Through sheer work and pushing myself everyday, I have managed to add several features to the renderer such as:
- Multiple light types: Spot and Area lights
- Gizmo tools to translate, rotate and scale
- Post-processing shaders such as: Depth of field, Chromatic Aberration, Bloom, Color Grading, White Balance, Vignette effects.
- Gizmo tools to manipulate light meshes
- Improved Editor's user experience
Overall, the renderer feels more complete. While setting up your scene, you can manipulate the position, orientation and scale of each model through the use Gizmo tools. If curious, you can get a quick look at the different PBR textures attached to your model, and if desired, you can update them as well.
If desired, you can add any of the four types of lights into your scene: Directional, Point, Spot and Area light. And you can modify their direction by simply dragging the gizmo tool.
Once your scene is ready, you can add several Post-processing effects as mentioned above. Each effect's properties can be manipulated through the editor and you get visual feedback of the effect.
I feel very proud of the stage of the renderer. I fixed several bugs in the renderer and while fixing each bug; I learned a lot more than I expected. However, working on the renderer daily was hard. Between my full-time job and my beautiful family, I was able to spare an hour or so on the renderer. Every day, I had to force myself to wake up before my kids did, so I can focus on getting some work done, even when my energy level was close to zero. Somehow, I managed to get the renderer to its current state, and it is something I feel proud of.
There are several issues with the Renderer and that is OK, because everyday I wake up with the idea that I will make the engine a bit better than it was the day before, and I'm convinced that this mindset will take the engine to the next level.