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Learning DirectX 11

Nothing impressive, just slowly learning DirectX11.

Hopefully I'll make something that I can use as a base for future projects!

Progress

June 14, 2020

June 14 2020

July 5, 2020

July 5 2020

July 6, 2020

Upside down texture Issues with the newly added texture loading code - it's upside down!

Good texture After correcting it. Need to implement mipmaps but would rather start on the camera :)

July 9, 2020

Added position controls, using DearImGui Position controls

More controls! More controls

Novermber 23, 2020

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 a Material and a Mesh
    • Hopefully this is the start of an actual Scene system
  • Started work on a Camera system

See you in another 4 months :D

February 9, 2021

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: Messed up normals

The same scene after fixing that: Fixed normals

After adding a fancy concrete floor texture: Concrete floor

Reading in an AO texture (it applies to the floor too, oops) Concrete floor

Reading in a metallic texture for the specular constant Concrete floor

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