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Spirit Render Engine

A vulkan rendering engine. It should be cross platform, and there are utilties to convert file paths to the local system style. Currently there is no platform header for windows, which may cause problems on windows systems.

Not finished yet, cannot actually do anything.

Cloning

You must clone the repository using git clone [link] --recurse-submodules, and have the vulkan sdk installed

Build Instructions

Must have the VulkanSDK and glfw installed. Probably only works on MacOS and Linux, and I have only tested it on Arch(Manjaro) Linux.

  1. run make cmake to run cmake and compile the shaders
  2. run make to compile the executable
  3. run make run to run program, or make debug to run the program with gdb.

Syntax

This is the syntax I am using

  1. funcName() - functions
  2. func_name() - function macro
  3. TypeName - typedef struct
  4. t_TypeName - normal struct
  5. EnumName - typedef enum
  6. e_EnumName - normal enum
  7. CONST_NAME - constant or definition
  8. Brackets do the thing where you put them under
void funcName(void)
{
// stuffs
}