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Note: This engine has been near-completely superceded by my engine CherryPip at https://github.com/FionaWright/CherryPip.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.
- 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
- 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



