This is a repository that contains the code for a hobby project I did to learn graphics programming. The code needs the Resources folder that I have locally to compile, I didn't think this code will be usable for other people so I didn't upload it.
Now it's time to showcase some of the things I made with it in no particular order.
This is the latest thing I tried to make with my engine, It's incomplete but I got the important mecanisms to work (It doesn't have a UI yet) like raycasting for detecting which tile was pressed and making the camera rotate around the displayed globe. For now it's uses triangular tiles but I can use other tiling methods because of the way I create these tiles (I made an isosphere and subdivided each of it's triangle surfaces into 3 other triangles which is the same mecanism I can use for subdividing iteratively untill it forms a sphere, I hope that makes sense I guess). I will try to complete this if I get the time.
That was one of the best moment I experienced working with opengl. I got to integrate Asset Import Library (aka assip) to propoerlty load the model vertices, normals and the textures for the nanosuit model (from crysis). I made a simple .obj files loader before but it wasn't as cool because the .obj format doesn't do as much as what assimp offer.
In this I did a lot of things following Thinmatrix awesome tutorial videos which helped me a lot. The screenshot was from the time I was participating at google hashcode 2019 contest. The code contains some glitches like the white area you see at the bottom left of the image, but I think I fixed it after I took the screenshot (sorry I don't have many screenshots of my previous work, I sometimes don't even commit when I have to). The trees are batch randered using the same model. The text rendering is made using a .obj file for each caracter.
Here I tried to learn physics based rendering and how to use BRDF equation to make realistic materials, It wasn't good but an acceptable try I think (Some may even say that it's not physics based but I did my best to use the BRDF properly lol)
I used signed distance functions to make a sphere and a torus and the compine them using the smoothing union operator and got reflections to work
Here I tried using some raymarching techniques to render 3D version of the most know fractal "Mandelbrot", The first one is named mandelbox and the second one is mandelbulb