/ModularGraphicsFramework

Graphics Framework (engine) with modular architecture

Primary LanguageC++BSD 2-Clause "Simplified" LicenseBSD-2-Clause

Modular Graphics Framework

At first it was experimental port of my engine to another architecture, and now I make it as may primary engine.

Features:

  • Event driven architecture.
  • Many graphics APIs without recompilation.
  • Low level abstraction of API: Image, Buffer, CommandBuffer, Pipeline and other.
  • Run many graphics API at one time for debugging - to see different behavior (WIP).
  • High level abstraction: Scene, RenderTechnique and other (WIP).
  • Shader compiler - one shader for all platforms.
  • Procedural generation (WIP).
  • Virtual Reality (Emulator, Oculus - WIP).

Supported APIs:

  • Vulkan 1.0 - 1.1 (primary)
  • OpenGL 4.4 - 4.6
  • DirectX 11 (WIP)
  • OpenCL 1.1 - 2.0
  • Software renderer
  • OpenGL ES 3.0 - 3.2 (WIP)

Supported OS:

  • Windows
  • Linux (WIP)
  • Android (WIP)

Supported compilers:

  • VS 2017 (tested on 15.6.7)
  • MinGW (tested on 7.2.0)

Optional dependencies:

  • glslang, SDL2, GLM and other