/Adria-DX11

DirectX 11 graphics engine

Primary LanguageC++MIT LicenseMIT

Adria-DX11

Graphics engine written in C++/DirectX11.

Features

  • Deferred + forward rendering
  • Tiled deferred rendering
  • Clustered deferred rendering
  • Physically based shading
  • Image based lighting
  • Normal mapping
  • Shadows
    • PCF Shadows for directional, spot and point lights
    • Cascade shadow maps for directional lights
  • Volumetric Lighting
    • Directional lights with shadow maps
    • Directional lights with cascade shadow maps
    • Point and Spot Lights
  • HDR and Tone Mapping (Hable, Reinhard, Tony McMapface)
  • Bloom
  • Depth Of Field + Bokeh
    • Bokeh shapes supported - Hexagon, Octagon, Circle, Cross
  • Ambient Occlusion: SSAO, HBAO
  • Film effects: Lens distortion, Chromatic aberration, Vignette, Film grain
  • SSR
  • SSCS
  • Deferred decals
  • FXAA
  • TAA
  • God rays
  • Lens flare
  • Fog
  • Motion blur
  • Volumetric clouds
  • Ocean FFT
    • Adaptive tesselation
    • Foam
  • Procedural terrain with instanced foliage and trees
  • Hosek-Wilkie sky model
  • Particles
  • ImGui editor
  • Model loading with tinygltf
  • Profiler
  • Shader hot reloading
  • ECS

Dependencies

tinygltf

ImGui

ImGuizmo

ImGuiFileDialog

stb

FastNoiseLite

json

Screenshots

Tiled Deferred Rendering with 256 lights Tiled Deferred Rendering Visualized
Voxel Cone Tracing Global Illumination Voxelized Scene

Film Effects alt text

Ocean and Lens Flare alt text

Volumetric Lighting alt text alt text

Bokeh alt text

Volumetric Clouds alt text

Hosek-Wilkie Sky Model alt text

God Rays and Instanced Foliage alt text

Deferred Decals alt text