Adria-DX11
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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
Screenshots
Editor
Tiled Deferred Rendering with 256 lights | Tiled Deferred Rendering Visualized |
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Voxel Cone Tracing Global Illumination | Voxelized Scene |
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Image Based Lighting
Ocean and Lens Flare
Volumetric Lighting
Bokeh
Volumetric Clouds
Hosek-Wilkie Sky Model
God Rays and Instanced Foliage
Deferred Decals