Created in my third year of university this application was created through the use of C++, SFML and DirectX11. The aim of this project was to create a scene in engine making use of shaders for lighting,vertex manipulation and shadows. The lighting can also be edited through the use of the GUI elements changing its direction and colour. It also features a post-processing depth of field effect.Â
The terrain was created using a heightmap and then normal mapping was used to calculate the correct normals of the terrain. The water will update to move in a similar way to an oceans waves, this was achieved by making use of vertex manipulation by sampling multiple height maps linearly interpretating between them and then scaling the result between one and thirty.
All of these shaders were written by hand making use of my knowledge of graphics and HLSL making use of normal manipulation and multi-render passes.
Above is an image of the correct Normals of terrain obtained through normal mapping.
Above you will see two images that showcase the post-processing depth of field effect. Showcasing as the camera got closer to the objects in the scene the less blurred they would become.