VQEngine - A DirectX11 & C++11 Real-Time Renderer
A DirectX 11 rendering framework for stuyding and practicing various rendering techniques and real-time algorithms.
Model Loading (.obj), HDR, Bloom, Point Lights
PBR Pipeline, BRDF, Environment Lighting, SSAO
Dynamic Mesh LODs
Debug Rendering, CPU & GPU profiler, Frame Stats, Bounding Boxes
Feature List / Version History
See Milestones for the planned upcoming changes and Releases page for the version histroy.
What's Next
The latest changes can be found in the dev branch, or another branch named with the feature being implemented. These branches might be unstable before the release.
v0.7.0 DirectX12 & Multi-threading - TBA 2019
- DirectX12 Renderer
- Update/Render/Load Threads & Workers
Released
v0.6.0 - Point Light Shadows, Improved Texture Support, Mesh LODs, Anti-Aliasing, Improved Perf - June16-2019
- Real-time Point Light Shadows (up to 5)
- Mesh Level of Detail (LOD) System
- RenderPass Abstraction (rough)
- Mipped Textures
- PBR
- Roughness, Metallic, Emissive texture support
- Preset loading
- New Scenes
- Light Test Scene (#6)
- LOD Test Scene (#7)
- PBR Scene (#3)
- Supersample Anti-Aliasing
v0.5.0 - CPU & GPU Optimizations, Compute Shaders - October22-2018
- Compute Shader Pipeline
- Live Shader Editing (Launch Once - Edit Shader Source - Reload Shader)
- Compute-Optimized Blur Shaders
- View Frustum Culling
- Instanced Rendering
- Shader Permutations w/ Shader Binary Cache support
v0.4.0 - Data-Oriented Engine, Multi-threaded Tasking System, Model Importing, Loading Screen - July15-2018
- Refactored Scene, Engine and Renderer classes in favor of Data-Oriented Design
- Asynchronous Model Loading using assimp
- Sponza Scene & More Models
- Task-based Threading System
- Rendering: Directional Lights, Alpha Mask Textures
- Loading Screen & Multi-threaded Scene Loading
- App Icon
- Documentation, Resource Collection & Wiki Pages
v0.3.0 - Automated Build, Logging, Text Rendering, CPU & GPU Profiler - May7-2018
- Text Rendering
- CPU & GPU Profiler
- Shader Binary Cache
- Build scripts (Python, Batch) & Automated Build (AppVeyor)
- Logging: Console and/or Log Files
v0.2.0 - PBR, Deferred Rendering & Scene Manager - December1-2017
- On-the-fly-switchable Forward/Deferred Rendering
- PBR: GGX-Smith BRDF
- Environment Mapping (Image-Based Lighting)
- PCF Soft Shadows
- Bloom
- SSAO w/ Gaussian Blur
- Custom Scene File Parsing
- Scene Manager & Multiple Scenes
v0.1.0 - Shader Reflection, Phong Lighting, Shadow Mapping & Texturing - July15-2017
- Vertex-Geometry-Pixel Shader Pipeline
- Shader Reflection
- Phong Lighting
- Point Lights (No Shadows)
- Spot Lights (Simpe Shadow Mapping)
- Normal/Diffuse Maps
- Procedural Geometry: Cube, Sphere, Cylinder, Grid
Prerequisites
The projects are set to build with the following configurations:
-
Windows 10 SDK - 10.0.17134.0
-
Visual Studio 2017 - v141, v140
-
System: Ryzen/GCN. VQEngine hasn't been tested on other systems. Feel free to open an issue in case of crashes / errors.
Build
Run PRE_BUILD.bat
once to initialize the submodules, and run BUILD.bat
or BUILD.py
to build VQEngine. ./Build/_artifacts
will contain the VQEngine executable built in release mode and the data and shaders needed to run the demo. You need Visual Studio 2017 installed for the build scripts to work.
Scripts | |
---|---|
PRE_BUILD.bat |
Initializes and updates submodules required to build the project. Run this script the first time you clone the repo. |
BUILD_CLEAN.bat |
Calls 'Clean Solution' on VQEngine.sln and deletes the contents of the Build folder.Run this script before building VQEngine. |
BUILD.bat |
Builds VQEngine. |
CONSOLIDATE_ARTIFACTS.bat |
Copies binaries and resources required to run VQEngine into Build/_artifacts folder.Run this script after running BUILD.bat . |
PRE_BUILD_CLEAN.bat |
Deletes contents of the submodule folders. |
CLEAN_SHADER_CACHE.bat |
Removes the ShaderCache/ folder from VQEngines temporary directory: %APPDATA%\VQEngine |
Controls
Scene Controls | |
---|---|
WASD | Camera Movement |
R | Reset Camera |
C | Cycle Through Scene Cameras |
\ | Reload Shaders (live shader editing) |
Shift+R | Reload Current Scene From File |
0-7 | Switch Scenes: 1: Objects Scene 2: SSAO Test 3: PBR Scene 4: Stress Test 5: Sponza Scene 6: Lights Scene 7: Mesh LOD Scene |
Engine Controls | |
---|---|
Page Up/Down | Change Environment Map |
Ctrl + Shift + F | Toggle Displaying CPU/GPU Performance Numbers & Frame Stats |
Backspace | Pause App |
ESC | Exit App |
Renderer Controls | |
---|---|
F1 | Toggle Controls |
F2 | Toggle Ambient Occlusion |
F3 | Toggle Bloom |
F4 | Toggle Display Render Targets |
F5 | Toggle Bounding Box Rendering |
F6 | Toggle Forward/Deferred Rendering |