In this post, I am going to tell you about how my little engine is going.
I am (slowly) moving to PBR (Physically Based Rendering). For now, I have a new type of Material that supports:
- Base Color
- Metal Mask
I was following the very well known PBR Course, and it is a great place to start. I am only supporting punctual lights, and I do not support ambient light for now (until I finish IBL)
The following video shows some metals (gold, silver, copper, iron, aluminum) and some non-metals (plastics and glasses).
The following video shows tessellation + displacement mapping techniques, with different materials.
Other things already implemented are:
- Deferred shading
- Multithread command list recording
Thanks for reading, and as usually, source code is located at GitHub