D3D12Renderer
Custom renderer and physics engine written from scratch in C++/Direct3D 12.
파일 탐색기
최종 버전 다운로드 (.zip)- path_trace.png
- profiler.png
- raster.png
- raster2.png
- raster3.png
- dxcompiler.dll
- dxil.dll
- WinPixEventRuntime.dll
- concurrentqueue.h
- LICENSE.txt
- D3D12MemAlloc.cpp
- D3D12MemAlloc.h
- LICENSE.txt
- d3dx12.h
- IconsFontAwesome5.h
- licence.txt
- list.h
- half.c
- half.h
- int_insn.h
- WinPixEventRuntime.lib
- COPYING.txt
- nanoflann.hpp
- nanosvg.h
- nanosvgrast.h
- license.txt
- pix3.h
- pix3_win.h
- PIXEvents.h
- PIXEventsCommon.h
- ThirdPartyNotices.txt
- directxtex
- entt
- imgui
- yaml-cpp
- convert_model_to_c++.py
- learn_locomotion.py
- loco_env.py
- util.py
- vec_monitor.py
- LICENSE.txt
- premake5.exe
- fa-regular-400.ttf
- fa-solid-900.ttf
- licence.txt
- LICENSE.txt
- OpenSans-Bold.ttf
- OpenSans-BoldItalic.ttf
- OpenSans-ExtraBold.ttf
- OpenSans-ExtraBoldItalic.ttf
- OpenSans-Italic.ttf
- OpenSans-Light.ttf
- OpenSans-LightItalic.ttf
- OpenSans-Regular.ttf
- OpenSans-SemiBold.ttf
- OpenSans-SemiBoldItalic.ttf
- icons_ui.svg
- project_icon.png
- blue_noise.dds
- bitonic_inner_sort.hlsli
- bitonic_outer_sort.hlsli
- bitonic_pre_sort.hlsli
- bitonic_start_sort_cs.hlsl
- bitonic_inner_sort_float_cs.hlsl
- bitonic_inner_sort_uint_cs.hlsl
- bitonic_outer_sort_float_cs.hlsl
- bitonic_outer_sort_uint_cs.hlsl
- bitonic_pre_sort_float_cs.hlsl
- bitonic_pre_sort_uint_cs.hlsl
- brdf.hlsli
- camera.hlsli
- color.hlsli
- cs.hlsli
- indirect.hlsli
- light_probe.hlsli
- light_source.hlsli
- lighting.hlsli
- material.hlsli
- math.hlsli
- normal.hlsli
- particles.hlsli
- procedural_sky.hlsli
- random.hlsli
- raytracing.hlsli
- transform.hlsli
- default_pbr_ps.hlsl
- default_pbr_transparent_ps.hlsl
- default_vs.hlsl
- depth_only_alpha_cutout_ps.hlsl
- depth_only_alpha_cutout_vs.hlsl
- depth_only_ps.hlsl
- depth_only_vs.hlsl
- shadow_point_light_ps.hlsl
- shadow_point_light_vs.hlsl
- shadow_vs.hlsl
- grass_create_draw_calls_cs.hlsl
- grass_depth_only_vs.hlsl
- grass_generation_cs.hlsl
- grass_no_depth_prepass_ps.hlsl
- grass_no_depth_prepass_vs.hlsl
- grass_ps.hlsl
- grass_vertex.hlsli
- grass_vs.hlsl
- light_culling_cs.hlsl
- world_space_tiled_frusta_cs.hlsl
- light_probe_grid_visualization_ps.hlsl
- light_probe_grid_visualization_vs.hlsl
- light_probe_ray_visualization_ps.hlsl
- light_probe_ray_visualization_vs.hlsl
- light_probe_test_sample_ps.hlsl
- light_probe_test_sample_vs.hlsl
- light_probe_trace_rts.hlsl
- light_probe_update_depth_cs.hlsl
- light_probe_update_irradiance_cs.hlsl
- koch_as.hlsl
- koch_common.hlsli
- koch_ms.hlsl
- marching_cubes_as.hlsli
- marching_cubes_common.hlsli
- marching_cubes_ms.hlsli
- meta_ball_as.hlsl
- meta_ball_common.hlsli
- meta_ball_ms.hlsl
- glass_ps.hlsl
- mesh_shader_ps.hlsl
- meshlet_ms.hlsl
- outline_ps.hlsl
- outline_vs.hlsl
- boid_particle_system.hlsli
- debris_particle_system.hlsli
- fire_particle_system.hlsli
- smoke_particle_system.hlsli
- particle_emit.hlsli
- particle_ps.hlsli
- particle_sim.hlsli
- particle_start_cs.hlsl
- particle_vs.hlsli
- blit_cs.hlsl
- bloom_combine_cs.hlsl
- bloom_threshold_cs.hlsl
- depth_sobel_cs.hlsl
- dilation_cs.hlsl
- erosion_cs.hlsl
- gaussian_blur_13x13_float4_cs.hlsl
- gaussian_blur_13x13_float_cs.hlsl
- gaussian_blur_5x5_float4_cs.hlsl
- gaussian_blur_5x5_float_cs.hlsl
- gaussian_blur_9x9_float4_cs.hlsl
- gaussian_blur_9x9_float_cs.hlsl
- gaussian_blur_common.hlsli
- hbao_cs.hlsl
- hierarchical_linear_depth_cs.hlsl
- morphology_common.hlsli
- present_cs.hlsl
- shadow_blur_common.hlsli
- shadow_blur_x_cs.hlsl
- shadow_blur_y_cs.hlsl
- specular_ambient_cs.hlsl
- sss_cs.hlsl
- taa_cs.hlsl
- tonemap_cs.hlsl
- proc_placement_create_draw_calls_cs.hlsl
- proc_placement_create_transforms_cs.hlsl
- proc_placement_generate_points_cs.hlsl
- proc_placement_points_ps.hlsl
- proc_placement_points_vs.hlsl
- proc_placement_prefix_sum_cs.hlsl
- path_tracing_rts.hlsl
- rt_reflections_rts.hlsl
- ssr_median_blur_cs.hlsl
- ssr_raycast_cs.hlsl
- ssr_resolve_cs.hlsl
- ssr_temporal_cs.hlsl
- bitonic_sort_rs.hlsli
- default_pbr_rs.hlsli
- depth_only_rs.hlsli
- grass_rs.hlsli
- light_culling_rs.hlsli
- light_probe_rs.hlsli
- outline_rs.hlsli
- particles_rs.hlsli
- post_processing_rs.hlsli
- proc_placement_rs.hlsli
- rt_reflections_rs.hlsli
- skinning_rs.hlsli
- sky_rs.hlsli
- ssr_rs.hlsli
- terrain_rs.hlsli
- tree_rs.hlsli
- visualization_rs.hlsli
- water_rs.hlsli
- cloth_skinning_cs.hlsl
- skinning_cs.hlsl
- sky_procedural_ps.hlsl
- sky_texture_ps.hlsl
- sky_vs.hlsl
- terrain_depth_only_vs.hlsl
- terrain_generation_cs.hlsl
- terrain_height.hlsli
- terrain_outline_vs.hlsl
- terrain_ps.hlsl
- terrain_shadow_vs.hlsl
- terrain_vs.hlsl
- equirectangular_to_cubemap_cs.hlsl
- generate_mips_cs.hlsl
- integrate_brdf_cs.hlsl
- procedural_sky_to_irradiance_cs.hlsl
- textured_sky_to_irradiance_cs.hlsl
- textured_sky_to_irradiance_sh_cs.hlsl
- textured_sky_to_prefiltered_radiance_cs.hlsl
- tree_ps.hlsl
- tree_vs.hlsl
- flat_simple_ps.hlsl
- flat_simple_vs.hlsl
- flat_unlit_position_color_vs.hlsl
- flat_unlit_position_vs.hlsl
- flat_unlit_ps.hlsl
- sun_shadow_cascades_cs.hlsl
- water_ps.hlsl
- water_vs.hlsl
- atmosphere_cs.hlsl
- blit_ps.hlsl
- fullscreen_triangle_vs.hlsl
- shadow_map_copy_ps.hlsl
- animation.cpp
- animation.h
- skinning.cpp
- skinning.h
- asset.cpp
- asset.h
- bin.cpp
- deflate.cpp
- deflate.h
- fbx.cpp
- file_registry.cpp
- file_registry.h
- image.cpp
- image.h
- io.h
- mesh_postprocessing.cpp
- mesh_postprocessing.h
- model_asset.cpp
- model_asset.h
- obj.cpp
- ply.cpp
- audio.cpp
- audio.h
- channel.cpp
- channel.h
- reverb.h
- sound.cpp
- sound.h
- sound_management.cpp
- sound_management.h
- synth.h
- block_allocator.cpp
- block_allocator.h
- camera.cpp
- camera.h
- camera_controller.cpp
- camera_controller.h
- color.h
- coroutine.h
- cpu_profiling.cpp
- cpu_profiling.h
- file_system.cpp
- file_system.h
- hash.h
- imgui.cpp
- imgui.h
- input.h
- job_system.cpp
- job_system.h
- log.cpp
- log.h
- math.cpp
- math.h
- math_simd.h
- memory.cpp
- memory.h
- nearest_neighbor.cpp
- nearest_neighbor.h
- perlin.cpp
- perlin.h
- preprocessor_for_each.h
- profiling_internal.cpp
- profiling_internal.h
- random.h
- reflect.h
- simd.h
- soa.h
- string.h
- system.cpp
- system.h
- threading.h
- yaml.h
- dx.h
- dx_barrier_batcher.cpp
- dx_barrier_batcher.h
- dx_buffer.cpp
- dx_buffer.h
- dx_command_list.cpp
- dx_command_list.h
- dx_command_queue.cpp
- dx_command_queue.h
- dx_context.cpp
- dx_context.h
- dx_descriptor.cpp
- dx_descriptor.h
- dx_descriptor_allocation.cpp
- dx_descriptor_allocation.h
- dx_dynamic_descriptor_heap.cpp
- dx_dynamic_descriptor_heap.h
- dx_pipeline.cpp
- dx_pipeline.h
- dx_profiling.cpp
- dx_profiling.h
- dx_query.cpp
- dx_query.h
- dx_render_target.h
- dx_texture.cpp
- dx_texture.h
- dx_upload_buffer.cpp
- dx_upload_buffer.h
- asset_editor_panel.cpp
- asset_editor_panel.h
- editor.cpp
- editor.h
- editor_icons.h
- file_browser.cpp
- file_browser.h
- file_dialog.cpp
- file_dialog.h
- transformation_gizmo.cpp
- transformation_gizmo.h
- undo_stack.cpp
- undo_stack.h
- mesh.cpp
- mesh.h
- mesh_builder.cpp
- mesh_builder.h
- learned_locomotion.cpp
- learned_locomotion.h
- boid_particle_system.cpp
- boid_particle_system.h
- debris_particle_system.cpp
- debris_particle_system.h
- fire_particle_system.cpp
- fire_particle_system.h
- particle_systems.cpp
- particle_systems.h
- particles.cpp
- particles.h
- smoke_particle_system.cpp
- smoke_particle_system.h
- bounding_volumes.cpp
- bounding_volumes.h
- bounding_volumes_simd.h
- cloth.cpp
- cloth.h
- collision_broad.cpp
- collision_broad.h
- collision_epa.cpp
- collision_epa.h
- collision_gjk.cpp
- collision_gjk.h
- collision_narrow.cpp
- collision_narrow.h
- collision_sat.h
- constraints.cpp
- constraints.h
- heightmap_collision.cpp
- heightmap_collision.h
- island.cpp
- island.h
- physics.cpp
- physics.h
- ragdoll.cpp
- ragdoll.h
- rigid_body.cpp
- rigid_body.h
- vehicle.cpp
- vehicle.h
- bitonic_sort.cpp
- bitonic_sort.h
- debug_visualization.cpp
- debug_visualization.h
- depth_prepass.cpp
- depth_prepass.h
- light_probe.cpp
- light_probe.h
- light_source.cpp
- light_source.h
- main_renderer.cpp
- main_renderer.h
- material.h
- mesh_shader.cpp
- mesh_shader.h
- outline.cpp
- outline.h
- path_tracing.cpp
- path_tracing.h
- pbr.cpp
- pbr.h
- pbr_environment.cpp
- pbr_environment.h
- pbr_material.cpp
- pbr_material.h
- pbr_raytracer.cpp
- pbr_raytracer.h
- raytraced_reflections.cpp
- raytraced_reflections.h
- raytracer.cpp
- raytracer.h
- raytracing.cpp
- raytracing.h
- raytracing_binding_table.h
- raytracing_tlas.cpp
- raytracing_tlas.h
- render_algorithms.cpp
- render_algorithms.h
- render_command.h
- render_command_buffer.h
- render_pass.h
- render_resources.cpp
- render_resources.h
- render_utils.cpp
- render_utils.h
- shadow_map.cpp
- shadow_map.h
- shadow_map_cache.cpp
- shadow_map_cache.h
- texture_preprocessing.cpp
- texture_preprocessing.h
- components.h
- scene.cpp
- scene.h
- scene_rendering.cpp
- scene_rendering.h
- serialization_binary.cpp
- serialization_binary.h
- serialization_yaml.cpp
- serialization_yaml.h
- grass.cpp
- grass.h
- heightmap_collider.cpp
- heightmap_collider.h
- proc_placement.cpp
- proc_placement.h
- terrain.cpp
- terrain.h
- tree.cpp
- tree.h
- water.cpp
- water.h
- dx_window.cpp
- dx_window.h
- software_window.cpp
- software_window.h
- window.cpp
- window.h
- application.cpp
- application.h
- main.cpp
- pch.cpp
- pch.h
- .gitignore
- .gitmodules
- generate2019.bat
- generate2022.bat
- imgui.ini
- LICENSE
- premake5.lua
- README.md
// repository documentation
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