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Advanced Graphics Programming

Authors

Axel Alavedra Cabello

Marc Guillen Salto

Content

  • Deferred Shading and Forward Shading Implemented with a selectable to swap between them.
  • G-Buffer with Position, Normal, Diffuse and Depth textures, selectable to render each different texture.
  • Directional Light Pass rendering through a Quad.
  • Point Light Pass through usage of Light Volumes with Spheres adjusted to radius of light.
  • WASD for Camera Movement, Hold Right Click for Camera Rotation and Hold Shift for Camera "Sprint".
  • Orbit around origin of the scene Holding SHIFT + Left Click.
  • Normal Mapping.
  • Parallax Occlusion Mapping.

Advanced Techniques Implemented

Normal Mapping

The Normal Mapping we implemented only works for the Deferred Shading, if the user swaps to Forward Shading the diference can be easily observed. The shader can be found inside the shaders.glsl file under the name G_BUFFER_NORMAL_MAPPING.

Comparison Image

Comparison Gif

Parallax Occlusion Mapping

The Parallax Occlusion Mapping we implemented only works for the Deferred Shading, if the user swaps to Forward Shading the diference can be easily observed. The shader can be found inside the shaders.glsl file under the name RELIEF_MAPPING.

Comparison Image

Comparison Gif

Settings

  • Combo box to swap between Forward and Deferred Shading.
  • Combo box to select what texture to render in Deferred Shading.
  • Advanced Techniques Settings Window with settings for Parallax Occlusion Mapping

Settings Image

Repository

https://github.com/ProboxAM/PGA-OpenGL

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