About Project:
This is an OpenGL 4.6 Rendering Engine that supports GLTF 2.0 Loading & Texturing (non PBR pipeline). The project was mainly written in C11 except for a tiny wrapper for C++ IMGUI Libraries. I created this in pursuit of knowledge for 3D computer graphics and to ease my transfer into the Vulkan API. This project went under many iterations as I felt like I was constantly learning something new that I could apply to it. I enjoyed working on this and am very excited for Vulkan.
Features
- Windowing/context creation from win32 dependencies
- Noclip Camera Subsytem
- Shader Loading from file & utility
- Multi Asset GLTF 2.0 Loading and texturing (via CGLTF)
- Shadow Mapping
- Blinn Phong Lighting with Fresnel Reflectance approximation for better reflectivity/specular
- Directional Lighting
- Point Light system w/ distance based attenuation
- Scene/Asset Manager (Scale, Translation, Rotation, Color)
- GUI Subsytem (via IMGUI)
- Cubemap Skybox
- MSAA 8x
Screenshots: