Adria-DX12
Graphics engine written in C++ using DirectX12/DXR. For successful build you will need textures that you can find here.
Features
- Entity-Component System
- Deferred + Forward Rendering
- Tiled Deferred Rendering
- Clustered Deferred Rendering
- Physically Based Shading
- Image Based Lighting
- Normal Mapping
- Ray Traced Shadows (DXR)
- Shadows
- PCF Shadows for Directional, Spot and Point lights
- Cascade Shadow Maps for Directional Lights
- Volumetric Lighting
- Directional Lights with Shadow Maps
- Directional Lights with Cascade Shadow Maps
- Point and Spot Lights
- HDR and Tone Mapping
- Bloom
- Depth Of Field
- Bokeh
- Ambient Occlusion: SSAO, HBAO, RTAO (DXR)
- Reflections: SSR, RTR (DXR)
- SSCS
- Deferred Decals
- FXAA
- TAA
- God Rays
- Lens Flare
- Motion Blur
- Fog
- Volumetric Clouds
- Hosek-Wilkie Sky
- Ocean FFT
- Adaptive Tesselation
- Foam
- Particles
- ImGui Editor
- Profiler
- Model Loading with tinygltf
- Shader Hot Reload
- Camera and Light Frustum Culling
- Multithreaded Command List Building
- Bindless Texturing
- DirectX12 Render Passes
TODO
- Improve DXR features
- Add DXR Global Illumination
- Render Graph
Dependencies
Screenshots
Since this is DirectX 12 port of this engine, you can see some of the screenshots there. All of DXR screenshots will go here:
Cascaded Shadow Maps | Hard Ray Traced Shadows |
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