Rendu
A lightweight rendering engine for experimentations
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Classes | Functions
Physically-based rendering

Real-time rendering using GGX BRDF, image-based lighting, AO, tonemapped HDR, antialiasing.

Two renderers can be used: a forward renderer where objects are directly shaded and the resulting colors stored, and deferred, where all scene information (such as albedo, normals, material ID, roughness,...) is rendered to a G-Buffer before being used to render each light and ambient probe contribution using simple geometric proxies.

See also
DeferredRenderer, ForwardRenderer, Material

Classes

class  DebugRenderer
 Provide debuggging visualization for most scene elements. More...
 
class  DeferredLight
 Apply a light onto the lighting buffer using a geometric proxy (cone, sphere, screenquad). By processing all lights, the final lighting is accumulated in the buffer. More...
 
class  DeferredProbe
 Apply a probe onto the lighting buffer by rendering a box. The probe contribution weight is accumulated in the alpha channel. More...
 
class  DeferredRenderer
 Performs deferred rendering of a scene. More...
 
class  ForwardLight
 Store lights data for forward rendering in a GPU buffer. More...
 
class  ForwardProbe
 Store environment probes data for forward rendering in a GPU buffer. More...
 
class  ForwardRenderer
 A renderer that shade each object as it is drawn in the scene directly. More...
 
class  PBRDemo
 PBR rendering demonstration and interactions. More...
 
class  PostProcessStack
 Apply post process effects to a HDR rendering of a scene. More...
 

Functions

int main (int argc, char **argv)
 

Function Documentation

◆ main()

int main ( int  argc,
char **  argv 
)

The main function of the physically-based rendering demo. Handles the setup and main loop.

Parameters
argcthe number of input arguments.
argva pointer to the raw input arguments.
Returns
a general error code.