Key Features • How To Use • Download • Related • License • Literature
Table of Contents
This project provides me a solid modern OpenGL renderer starting point
for implementing modern established rendering techniques and getting quickly
started in own research topics.
Frequently tested under
- [latest windows and ubuntu version]
- [GCC/CLANG/MSVC]
Feature | Implement Status |
---|---|
Directional Lights | ✔️ |
Point Lights | ✔️ |
Spot Lights | ✔️ |
Directional Shadow Mapping | ✔️ |
Omni-Directional Shadow Mapping | ✔️ |
Cascaded Shadow Mapping | ✔️ |
Cloud system | ✔️ |
3D-worley noise generation | ✔️ |
.obj Model loading | ✔️ |
PBR support (UE4,disney,phong, etc.) | ✔️ |
Support for #include directives in shaders. |
✔️ |
Sky box | ✔️ |
Supporting compute shader | ✔️ |
On the fly 3D worley/perlin noise creation | ✔️ |
With the provided CMake file you are able to built the project on Linux (Ubuntu is tested) and Windows. I do not provide support for MacOS. Be aware of the dependencies:
You might only clone the repo and get to go immediately :)
Dependencies to libraries are stated above.
C++20 or higher required.
C17 or higher required.
CMake 3.20 or higher required.
NOTE: This project relies on the newest OpenGL version and their features.
-
Clone the repo
$ git clone --recurse-submodules git@github.com:Kataglyphis/GraphicEngine.git
Important for init the submodules.
NOTE: With powershell in Windows git has currently a problem with cloning recursively. You might consider using the git bash.
-
Then build your solution with [CMAKE] (https://cmake.org/)
Here the recommended way over command line after cloning the repo:
(for clarity: Assumption you are in the dir you have cloned the repo into)
$ mkdir build ; cd build
# enlisting all available presets
$ cmake --list-presets=all ../
$ cmake --preset <configurePreset-name> ../
$ cmake --build --preset <buildPreset-name> .
# necessary for making Resources available to test framework
$ cmake -E copy_directory ../Resources/ Test/Resources/
Alternatively you can use the build scripts I use for my standard configuration:
- [
buildEngine.sh
] - [
buildEngine.bat
]
$ {WORKING_DIR}/GraphicsEngine/buildEngine[.sh/.bat]
Watch the refman generated by doxygen.
Contributions are what make the open source community such an amazing place to be learn, inspire, and create. Any contributions you make are greatly appreciated.
- Fork the Project
- Create your Feature Branch (
git checkout -b feature/AmazingFeature
) - Commit your Changes (
git commit -m 'Add some AmazingFeature'
) - Push to the Branch (
git push origin feature/AmazingFeature
) - Open a Pull Request
Distributed under the GPL-3.0 License. See LICENSE
for more information.
Jonas Heinle - @Cataglyphis_ - renderdude@jotrockenmitlocken.de
Project Link: https://github.com/Kataglyphis/GraphicsEngine
I want to thank my partner Kansei who worked with me on a project. This project arised from this university project.
Thanks for free 3D Models:
Some very helpful literature, tutorials, etc.
CMake/C++
OpenGL
Clouds
- pbr-book
- Inigo Quilez
- Shadertoy Horizon Zero Dawn
- Sebastian Lague
- Horizon Zero Dawn
- Clouds and noise
- Shadertoy Clouds using 3D Perlin noise
Noise
Physically Based Shading