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AGP-Engine

Rendering-oriented engine for Advanced Graphics Programming (AGP) subject of the Bachelor's Degree in Game Development at CITM, UPC. This project consists in creating a deferred renderer for the second assignment of the subject.

Made by Carlos Peña and Sebastià Lopez.

Deferred Shading

Effect Techniques

Relief Mapping

Multipass Bloom

Without Bloom

With Bloom

Controls

Camera navigation

  • WASD: Move camera Forward-Left-Backward-Right.
  • QE: Move camera Up-Down.
  • Left Click (hold): Rotate camera.
  • Right Click (hold) Orbit camera.

Rendering configuration

  • Enable/Disable deferred shading
    • gPosition target
    • gNormals target
    • gAlbedo target
    • gDepth target
    • Bright Color texture
    • Blurred Bloom texture
  • Enable/Disable forward shading
  • Modify light parameters

Effects configuration

  • Modify Relief Mapping parameters
    • Clip edges
    • Rotate quad
    • Heigh scale
    • Min layers /Max layers
    • Swap texture examples
  • Modify Bloom parameters
    • Enable/Disable bloom
    • Blur iterations
    • Threshold

Shader files

Source Code

GitHub repository: https://github.com/ChronoByte/AGP-Engine

Disclaimer

As you will notice, some of the heightmap textures are inverted so you must rotate around the relief mapping quad in order to see the proper render of relief mapping technique

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Rendering-oriented engine for AGP subject

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