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VQEngine - A DirectX11 & C++11 Real-Time Renderer

A DirectX 11 rendering framework for stuyding and practicing various rendering techniques and real-time algorithms.

Model Loading (.obj), HDR, Bloom, Point Lights

PBR Pipeline, BRDF, Environment Lighting, SSAO

Dynamic Mesh LODs

Debug Rendering, CPU & GPU profiler, Frame Stats, Bounding Boxes

Feature List / Version History

See Milestones for the planned upcoming changes and Releases page for the version histroy.

What's Next

The latest changes can be found in the dev branch, or another branch named with the feature being implemented. These branches might be unstable before the release.

v0.7.0 DirectX12 & Multi-threading - TBA 2019

  • DirectX12 Renderer
  • Update/Render/Load Threads & Workers

Released

v0.6.0 - Point Light Shadows, Improved Texture Support, Mesh LODs, Anti-Aliasing, Improved Perf - June16-2019

v0.5.0 - CPU & GPU Optimizations, Compute Shaders - October22-2018

  • Compute Shader Pipeline
  • Live Shader Editing (Launch Once - Edit Shader Source - Reload Shader)
  • Compute-Optimized Blur Shaders
  • View Frustum Culling
  • Instanced Rendering
  • Shader Permutations w/ Shader Binary Cache support

v0.4.0 - Data-Oriented Engine, Multi-threaded Tasking System, Model Importing, Loading Screen - July15-2018

  • Refactored Scene, Engine and Renderer classes in favor of Data-Oriented Design
  • Asynchronous Model Loading using assimp
  • Sponza Scene & More Models
  • Task-based Threading System
  • Rendering: Directional Lights, Alpha Mask Textures
  • Loading Screen & Multi-threaded Scene Loading
  • App Icon
  • Documentation, Resource Collection & Wiki Pages

v0.3.0 - Automated Build, Logging, Text Rendering, CPU & GPU Profiler - May7-2018

  • Text Rendering
  • CPU & GPU Profiler
  • Shader Binary Cache
  • Build scripts (Python, Batch) & Automated Build (AppVeyor)
  • Logging: Console and/or Log Files

v0.2.0 - PBR, Deferred Rendering & Scene Manager - December1-2017

  • On-the-fly-switchable Forward/Deferred Rendering
  • PBR: GGX-Smith BRDF
  • Environment Mapping (Image-Based Lighting)
  • PCF Soft Shadows
  • Bloom
  • SSAO w/ Gaussian Blur
  • Custom Scene File Parsing
  • Scene Manager & Multiple Scenes

v0.1.0 - Shader Reflection, Phong Lighting, Shadow Mapping & Texturing - July15-2017

  • Vertex-Geometry-Pixel Shader Pipeline
  • Shader Reflection
  • Phong Lighting
  • Point Lights (No Shadows)
  • Spot Lights (Simpe Shadow Mapping)
  • Normal/Diffuse Maps
  • Procedural Geometry: Cube, Sphere, Cylinder, Grid

Prerequisites

The projects are set to build with the following configurations:

  • Windows 10 SDK - 10.0.17134.0

  • Visual Studio 2017 - v141, v140

  • System: Ryzen/GCN. VQEngine hasn't been tested on other systems. Feel free to open an issue in case of crashes / errors.

Build

https://ci.appveyor.com/api/projects/status/8u0a89j15naw0jlp/branch/master?svg=true

Run PRE_BUILD.bat once to initialize the submodules, and run BUILD.bat or BUILD.py to build VQEngine. ./Build/_artifacts will contain the VQEngine executable built in release mode and the data and shaders needed to run the demo. You need Visual Studio 2017 installed for the build scripts to work.

Scripts
PRE_BUILD.bat Initializes and updates submodules required to build the project.
Run this script the first time you clone the repo.
BUILD_CLEAN.bat Calls 'Clean Solution' on VQEngine.sln and deletes the contents of the Build folder.
Run this script before building VQEngine.
BUILD.bat Builds VQEngine.
CONSOLIDATE_ARTIFACTS.bat Copies binaries and resources required to run VQEngine into Build/_artifacts folder.
Run this script after running BUILD.bat.
PRE_BUILD_CLEAN.bat Deletes contents of the submodule folders.
CLEAN_SHADER_CACHE.bat Removes the ShaderCache/ folder from VQEngines temporary directory: %APPDATA%\VQEngine

Controls

Scene Controls
WASD Camera Movement
R Reset Camera
C Cycle Through Scene Cameras
\ Reload Shaders (live shader editing)
Shift+R Reload Current Scene From File
0-7 Switch Scenes:
1: Objects Scene
2: SSAO Test
3: PBR Scene
4: Stress Test
5: Sponza Scene
6: Lights Scene
7: Mesh LOD Scene
Engine Controls
Page Up/Down Change Environment Map
Ctrl + Shift + F Toggle Displaying CPU/GPU Performance Numbers & Frame Stats
Backspace Pause App
ESC Exit App
Renderer Controls
F1 Toggle Controls
F2 Toggle Ambient Occlusion
F3 Toggle Bloom
F4 Toggle Display Render Targets
F5 Toggle Bounding Box Rendering
F6 Toggle Forward/Deferred Rendering

3rd Party Open Source Libraries