project_vid.mp4
Head of Saint John the Baptist
This engine is not being devloped anymore.
Instead, I decided to develop an engine with Vulkan instead of OpenGL, track progress here!
- Runtime shader editing
- Offscreen rendering
- Depth buffer viewing
- Resizable rendering dimension, with configurable render to view port transform
- Basic camera with input handling and time synchronization
- Simple object operations (scaling, displacement)
- Multithreaded
.obj
file loading - GUI that exposes the entire engine state (ongoing)
- Shadow mapping
- Shader preprocessor for
#include
functionality - A lot more
This project uses cmake as its build system, so you should have it installed.
Additionally, you should have all the dependencies required for GLFW.
Also, your system should support OpenGL 4.5.
Provided that you have cmake installed, building this project is the following process :
First, clone the repository
git --recursive clone https://github.com/mansen420/some-OPGL-stuff
Then, generate the build files with cmake
cd path/to/repo
cmake -S . -B build
This will create a build
directory inside the repository root directory.
If you are on Linux or other systems, this will contain a Makefile
for the project. On Windows, this will be Visual Studio project files.
If you do not want to compile and build your project manually, use cmake to do it
cmake --build path/to/build
Typically you would build the project inside your build
directory.
This will compile and link with the GLFW library, and generate an executable called my_renderer
inside src
within the build directory.
This project is heavily a work in progress and so far is only maintained for Linux.
GCC compiles the project with no issue. The Visual Studio compiler is known to throw many errors.
We have not tested with MinGW, but you can try compiling with it if you are on Windows. \
In any case, this project is still in very early development, and we will consider extending support for more systems once the project reaches a mature state.