An exploration and detailed implementation of various shader stages in DirectX 11 as part of a project for a graphics module I took up. The project requirements was to create a scene and shaders from scratch and provide a technical report detailing and justifying the elements in the scene, and how the shaders were coded along with sufficient evidence to support our decisions. Following this project I have developed an interest in graphics programming.
The scene consists of an island with a hilly terrain, surrounded by a body of water and spherical models that represent the light sources. In the scene there is also a rotating model of an antiprism to demonstrate shadows on the terrain. There are three light sources; one directional light, a red point light and a spot light. The directional light casts shadows, which can be seen on the terrain, the waves and cast by the models. Unfortunately, the model loader could not draw or texture the antiprism model correctly, but the shadows are still cast. The island is built using displacement map data and can be manipulated to alter it’s height. The water waves around the island are manipulated using trigonometry functions to simulate dynamic movement over time to mimic realistic waves in real time. The post processing mimics an acid/oil spill effect that samples a noise map and passes a wave through it as colours are cycled, and then a direction blur on the x and y axes. The GUI has sections for each element of the scene with their respective controls.
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