ShaderTool is a proposed learning environment for writing, testing, and debugging GLSL shaders.
ShaderTool Alpha has the following features planned:
- Loading and linking of a vertex/fragment shader pair.
- Displaying one model with a render pass.
- Default models, and support for loading more
- Ability to load textures, and support for using a framebuffer
- OpenGL Introspection and automagical uniform binding
- Error console for OpenGL compiler errors
ShaderTool (alpha) is designed mostly as a learning tool, and is not currently planned to support multi-pass rendering. However multi-pass rendering remains a high priority feature!
0.1
Working with OpenGL always includes working with dependencies. ShaderTool uses the following third party extensions.
- SOIL - Simple image loading library for handling loading textures.
- GLEW - The OpenGL Extentsion Wrangler, used for loading OpenGL's core profiles. Shadertool does not use any extensions.
- GLFW - Used for windowing, input and output.
- GLM - Simple header-only math library used to handle vectors and matricies.
- Catch - Header-only testing library, used for unit testing several parts of the engine.
After cloning the repository, run ./build.sh
(This is super untested)
Log an issue, or email me at kpidding@calpoly.edu with comments, concerns, questions, or more!