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3.0 1.0 0.0 2.98 MB

Unfinished project to rebuild GTA's graphics engine with advanced rendering techniques

License: MIT License

C++ 81.65% C 11.40% HLSL 4.16% Objective-C 0.34% Objective-C++ 1.69% Shell 0.01% GLSL 0.01% CMake 0.05% Kotlin 0.03% Makefile 0.45% HTML 0.04% Batchfile 0.15% GDB 0.01%
ambient-occlusion directx directx9 dx9 graphics-engine graphics-programming gta-san-andreas lighting-effects per-pixel rendering-engine

deferredsa's Introduction

DeferredSA

DeferredSA is an unfinished project with the aim of recreating the graphical engine of RenderWare and GTA San Andreas. Currently, it utilizes DirectX 9 with Shader Model 3 as part of its rendering process. However, there are future plans to port it to DirectX 10 and Vulkan in order to enhance its graphical capabilities..

Project Features

  • Advanced Shadows
  • PBR Materials (Physically Based Rendering)
  • Cubemap Reflections
  • Paraboloid Reflections
  • Spherical Reflection
  • Post Effects (Bloom, HDR, Tonemapping, FXAA)
  • Shadow Effects (Cascaded Shadow Maps, Point Light Shadows, Spotlight Shadows)
  • Normal Mapping
  • Per-Pixel Lighting
  • Realistic Water Reflection and Refraction
  • Car Reflections
  • Skinned Mesh
  • Volumetric Clouds
  • Volumetric Lights
  • New RenderWare Immediate3D with pixel shaders

Project Status

I had to discontinue this project due to the significant time investment, with more time spent on reverse engineering than on actual graphics development. My plan is to resume work on this project once the GTA reverse engineering project is completed.

Special thanks to PetkaGtA for RenderHook project.

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