A simple but modern graphic engine
Fury3d is a cross-platform rendering engine written in c++11 and modern opengl.
Works on windows && osx operating systems currentlly.
Please note, this is just a simple project for study purpose.
Features:
Plans:
Tested compilers:
Because fbxsdk only offers MSVC builds on windows (FBXSDK is optional, you can load scene using engine's custom scene format), so you must use MSVC to build the library.
Should work with any graphic card that supports opengl 3.3 +
Tested libraries:
You can setup custom rendering pipeline using json file, check it out.
A simple demo should look like this:
// This is the root of our scene
auto m_RootNode = SceneNode::Create("Root");
// You can load scene from fbx file.
FbxParser::Instance()->LoadScene("Resource/Scene/scene.fbx", m_RootNode, importOptions);
// Or from fury's scene format.
FileUtil::LoadCompressedFile(m_Scene, FileUtil::GetAbsPath("Resource/Scene/scene.bin"));
// You can iterate a certain type of imported resources.
Scene::Manager()->ForEach<AnimationClip>([&](const AnimationClip::Ptr &clip) -> bool
{
std::cout << "Clip: " << clip->GetName() << " Duration: " << clip->GetDuration() << std::endl;
return true;
});
// And you can simply find an resource by it's name or hashcode.
auto clip = Scene::Manager()->Get<AnimationClip>("James|Walk");
// Setup octree
auto m_OcTree = OcTree::Create(Vector4(-10000, -10000, -10000, 1), Vector4(10000, 10000, 10000, 1), 2);
m_OcTree->AddSceneNodeRecursively(m_RootNode);
// Load pipeline
auto m_Pipeline = PrelightPipeline::Create("pipeline");
FileUtil::LoadFile(m_Pipeline, FileUtil::GetAbsPath("Path To Pipeline.json"));
// Draw scene
m_Pipeline->Execute(m_OcTree);
If you use sublimetext, you can try my GLSLCompiler plugin to debug glsl code :D