Camineu Boutique
Another schoolwork project to improve and learn C++ programming and OpenGL pipeline. While the details and visuals of this particular project are not among the best I have made, many shapes that needed to be used were to be procedurally generated. This means that there are realistically only handful of actual models made for this scene, the rest are made from simple shapes. All of the programming required, that includes lights, model loading and handling, procedural shapes, texture and shadow effects, camera, controls etc. was done by me (with a small premade template). Full documentation about this project was also written by me where more of the techniques and details are outlined.
Preliminary sketch of the scene
This is to be a futuristic store on the ship from the other projects. Since this is the clothes store, it needs to be fashionable as well as making sure that any potential articles are the main attraction, hence no complicated textures and shapes should be used.


3D mockup of the scene in Blender
To fully imagine how the scene would look, what shapes to use, how they need to be arranged, as well as having all the positional data for all of the shapes, I created a mock-up in Blender. The reflective floor is manually made here while in the project it is generated.
Complex shapes are formed from primitive ones.
Since most of the scene needed to be procedurally generated, complex shapes were built from simple ones


Tri vs quad based models
Since the model loader I programmed only accepted models out of tris instead of quads, models needed to be converted into that format. This shows the difference in wireframe of a quad vs tri model.
A comparison of the lit vs unlit scene
Most of the vertices were subject to lighting, except few that are not, those were either set as emissive/ambient colour or have lighting calculations completely disabled, meaning they appear at base brightness.
Wireframe of the entire scene
Used to debug the scene to see whether the shapes have been generated properly. This was crucial as lighting was done on per-vertex basis instead of per-pixel basis


- Personal touch / details






Logos for the clothes brands
Since the spaceship has many aliens of different types, different styles for both visuals and symbols were used. In the future, once I implement this into Unreal Engine, I plan on expanding this set by at least 5 more.
The reflective floor
This is an actual object programmed in such a way that rebuilding the reflected world is done automatically. There is no need to manually flip the entire map. For detailed description on this, look through the documentation.

Final scene rendered using only OpenGL.
The program is run from an executable and shows the scene as well as allows for controls. Further details in the documentation.


