved Environment Mapping
- Tone Mapping
- Screen Space Ambient Occlusion
- Gamma Correction

Repository structure

The directory structure is:

/BRE		Source code
/external	Third-party libraries
/doc		Documentation (doxygen) - Open index file.

Examples and Documentation

In the Visual Studio solution, you can check scene files in BRE/Executable/resources/scenes. I use YAML format for scenes. You can open /doc/index.html file to read the Doxygen documentation You can check the following blog entry where I constantly add new articles about BRE (architecture, techniques, classes, etc). It is https://nbertoa.wordpress.com/bre/

Blog

I write a blog where I explain its design, and how I applied/learned the techniques I use. The blog link is https://nbertoa.wordpress.com/

License

Our license is based on the modified, 3-clause BSD-License.

An informal summary is: do whatever you want, but include BRE's license text with your product - and don't sue us if our code doesn't work. Note that, unlike LGPLed code, you may link statically to BRE. For the legal details, see the LICENSE file.

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