crankycode/3D_Real_Time_Rendering_1
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3D Real Time Rendering Compile by typing 'make', to run type ./main Note: If you get an error "shader.c:5:21: error: GL/glew.h: No such file or directory" Please make sure you have installed "libglew-dev" and "libglew" When the program start-up, the Tesselation is set at 2048 Finish: o - Toggle between immediate mode/VBO/GPU Generated shape: grid, sphere, torus shape, press 'o' to toggle from immediate to VBO; but to switch to GPU generated shape you need switch 'ON' shader('s') and press ('g') than press and press 'o'. T/t - Double/Halve Tesselation: 4x4 as base to maximum of 4096 x 4096 tesselation l - Lighting Toggle: when shader ('s') is 'ON', lighting toggle does not affect. f - Smooth/Flat shading H/h - Increase/decrease shininess v - Local Viewer: . When shader ('s') is 'OFF' local viewer is using openGL to generate local viewer effects but when shader ('s') is 'ON' it is using the shader to generate n - Draw Normals: Will only display the normals when drawing using immediate/VBO generated shape x/X - Toggle OSD short (frame rate only) and long (all settings) z/Z - Toggle frame rate and state settings output to stdout as text s - Shader Toggle: . This key is disable when you are in bump map and displacement mapping p - Per (vertex, pixel) lighting: . This key is disable when you are in bump/displacement mapping mode . For bump mapping we decided to use per-vertex blinn phong lighting . For displacement mapping we decided to use per-vertex phong lighting m - Blinn-Phong or Phong specular lighting model . This key is disable when you are in bump/displacement mapping mode . For bump mapping we decided to use per-vertex blinn phong lighting . For displacement mapping we decided to use per-vertex phong lighting g - Shader based shape generation toggle(GPU): . You can only toggle to drawing using GPU when you are in shader mode ('s') . It will always start from grid when it is turn-on. b - Bump Mapping Toggle: . When rendering bump mapping, the 'p','m','n','s' keys had been disable. . The only keys that are enabled are the 'o','a','f','v','t','r','x','z','d' . The default setting it uses are "Per-Vertex Blinn Phong" lighting , and it will switch to "GPU Generated Grid" shape, to toggle between shapes press 'o'. . Switch off bump mapping to re-able those keys. r/R - Double/Halve number of bumps, with base of 16x16 to maximum of 128x128 d - Displacement Mapping Toggle: . When rendering displacement mapping, the 'p','m','n','s' key has been disable. . The only keys that are enabled are the 'o','a','f','v','t','r','x','z','b' . The default setting it uses are "Per-Vertex Phong" lighting , and it will switch to "GPU Generated Grid" shape, to toggle between shapes press 'o'. . Switch off displacement mapping to re-able those keys. a - Animation Toggle for bump/displacement mapping.
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This project shows different techniques to render 3D graphics in real time. e.g using displacement map and bump maps
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