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README

About

This is a D3D12 graphics engine made to further my education in performant graphics programs.
I currently have a focus on realistic PBR style graphics
See LTS branch for working buildable codebase

Note: This engine has been near-completely superceded by my engine CherryPip at https://github.com/FionaWright/CherryPip.
Main features from this engine not currently in CherryPip are shadow maps and thin-film interference.

Features

  • PBR shaders based on the metalness-roughness workflow. GGX Distribution, Schlick Fresnel, Smith Geometry
  • Irradiance Maps
  • Cascaded Shadow Maps. 1-4 Cascades, tight fit to frusta and scene, PCF sampling with Poisson Disc using Blue noise offsets. Rotational Invariance. Multi-Viewport with GS
  • GLTF, GLB and Wavefront Obj model loading
  • PNG, TGA, DDS, HDR texture loading with mip map support
  • Dear ImGui support
  • Hot reloading for shaders
  • Cubemap or Equirectangular Skyboxes
  • Thin Film Interference (Bubbles/Glass)
  • Asynchronous Loading
  • Depth Prepass w/ Alpha Testing
  • Shader Permutations

Controls

  • Use the mouse to move the camera around
  • Hold right click to rotate the camera
  • Use the scroll wheel to move forward/backwards
  • Hold the scroll wheel to pan the camera
  • G to hide the GUI
  • V to toggle Vsync
  • F11 or Alt+Enter to toggle fullscreen

Screenshots

image image image image

About

A PBR D3D12 Graphics Engine built in C++ and HLSL

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