Deferred Shading Renderer
Graphic side of my game engine using DirectX9.
Some of the features are:
- Deferred renderer - I used 3 render targets :
RT1 = color.x, color.y, color.z, HDRIntensity.
RT2 = normalENC.x, normalENC.y, specularIntensity, specularPower.
RT3 = depth.
all bitdepth of 32, and lightmap is A16R16G16B16 for HDR.
- Cascaded shadow maps with PCF.
can be used variable number of cascades with max size of 2048 ( can be changed).
- Point light with PCF and variance shadow filtering and with projective cubemaps.
- Spot lights with PCF and variance shadow filtering.
has perspective and orthographic view and projective textures.
- Planar and cube reflections.
- HDR and post processing system ( fog, dof, sun effect etc..).
- Parallax mapping.
- Volumetric light.
- SMAA.
- Particle system.
- For physics I use BulletPhysics.
In this video I rotated directional light, adjusting its intensity value and blending between two skyboxes to simulate day/night cycle.
Animation System
Animation system used in my engine.
My model and animation system is based on XNA model system.
I started making animation system also based on XNA anim system but impoved it with layers and blend trees.
This video does not do justice for it but I am very limited with models and animations.