Castor3D
Multi-OS 3D engine.
Project maintained by DragonJoker
Hosted on GitHub Pages — Theme by mattgraham
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Castor3D v0.10.0
Castor3D is a 3D engine written in C++.
It works on Windows and also on GNU/Linux.
It is still a work in progress, feel free to contribute!
Features
- Deferred rendering.
- Normal mapping.
- Parallax Occlusion mapping.
- Screen Space Ambient Occlusion (using Scalable Ambiant Obscurance implementation).
- Shadow Mapping (allowing to choose between Raw, PCF or Variance Shadow Maps).
- Reflection/Refraction Mapping.
- PBR rendering (Metallic and Specular workflows), and Legacy rendering.
- HDR rendering with various tone mapping operators.
- Screen Space Subsurface Scattering (without backlit transmittance yet).
- Volumetric Light Scattering for directional light source projecting shadows.
- Scene graph.
- Modular architecture through plug-ins.
- Shaders are generated automatically from material and pass configuration.
- Shaders are writable directly from C++ code.
Implemented Plug-ins
Renderers
Importers
- ASSIMP: Multiple format mesh importer.
- PLY: Stanford Polygon library mesh importer.
- OBJ: Wavefront OBJ mesh importer.
Dividers
- Loop subdivision surfaces.
- Phong tessellation.
- PN-Triangles surfaces.
PostEffects
- Bloom: HDR Bloom implementation.
- FilmGrain: To display some grain on the render.
- GrayScale.
- LightStreaks (using Kawase Light Streaks).
- FXAA Antialiasing.
- SMAA Antialiasing (1X and T2X so far).
Generators
- DiamondSquareTerrain: to generate terrains inside Castor3D scenes, using diamond-quare algorithm.
Generic
- CastorGUI: to build GUIs inside Castor3D scenes.
ToneMappings
- LinearToneMapping: Default tone mapping.
- HaarmPieterDuikerToneMapping: Haarm Pieter Duiker tone mapping.
- HejlBurgessDawsonToneMapping: Hejl Burgess Dawson tone mapping.
- ReinhardToneMapping: Reinhard tone mapping.
- Uncharted2ToneMapping: Uncharted 2 tone mapping.
Links
Screenshots