Nothing impressive, just slowly learning DirectX11.
Hopefully I'll make something that I can use as a base for future projects!
Issues with the newly added texture loading code - it's upside down!
After correcting it. Need to implement mipmaps but would rather start on the camera :)
Added position controls, using DearImGui
Can't believe it's been 4 months! Decided to get back into this with some refactoring so no fancy screenshots this time
- Pulled out UI rendering code into its own subsystem
- Created an
Entity
class which holds aMaterial
and aMesh
- Hopefully this is the start of an actual
Scene
system
- Hopefully this is the start of an actual
- Started work on a
Camera
system
See you in another 4 months :D
Pretty much exactly 4 months, at least I'm consistently not consistent
At this point there's a very rudimentary scene structure. The memory management and structure of uploading constant buffers and all that is still a bit of a mess, need to work on that.
I mostly concentrated on adding some lighting.
- Moveable point light (only 1 hardcoded at the moment)
- Renders a fancy little white square around the point for reference.
- Added a floor (currently being messed up by the extra textures - I only wrote one shader with no way of providing fewer textures :D)
- Basic ambient + diffuse + specular lighting
- Pretty much blinn-phong-ish
- Reading AO and Metallic texture maps
That's about it, here's some fancy screenshots
First take at lighting - messed up by including the translation part of the world transform when transforming the normal vectors:
The same scene after fixing that:
After adding a fancy concrete floor texture:
Reading in an AO texture (it applies to the floor too, oops)