My C++ OpenGL Graphics project, Frog Engine, showcases two imported meshes using Assimp, each with a textured material enhanced by tangent space normal mapping, a diffuse map, and a specular map. The lighting model is Blinn-Phong, allowing for softer, more natural highlights, particularly on curved surfaces. The scene includes a directional light and a point light attached to the camera. For navigation, I opted for WASD controls to move through the scene, with Z and X for moving the camera up and down. I recognise that Z and X might not feel the most intuitive, but they allowed me to keep the controls straightforward. I've integrated ImGui with docking, including a "Light Settings" window to adjust the direction and colour of the directional light. There's also an ImGui window on the left, with tabs for each render object, allowing real-time adjustments to their position and scale.
Looking forward, I’m interested in expanding this project to support animations, shadows, and possibly PBR, which I know is industry-standard for realism. I haven’t had the time yet, but I’m excited to continue building on this!