I've been working on a direct3d 10 renderer to go aside my opengl one
this one takes a shit ton more work because it uses the component object model compared to opengl's direct interfacing, however it pays off because the performance is 100% faster on average, and it's fucking brilliant
I have the same scene up and running and I have physically based rendering and shit as well as render target views and shader resource views so I can do post processing stuff like the bloom in my opengl thing
I have ImGui working with it, because the nuklear library that I use with my opengl renderer does not have direct3d bindings.
also look at all these nice warnings
I literally just added bloom and it's really nice
with bloom
without bloom or any HDR effects
I added HDR rendering with controllable exposure levels for different environments, and it's pretty nice
next is bloom
oh yeah by the way everything will look fresh if you open the images in new tabs
done quite a lot of shit with my engine which i haven't documented at all but basically I've been working on making some super fast renderer by doing low level optimizations, as well as rewriting some shaders
I changed my lighting approach to a more realistic PBR (physically based rendering) approach which calculates lighting correctly, as well as having controllable roughness/shininess components as well as realistic albedo depending on the specific object (a rougher object would have a smaller albedo)
I added post processing effects too by using something called framebuffer objects where you can catch the rasterized output from the opengl pipeline, and render it to an opengl texture object, so you can manipulate it yourself. I use a grayscale effect which is just manipulating the average value of each texel, and dividing it according to the NTSC specification, as well as a simple film grain noise effect which creates ambient noise dependant on the sine of the current time passed, as well as a blur function which uses gaussian weights, to create a realistic blur approach.
This is without any post processing effects
This is with post processing effects enabled
oh yeah by the way rendering is all in real time and it's really sick
yeah i'm hypesquad on discord
that's pretty cool
War is peace
Freedom is slavery
Ignorance is strength
I've been playing so much red orchestra 2 lately
such a great game
damn, I used to have so many friends from buildfreeks and minefreeks
now, basically none of them still use their enjin
Added physically based rendering to my engine
basically it generates lighting results based on real life
I also changed my immediate windowing manager and added a crosshair because it's cool
and i'm using texture mipmapping
basic GUI working in my engine
made some progress on my engine
it can now render full scenes with controllable lighting
it also took some intense brainfarts, and 2 months of work
but it looks cool
wait, you like Yo-Kai Watch?
Because your picture is Don-Chan, a yo-kai...
I'VE FOUND A FRIEND