http://frongo.net
An OpenGL engine I have been building for the past few months.
This project started out as just creating an engine to the point where it would allow me to start learning GLSL, but once I got to that point I was just having way too much fun with it so I developed it further. I ended up learning a lot through making this engine and it has now turned into a pretty efficient rendering machine.
I've been reading a book called Real-Time Rendering Third Edition which I'm using to implement a lot of the graphical features. I implemented some fairly advanced BRDFs from the book for diffuse and specular lighting with fresnel.
The latest addition to the engine is the shadow maps which are looking pretty sub-par right now. The next thing I have to do is implement PSM (perspective shadow maps) and PCF (percentage closer filtering) to make them look better. I'm also currently reading up on ambient occlusion which will make it into the engine at some point in the near future.
Some of the features are:
- Depth of Field
- Bloom
- Gamma Correction
- Shadow Maps
- 3ds max obj and mtl file model and material pipeline
- Full MSAA support with post processing effects
Everything is done by me except:
- Image loading library (DevIL)
- Balloon model created by Mathieu Charbonneau
- Balloon, skull, and pillar textures created by Chelsea Murphy
- Cubemap from google images
Great work!
jubeidono 1 year ago
WOA! Very awesome dudesky! I shall be working on the OpenAL portion soon, hopefully. :)
sk8ajoe89 1 year ago