My attempt at a minimalistic graphics playground built from scratch with D3D11
- Graphics API abstraction
- Loading .obj models and .mtl material files
- Loading textures
- Profile markers
- Dear ImGui support for convenient debug tooling
- Minimalistic support for multi-compiling shader variants
- Minimalistic framework for 2D shadertoy-like experiments
- Slime mold experiment based on Sebastian Lague's "Coding Adventure: Ant and Slime Simulations"
- Support for different scenes
- HDR + Tonemapping
- PBR direct lighting
- PBR indirect lighting
- Image-based diffuse + specular
- Based on sky or rendered environment map
- Soft shadows
- 3 techniques
- Simple sampling tent
- Variance shadowmap
- Poisson disk sampling with variable penumbra
- 3 techniques
- Super simple procedural sky ...for now
- Top color, horizon color and bottom color
- HBAO