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steaklive committed Jan 4, 2024
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27 changes: 20 additions & 7 deletions README.md
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Expand Up @@ -79,6 +79,26 @@ You can read more in [Graphics Overview](https://github.com/steaklive/EveryRay-R

Gamepad is currently not supported/tested with ImGui.

# Screenshots

![picture](screenshots/EveryRay_v1_0_WarehouseScene.png)
![picture](screenshots/EveryRay_v1_0_ValleyScene.png)
![picture](screenshots/EveryRayMaterials.png)
![picture](screenshots/EveryRaySponza.png)
![picture](screenshots/EveryRayCollisionDetection.png)
![picture](screenshots/EveryRayWater.png)

# Scenes

Over the years many scenes have been created for "EveryRay". However, to make things simpler, only a few are included in the public version of this repository:
| Name | Description | Screenshot |
| ----------- | ----- | ----------- |
| testScene_simple | Default startup scene with a few basic objects | <img src="screenshots/EveryRay_testScene_simple.png" width="350"/>
| testScene | Advanced scene with various materials, post-effects volumes, foliage, lights, and light probes | <img src="screenshots/EveryRay_v1_0_TestScene.png" width="350"/>
| terrainScene | Foliage and several types of GPU indirect objects scattered on top of terrain | <img src="screenshots/EveryRay_v1_0_TerrainScene.png" width="350"/>

Learn more about levels in [Engine Overview](https://github.com/steaklive/EveryRay-Rendering-Engine/blob/master/doc/Engine_Overview.md)

# Roadmap
Big features that require a branch/merge request and a considerable amount of time.

Expand All @@ -101,13 +121,6 @@ _Graphics_
* [ ] Hardware accelerated ray-tracing (i.e., DXR shadows, reflections, AO)
* [ ] High-poly geometry with mesh shaders

# Screenshots

![picture](screenshots/EveryRay_v1_0_WarehouseScene.png)
![picture](screenshots/EveryRay_v1_0_ValleyScene.png)
![picture](screenshots/EveryRayMaterials.png)
![picture](screenshots/EveryRaySponza.png)

# External Dependencies
- DirectXTK (https://github.com/Microsoft/DirectXTK)
- ImGui (https://github.com/ocornut/imgui)
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22 changes: 21 additions & 1 deletion doc/Engine_Overview.md
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Expand Up @@ -110,7 +110,27 @@ You can also load other scenes via ImGui's drop down menu or reload the current

# EveryRay - Engine Overview - Editor

TODO
A lot of graphics systems can be toggled right when you start the engine, however, "EveryRay" also has a simple in-built scene _editor mode_ done via ImGui and ImGuizmo.

<p align="center">
<img src="../screenshots/EveryRay_testScene_simple.png" width="500"/>
</p>

At the moment of writing this documentation, it doesn't do much except for showing or changing some properties of the following systems (refer to [Graphics Overview](https://github.com/steaklive/EveryRay-Rendering-Engine/blob/master/doc/Graphics_Overview.md) for more info on them):
- Rendering Objects (**transforms** _(also per instance)_, custom material settings, activation/deactivation, showing AABB gizmos and stats)
- Foliage zones (**transforms**, showing AABB gizmo and stats)
- Post effects volumes (**transforms**, custom effects settings, activation/deactivation, showing AABB gizmos)
- Directional & non-directional lights (**transforms**, custom properties, etc.)
- Wind (rotation, custom properties)
- Sky (color data)
- Camera (speed, FOV, near/far planes, frustum culling toggles)

There are some additional handy functionalities in the _editor mode_, such as:
- resetting camera position/direction
- moving camera to a selected entity (foliage zone, rendering object or its selected instance, post effect volume, etc.)
- automatically placing/dropping an entity (rendering object or a foliage zone) on terrain if it exists in the scene
- **highlighted values** from above can even be saved back to ```.json``` of the scene after modifications with ImGuizmo or ImGui _(by pressing the "Save" buttons in the editor)_. More data available for saving is planned in the future releases of the engine; ideally, it would be nice to have every single non-debug toggle "saveable" via UI.


# EveryRay - Engine Overview - RHI

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