Deferred Shader (DX11)

Deferred Shader demo project, a simple DirectX11 application implementing deferred shading with different light types.

Deferred Shader with visualization of GBuffer.

GitHub: https://github.com/HeikkiLi/DeferredShader

DirectX11, C++, DearImGUI, TinyObj


Features:
– deferred shading
– GBuffer, different lights: directional, spot, point lights
– Percentage-closer filtering (pcf) shadows for point and spot light
– cascaded shadow map directional light
– Hemispheric ambient color (will later replace with SSAO or in next project)
– win32 window management and message handler
– Mesh, ObjLoader, Material, GeometryGenerator (basic meshes grid, box etc)
– simple camera implementation
– GUI settings with Dear ImGui.

3rd Party libraries:
Dear ImGui
https://github.com/ocornut/imgui

tiny obj loader
https://github.com/syoyo/tinyobjloader

DirectXTex
https://github.com/Microsoft/DirectXTex
DirectXTex ScreenCrab
DirectXTex WICTextureLoader

DirectXTK
In some parts using the SimpleMath helpers to wrap DirectXMath SIMD vector/matrix math API
https://github.com/microsoft/DirectXTK