- OpenGL API
- Vulkan API
- Windows OS
- Android OS
- Triangle
- WireframeMode
- Camera
- Blinn-Phong Lighting
- Geometry Shader
- Texture
- Materials and PBR
- Shadows
- Deferred Rendering
- Mesh Shader
- PCB Hybrid Pipeline
- GLAD 4.6 (OpenGL API)
- Vulkan 1.3 (Vulkan API)
- GLFW (Windows)
- glm (Math、Math、Math)
- ImGui (UI interaction)
- spdlog (Logging System)
- stb (Texture Loading)
- tinygltf (Model Loading)
- meshoptimizer (Mesh Grouping)
- Use CMake on Windows to build the project. Everything needed should already be included, so you can build and run the project directly.
- Note that you must build the CMake
buildfolder created in the root directory, because some paths in my CMake files are hardcoded tobuild. - Of course, the Graffiti engine core itself does not require the second step’s build folder setup — you can compile it directly to get
Graffiti.lib, which can be used by other programs.
-
Some algorithms use architectures not supported on Android; we will address that later.
-
Code line count: In the project root directory terminal on Windows, run the following command to see the code line count. Currently, it should be around 7,000 lines.
Get-ChildItem "Graffiti" -Recurse -File -Include *.cpp,*.h,*.hpp | Get-Content | Measure-Object -Line