Diligent Engine is a light-weight cross-platform abstraction layer between the application and the platform-specific graphics API. Its main goal is to take advantages of the next-generation APIs such as Direct3D12 and Vulkan, but at the same time provide support for older platforms via Direct3D11, OpenGL and OpenGLES. Diligent Engine exposes common front-end for all supported platforms and provides interoperability with underlying native API. It also supports integration with Unity and is designed to be used as a graphics subsystem in a standalone game engine, Unity native plugin or any other 3D application. It is distributed under Apache 2.0 license and is free to use. The engine contains shader source code converter that allows shaders authored in HLSL to be translated to GLSL.
Platform | APIs |
---|---|
Win32 (Windows desktop) | Direct3D11, Direct3D12, OpenGL4.2+ |
Universal Windows Platform | Direct3D11, Direct3D12 |
Android | OpenGLES3.0+ |
Linux | OpenGL4.2+ |
Platform | Status |
---|---|
Win32/Universal Windows | |
Linux |
Last Stable Release - v2.1.b
This is the master repository that contains three submodules. To get the repository and all submodules, use the following command:
git clone --recursive https://github.com/DiligentGraphics/DiligentEngine.git
Alternatively, you can get master repository fisrt, and then individually clone all submodules into the engine's root folder.
To checkout the last stable release, run the following commands:
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git checkout tags/v2.1.b
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git submodule update --init --recursive
Master repository includes the following submodules:
- Core submodule provides basic engine functionality. It implements the engine API using Direct3D11, Direct3D12, and OpenGL/GLES. It also implements HLSL to GLSL source code converter. The module is self-contained and can be built by its own.
- Tools submodule contains texture loading library and Render Script, a Lua-based run-time graphics resource managing system. Tools module depends on Core module.
- Samples submodule contains several simple graphics applications intended to demonstrate the usage of the Diligent Engine API. The module depends on Core and Tools modules.
Diligent Engine uses CMake as a cross-platform build tool. To start using cmake, download the latest release (3.10 or later is required for Windows build).
To generate build files for Windows desktop platform, use either CMake GUI or command line tool. For example, to generate Visual Studio 2017 64-bit solution and project files in cmk_build/Win64 folder, navigate to the engine's root folder and run the following command:
cmake -H. -B./cmk_build/Win64 -G "Visual Studio 15 2017 Win64"
WARNING! In current implementation, full path to cmake build folder must not contain white spaces. (If anybody knows a way to add quotes to CMake's custom commands, please let me know!)
Open DiligentEngine.sln file in cmk_build folder, select the desired configuration and build the engine. By default, Asteroids demo will be set up as startup project.
To generate build files for Universal Windows platform, you need to define the following two cmake variables:
- CMAKE_SYSTEM_NAME=WindowsStore
- CMAKE_SYSTEM_VERSION=< Windows SDK Version >
For example, to generate Visual Studio 2017 64-bit solution and project files in cmk_build/UWP64 folder, run the following command from the engine's root folder:
cmake -D CMAKE_SYSTEM_NAME=WindowsStore -D CMAKE_SYSTEM_VERSION=10.0.15063.0 -H. -B./cmk_build/UWP64 -G "Visual Studio 15 2017 Win64"
Your Linux environment needs to be set up for c++ development. To configure my fresh Ubuntu 17.10, I installed the following packages:
- gcc, make and other essential c/c++ tools:
- sudo apt-get update
- sudo apt-get upgrade
- sudo apt-get install build-essential
- cmake
- sudo apt-get install cmake
- Other required packages:
- sudo apt-get install libx11-dev
- sudo apt-get install mesa-common-dev
- sudo apt-get install mesa-utils
- sudo apt-get install libgl-dev
To generate make files for debug configuration, run the following CMake command from the engine's root folder:
cmake -H. -B./cmk_build/Linux64 -G "Unix Makefiles" -DCMAKE_BUILD_TYPE="Debug"
To build the engine, run the following command:
cmake --build ./cmk_build/Linux64
Please make sure that your machine is set up for Android development. Download Android Studio, Android NDK and other required tools. To verify that your environment is properly set up, try building teapots sample.
Open DiligentSamples/Android or UnityPlugin/Android folders with Android Studio to build and run the engine samples and Unity emulator on Android.
This tutorial shows how to render a simple triangle using Diligent Engine API.
This tutorial demonstrates how to render an actual 3D object, a cube. It shows how to load shaders from files, create and use vertex, index and uniform buffers.
This tutorial demonstrates how to apply a texture to a 3D object. It shows how to load a texture from file, create shader resource binding object and how to sample a texture in the shader.
This tutorial demonstrates how to use instancing to render multiple copies of one object using unique transformation matrix for every copy.
This tutorial demonstrates how to combine instancing with texture arrays to use unique texture for every instance.
This tutorial shows how to generate command lists in parallel from multiple threads.
This tutorial shows how to use geometry shader to render smooth wireframe.
This tutorial shows how to use hardware tessellation to implement simple adaptive terrain rendering algorithm.
This sample demonstrates how to use AntTweakBar library to create simple user interface. It can also be thought of as Diligent Engine’s “Hello World” example.
The sample demonstrates how Diligent Engine can be used to implement various rendering tasks: loading textures from files, using complex shaders, rendering to textures, using compute shaders and unordered access views, etc.
This sample is designed to be a performance benchmark and is based on this demo developed by Intel. It renders 50,000 unique textured asteroids. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures. The sample uses original D3D11 and D3D12 native implementations, and adds implementation using Diligent Engine API to allow comparing performance of different rendering modes.
This project demonstrates integration of Diligent Engine with Unity
- Removed legacy Visual Studio solution and project files
- Added API reference
- Added tutorials 1-8
- Refactored build system to use CMake and Gradle for Android
- Added support for Linux platform
- Interoperability with native API ** Accessing internal objects and handles ** Createing diligent engine buffers/textures from native resources ** Attaching to existing D3D11/D3D12 device or GL context ** Resource state and command queue synchronization for D3D12
- Integraion with Unity
- Geometry shader support
- Tessellation support
- Performance optimizations
- Support for structured buffers
- HLSL->GLSL conversion is now a two-stage process: ** Creating conversion stream ** Creating GLSL source from the stream
- Geometry shader support
- Tessellation control and tessellation evaluation shader support
- Support for non-void shader functions
- Allowing structs as input parameters for shader functions
Alpha release of Diligent Engine 2.0. The engine has been updated to take advantages of Direct3D12:
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Pipeline State Object encompasses all coarse-grain state objects like Depth-Stencil State, Blend State, Rasterizer State, shader states etc.
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New shader resource binding model implemented to leverage Direct3D12
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OpenGL and Direct3D11 backends
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Alpha release is only available on Windows platform
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Direct3D11 backend is very thoroughly optimized and has very low overhead compared to native D3D11 implementation
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Direct3D12 implementation is preliminary and not yet optimized
Initial release
Licensed under the Apache License, Version 2.0
Copyright 2015-2018 Egor Yusov