Skip to content
OpenGL & C++ learning adventures. probably deeper dive than intended.
C++ GLSL Lua Other
Branch: master
Clone or download
Fetching latest commit…
Cannot retrieve the latest commit at this time.
Type Name Latest commit message Commit time
Failed to load latest commit information.

GFX Adventures

this repo is a collection of how i'm learning graphics, straight into the deep end. i'm a bit of an aspiring technical artist at this point and Unity's ShaderLab has given me almost too much niceties I'm rebuilding here.. probably too much.

i'll probably stick to c++ the whole time. sorta tested cross platform but not really, 100% windows and mac, though.

this project is organized into chapters/branches, with master being the current chapter, synced to it's own branch.
this wasn't always the case though, so broken branches might exist.

building & running


  • premake5
  • (linux/mac) - clang 7+ or gcc 8+, make
  • (linux/mac) - glfw3, glew libs
  • (mac) - macOS SDK Headers (if they are missing, read)
  • (windows) - visual studio 2017


Visual Studio 2017


premake5 vs2017

Click Run/Debug, Done.

VS2017 Developer Console

# which is equivalent to
premake5 vs2017

*for VSCode, you can add this to workspace config to launch Dev Console in the integrated terminal

    "": "C:\\Windows\\System32\\cmd.exe",
    "": [
        "/k", "C:\\Program Files (x86)\\Microsoft Visual Studio\\2017\\Community\\Common7\\Tools\\VsDevCmd.bat"

Full VSCode tooling is provided as well, please tweak to your liking.

Mac & Linux


# -- which is equivalent to --
premake5 gmake2
make -j

# -- alternative build configs --
env config=debug ./        # (the default) a very verbose debugging mode w/ symbols.
env config=debugshaders ./ # to debug shader preprocessor/loader internals as well
env config=release ./      # for no debugging at all. possibly faster.


Full VSCode tooling is provided as well, please tweak to your liking.


  • render 2d stuff!
  • render 3d stuff!
  • engine framework-ish
  • ???
  • physics
  • windows support/tooling
  • premake5, because i was too lazy to install it
  • fix weird malloc free break on exit.

stuff for way later

  • OpenVR
  • direct3d
  • vulkan

some cool things

  • #include directive in GLSL
  • #pragma vertex/fragment/etc from ShaderLab

See shaders/triangle_combined.glsl for a full rundown.


01 A Beginning

branch -- no windows support.

so this was just to get stuff on the screen. i started this on mac, opengl. even with a few quirks, namely that it won't render unless the window is bumped, it worked rather well. i wanted to try getting it running on windows, but c++17 STL and windows still don't really get along, and things didn't compile well for me. eventually rewrote it to no avail, and reverted. but thennn, i swapped to linux on a VM, and things worked out. my previous assumption that VS for C++ is fucking dumb is where my mind stands. even trying mingw, gcc, and clang on windows gave me trash. nothing to do.

editing a shader and pressing page up will reload them. press escape to exit.

02 Frameworks

branch -- no windows support.

so this is where i learned all about smart pointers, classes, and some other really dumb things about C++ that i was poisoned away from in C#/Go. eventually everything made sense, though, thanks to some friends. one of the same friends also introduced me to premake, which is the thing i've enjoyed most about this whole experience.

i worked quite a bit on the shader system, i think it's the most perfect system i could have devised for myself. even got into preprocessing a little, i might dig deeper into that in the future, I all too much enjoy Unity's ShaderLab/HLSL stuff.

i almost have full feature parity with 01, but i decided to take a detour to windows for 03, as all that's left is some weirdo shader things.

this one also lost me a lot of sleep, accidentally got too far down the pointer rabbit hole.

03 In a Window, Darkly.


02's detour into making this system work on.. windows.. and some other detour-y things.

even though this seems like a simple task, it was kind of was. this was a complete mess of tooling issues, both my on my system and in my code. windows support wasn't difficult, as I already sorta realized what I needed to do for it... but i come back to my mac and find everything scuffed again. and regex, out of all things, had a massive bug. but the bug? it wasn't a bug at all. it was a linker problem. any atom (think .), in any form mind you (incl. \x00 and etc), would segfault on search. i spent maybe 2 hours going through things to realize this. turns out, if i compiled with mac's gcc alias (but it was actually clang but apple edition,) it would actually work. so that means my user mode clang's ld.lld was linking in a wild direction and either SIGSEGV or SIGBUS-ing any time that code ran. i removed my own alias and it started working. jfc.

04 Actual Graphics


time for actually like.. doing opengl things. i guess.

made a rudimentary material system. need to improve it.

You can’t perform that action at this time.