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Graphics engine written in C++ using DirectX11

Adria-DX11

Graphics engine written in C++/DirectX11. For successful build you will need textures that you can find here.

Features

  • Deferred + Forward Rendering
  • Tiled Deferred Rendering
  • Clustered Deferred Rendering
  • Voxel Cone Tracing Global Illumination
  • 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
  • Bloom
  • Depth Of Field + Bokeh
    • Bokeh shapes supported - Hexagon, Octagon, Circle, Cross
  • Ambient Occlusion: SSAO, HBAO
  • 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
  • Entity-Component System
  • Camera and Light Frustum Culling

Dependencies

tinygltf

ImGui

ImGuizmo

ImGuiFileDialog

stb

FastNoiseLite

json

Screenshots

Editor alt text

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

Image Based Lighting 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