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Stuff I make while learning to write a PBR rasterizer in OpenGL

Dabrovic Sponza scene with the Adam Head, 2 point lights and a flat shaded sphere

Roadmap:

  • Basic OpenGl stuff: VAOs, VBOs, shaders, textures
  • Phong materials
  • Basic lighting: ambient lights, directional lights, point lights, spot lights
  • 3D Model loading
  • Basic ImGUI UI: viewport
  • Entity hierarchy
  • Primitives: cubes, spheres, cylinders, pyramids
  • Good ImGUI UI: entities property panel, import models, add lights, multiple cameras, material manager and editor
  • Material preview on sphere
  • 3D move/rotate/scale gizmos
  • Enable/Disable object (Visibility)
  • Anti-aliasing
  • Selected object outline with stencil buffer
  • Face culling, depth testing
  • Better GLSL
  • Deferred shading
  • Shadows
  • Normal maps
  • HDR
  • Ambient Occlusion
  • PBR workflow!
  • HDRI lighting
  • Node graph-based material system
  • Great ImGUI UI: Asset Manager, Icons, Render Settings Panel, Image Export
  • Ray tracing?
  • Compute shaders?

Dependencies (so far):

  • OpenGL w/ GLAD & GLFW
  • spdlog
  • Dear ImGUI - docking branch
  • ImGuizmo
  • stb_image.h
  • Assimp library

Previous versions

v0.0.7 with Dabrovic Sponza Palace, the Adam Head and 2 point lights

v0.0.6 with Dabrovic Sponza Palace, a simple cube and 2 point lights

v0.0.5 with a backpack model, a simple cube and 2 point lights, wireframed

v0.0.4 with a backpack model, a simple cube and a point light

v0.0.3 with a backpack model, a simple cube and a point light

v0.0.2 with a backpack model, a simple cube and a point light

v0.0.1 interface with a backpack model and no lighting

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Stuff I make while learning to write a PBR rasterizer in OpenGL

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