• Stars
    star
    205
  • Rank 191,264 (Top 4 %)
  • Language
    C
  • License
    MIT License
  • Created over 6 years ago
  • Updated over 1 year ago

Reviews

There are no reviews yet. Be the first to send feedback to the community and the maintainers!

Repository Details

A simple C++ framework for implementing graphics technique samples using OpenGL and Vulkan.

dwSampleFramework

License: MIT

What is it?

A simple C++ framework for implementing graphics technique samples using OpenGL or Vulkan.

Features

  • Cross-platform
  • Wrapper classes for common OpenGL and Vulkan objects
  • Mesh loading
  • Texture loading
  • Keyboard and mouse input
  • Debug drawing
  • Demo player
  • ImGui integration
  • Camera class
  • CPU-GPU profiler
  • Logger
  • Optional helper classes
    • Vulkan Ray Tracing
    • Hosek-Wilkie sky model
    • Cubemap prefiltering
    • Cubemap SH projection
    • BRDF LUT generation

What it looks like

Creating a project using dwSampleFramework is as easy as inheriting from the dw::Application class and overriding the methods you need.

#include <application.h>

class Tutorial : public dw::Application
{
protected:
	bool init(int argc, const char* argv[]) override
	{
		return true;
	}

	void update(double delta) override
	{

	}

	void shutdown() override
	{

	}
};

DW_DECLARE_MAIN(Tutorial)

Sample

The sample application will give you a basic understanding of how to create a simple graphics application using the framework. It simply renders a rotating Teapot.

Sample

Building Sample

Use CMake version 3.8 or higher to generate a project for any IDE of your choice. The resulting project will contain all dependencies, framework library and sample application. The teapot model and texture can be found inside data/sample_assets.zip. Simply extract it into the directory containing the executable.

How to use in a project

This will only cover using dwSampleFramework in a project that uses CMake since it is more practical and will make handling dependencies easier.

  1. Add dwSampleFramework as a submodule or simply clone it into your external dependencies directory. Make sure all submodules of the framework are also cloned.
  2. Add the dwSampleFramework directory to the root CMakeLists.txt file via the following command.
add_subdirectory(path/to/dwSampleFramework)
  1. Add a link command to your executable that will use the framework.
target_link_libraries(TARGET_NAME dwSampleFramework)
  1. Add dwSampleFramework include directory to your projects' includes (either using include_directories or target_include_directories).

Note: If you wish to use dwSampleFramework as a precompiled library, make sure you copy the generated Assimp config.h file to your Assimp include directory.

Dependencies

License

Copyright (c) 2019 Dihara Wijetunga

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and 
associated documentation files (the "Software"), to deal in the Software without restriction, 
including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, 
subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial
portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT 
LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE 
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

More Repositories

1

hybrid-rendering

A Vulkan sample that demonstrates a Rasterization and Ray Tracing Hybrid Rendering Pipeline.
C++
807
star
2

helios

Real-time unidirectional GPU path tracer using the cross-vendor Vulkan ray-tracing extensions.
C++
284
star
3

volumetric-clouds

GLSL
127
star
4

volumetric-fog

An OpenGL sample that demonstrates Volumetric Fog using a frustum-aligned voxel grid and compute shaders.
GLSL
107
star
5

bruneton-sky-model

An OpenGL implementation of Eric Bruneton's Precomputed Atmospheric Scattering paper.
GLSL
82
star
6

sky-models

A collection of various Sky Model implementations in OpenGL suitable for real-time rendering.
C++
76
star
7

lightmap-baking

An OpenGL sample demonstrating path traced lightmap baking on the CPU with Embree.
C++
58
star
8

gpu-particle-system

An OpenGL GPU accelerated particle system using Compute shaders and Indirect rendering.
C++
49
star
9

sdf-baking

An OpenGL sample that demonstrates baking SDFs and using them to add Soft Shadows and Ambient Occlusion to a rasterized scene.
C++
48
star
10

animation-system

An experiment on creating an animation system similar to Unreal Engine 4 from scratch.
C++
46
star
11

dw-thread-pool

A simple, header-only, dependency-free, C++ 11 based ThreadPool library.
C++
33
star
12

rasterator

Real-time software rasterizer written in C++ with windowing and model loading support.
C++
31
star
13

deferred-decals

A sample implementation of Screen Space Deferred Decals using OpenGL.
C++
28
star
14

fft-ocean-waves

An OpenGL demo implementing the FFT ocean wave simulation from Jerry Tessendorf's famous paper.
C++
26
star
15

physx-ragdoll

A sample demonstrating ragdoll physics using Nvidia PhysX.
C++
24
star
16

cascaded-shadow-maps

Cascaded Shadow Mapping sample written with the dwSampleFramework.
C++
20
star
17

asset-core

A command line tool that converts game assets into a simple binary format for fast loading.
C++
19
star
18

texture-space-decals

A method for baking persistent decals to textures using UV-space rasterization.
C++
19
star
19

gpu-path-tracer

A real-time OpenGL Compute shader based Progressive Path Tracer.
GLSL
18
star
20

area-light-shadows

A simple OpenGL sample of Percentage Closer Soft Shadows with directional and spot lights.
GLSL
15
star
21

reflective-shadow-maps

An OpenGL sample implementation of Reflective Shadow Maps.
C++
14
star
22

runtime-ibl

Runtime environment map prefiltering and spherical harmonics computation with OpenGL.
GLSL
14
star
23

meltdown

A Ludum Dare 49 Game.
C#
2
star
24

emo-lib

Bi-model Convolutional Neural Network based Emotion Classification library with GPU acceleration support.
CMake
2
star
25

ld53

C++
1
star