Castor3D is a 3D engine written in C++ 20. It works on Windows and GNU/Linux and using Vulkan as rendering API. The project itself is compilable on supported platforms using CMake and vcpkg (\ref build).
- Clustered lighting to compute all light sources.
 - Using a visibility buffer for opaque objects.
 - Blended Weighted rendering for transparent objects.
 - Normal mapping (using Mikktspace or explicit bitangents specification).
 - Shadow Mapping (allowing to choose between Raw, PCF or Variance Shadow Maps).
 - Parallax Occlusion mapping.
 - Screen Space Ambient Occlusion (using Scalable Ambiant Obscurance).
 - Reflection/Refraction Mapping.
 - PBR rendering (Metallic and Specular workflows), and Phong/Blinn-Phong rendering.
 - HDR rendering with various tone mapping operators and various colour grading operators.
 - Screen Space Subsurface Scattering (without backlit transmittance yet).
 - Volumetric Light Scattering for the directional light source, if it projects shadows.
 - Cascaded Shadow Maps for the directional light source.
 - Global Illumination, through Light Propagation Volumes (layered or non layered, with or without geometry injection), or through Voxel Cone Tracing.
 - Frustum culling.
 - Scene graph.
 - Render graph.
 - Modular architecture through plug-ins.
 - Shaders are generated automatically from pipeline configuration.
 - Shaders are writable directly from C++ code.
 - Scenes are described using a text format easily comprehensible and extensible.
 - Synchronous (user defined) or asynchronous (thread) rendering.
 - Using Mesh and Task shaders, if available.
 - GUI primitives.
 
- ASSIMP: Multiple format mesh importer.
 - glTF: glTF 2.0 importer, more precise than assimp's provided one, using fastgltf library.
 
- Bloom: HDR Bloom implementation.
 - PbrBloom: PBR Bloom implementation.
 - DrawEdges: Detects and renders edges, based on normal, depth, and or object ID.
 - FilmGrain: To display some grain on the render.
 - GrayScale: Converts render in gray scale.
 - LightStreaks (using Kawase Light Streaks).
 - FXAA Antialiasing.
 - SMAA Antialiasing (1X and T2X so far).
 - Linear Motion Blur.
 - DepthOfField: Implementation of this depth of field
 
- DiamondSquareTerrain: to generate terrains inside Castor3D scenes, using diamond-quare algorithm.
 
- ToonMaterial: A toon material (to be combined with DrawEdges plugin).
 - WaterMaterial: Water material, using normal maps.
 - FFTOceanRendering: Ocean rendering using FFT generated surfaces.
 - WavesRendering: Basic ocean rendering, specifying waves attributes.
 - AtmosphereScattering : Sky and atmosphere rendering (using Scalable and Production Ready Sky and Atmosphere Rendering Technique).
 
- 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.
 - ACES: ACES tone mapping.
 
- CastorViewer: A scene viewer based on Castor3D.
 - CastorMeshConverter: A converter from various mesh files to Castor3D mesh format.
 - CastorMeshUpgrader: Upgrades from earlier versions of Castor3D mesh format to the latest one.
 - HeightMapToNormalMap: Converts height maps to normal maps.
 - ImgConverter: Allows you to convert any image file type to XPM or ICO.
 
You can reach me on the Discord server dedicated to my projects: DragonJoker's Lair








