A fully deferred PBR rendering engine complete with stacked post processing and Poisson sampled Variance Shadows. WIP Raytracing coming soon!
- Module based approach to engine, separating editor out into separate module.
- Physically Based Rendering (PBR) using the Roughness and Metalness maps in combination with Albedo.
- Support for Poisson sampled variance shadow maps.
- Support for point and directional lights (Spot and Rectangular/Shape lights coming soon!)
- Dynamic multicast event system for triggering calls across the system (examples being listeneing for input).
- Stacked post processing system including implementations for:
- Bloom (Gaussian Kernel)
- Ambient Occlusion
- Motion Vector based Motion Blur.
- Reinhard Tone Mapping
- Custom Asset Format
- Compressed Binary Asset Format to unify storage and access of all asset types (models/textures/etc).
- Actor/Component based world entities.
- Dynamic shader compilation (just press Enter!)
- Signed Distance Field based UI renderer complete with drop shadows, borders, custom border radius, etc.
- UI Rendering System Pictorum handles all game UI rendering including:
- Editable Text Widgets
- Scroll Containers
- V/HBoxes
- Canvas Panels
- Labels/Solids
- Images/Textures
- And anything else you can think of using the widgets system!
The preprocessor C# application parses all C++ headers and strips/generates reflection metadata. This is then fed back into the C++ compilation and used when reflecting class members.