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OpenGL Terrain Demo

Modern OpenGL terrain rendering for learning purposes. Code: https://github.com/MadEqua/opengl-terrain-demo - Developed with C++, OpenGL and GLSL 4.5. - The terrain is defined through a height map and a normal map. - Terrain has adaptative hardware tessellation (trying to generate triangles with the same screen-space area). Based on nVidia's Paper DirectX 11 Terrain Tesselation. - Multitexturing based on two criteria: altitude and slope. - GPU frustum culling is applied to the terrain on a patch level, on the tesselation control shader. - Single pass wireframe is implemented using nVidia's technique described on Solid Wireframe. - A basic shadow mapping algorithm is used to cast shadows on the terrain. Some percentage closer filtering (PCF) is applied to soften the aliased edges. - Fog is generated on the fragment shader as a function of distance to camera and altitude. - Base framework abstracting and simplifying the use of OpenGL objects: buffers, textures, VAOs, FBOs and shaders. Abstracts mesh and texture loading. Also helps with the management of scene objects and their respective meshes and materials.

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2 подписчика
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16 просмотров
2 года назад
12+
16 просмотров
2 года назад

Modern OpenGL terrain rendering for learning purposes. Code: https://github.com/MadEqua/opengl-terrain-demo - Developed with C++, OpenGL and GLSL 4.5. - The terrain is defined through a height map and a normal map. - Terrain has adaptative hardware tessellation (trying to generate triangles with the same screen-space area). Based on nVidia's Paper DirectX 11 Terrain Tesselation. - Multitexturing based on two criteria: altitude and slope. - GPU frustum culling is applied to the terrain on a patch level, on the tesselation control shader. - Single pass wireframe is implemented using nVidia's technique described on Solid Wireframe. - A basic shadow mapping algorithm is used to cast shadows on the terrain. Some percentage closer filtering (PCF) is applied to soften the aliased edges. - Fog is generated on the fragment shader as a function of distance to camera and altitude. - Base framework abstracting and simplifying the use of OpenGL objects: buffers, textures, VAOs, FBOs and shaders. Abstracts mesh and texture loading. Also helps with the management of scene objects and their respective meshes and materials.

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