Add some missing wiki content back to the README
The GitHub links also now point to sourcehut.
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README.md
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README.md
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@ -10,22 +10,64 @@ of several years of my own graphics programming work :-)
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Here is a selection of screenshots that provides a good sense of the graphical capabilities of Prism:
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Here is a selection of screenshots that provides a good sense of the graphical capabilities of Prism:
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The sibenik, sponza and buddha models shown are from the [McGuire Computer Graphics Archive](https://casual-effects.com/data/), any other models shown are created by me.
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The sibenik, sponza and buddha models shown are from the [McGuire Computer Graphics Archive](https://casual-effects.com/data/), any other models shown are created by me.
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## Features
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## Features
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You can view a more comprehensive list of features [here](https://github.com/redstrate/prism/wiki/List-of-Features).
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* Custom cross platform high-level graphics API
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* Backends available:
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* Vulkan
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* Metal
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* DX12
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* Rendering is consistent regardless of platform or API used!
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* Where older or underperforming GPUs are supported (for example, an Apple TV 4K, or a Thinkpad X230), the engine supports disabling expensive features like IBL or point light shadows and has other scalability options.
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* Shaders are written in GLSL, and compiled to the required shader language offline and/or at runtime using SPIRV-Cross and glslang.
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* Other advanced rendering techniques
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* Real-time physically based rendering including using scene probes for image-based lighting.
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* Skinned mesh support with animation.
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* PCSS or PCF for softer shadows, supported on every type of light.
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* Automatic eye adaption with exposure using compute kernels.
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* Custom window management API
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* main() and other platform-specific tidbits are abstracted, for easy support of non-desktop platforms like mobile devices.
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* HiDPI support included and enabled by default!
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* If available on the platform, multiple windows are supported as well! This is leveraged by Dear ImGui for multiple viewport support.
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* Support for querying whether or not the platform is in light/dark mode (where supported). Currently, this only switches between the light/dark imgui themes.
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* Dear ImGui used for debug/editor UIs
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* Uses the experimental docking/viewport branch!
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* Automatic DPI scaling on fonts for crisp rendering when the window is in a HiDPI environment.
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* Custom ImGui backend is built on top the GFX api and other platform agnostic systems.
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* Plenty of custom widgets available for easily creating debug tools, see [imgui_stdlib.h](https://git.sr.ht/~redstrate/prism/tree/master/item/extern/imgui/include/imgui_stdlib.h) and [imgui_utility.hpp](https://git.sr.ht/~redstrate/prism/tree/master/item/engine/core/include/imgui_utility.hpp)!
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* Entity-Component system for modular object building
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* No runtime polymorphism is involved and it leverages the native C++ type system, [components are kept as simple structs](https://git.sr.ht/~redstrate/prism/tree/master/item/engine/core/include/components.hpp).
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* Asset management
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* Custom model file format for super fast model loading and small file sizes.
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* Includes a custom Blender addon for easy exporting!
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* Assets are referenced from disk, and only loaded once - and are unloaded once they are no longer referenced.
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* Thumbnails are created automatically by the editor and stored on disk until further use.
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* Custom math library
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* Quaternions, matrices, vectors, rays, and more are available!
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* Infinite perspective matrices are available and used by default.
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* Custom editors supporting scene, cutscene, material authoring
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* Multidocument workflow similar to UE4.
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* Undo/redo system.
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* Transform handles for easy object manipulation.
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## Building
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## Building
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There are instructions for Windows, Linux, and macOS targets in the [wiki](https://github.com/redstrate/prism/wiki).
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Prism will build out of the box in CMake, but on some platforms (like Windows) you will have to point to some of the
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dependencies yourself.
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There is an example app provided in `example/`. If you want to build the tooling or the example, use the CMake options `BUILD_EXAMPLE` and `BUILD_TOOLS` respectively.
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There is an example app provided in `example/`. If you want to build the tooling or the example, use the CMake options `BUILD_EXAMPLE` and `BUILD_TOOLS` respectively.
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### Combating slow compile times/linking times
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Unfortunately Prism is built upon tons of statically linked libraries, and GCC's linker is notoriously slow for this task. If possible,
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use Clang and your build times will dramatically increase.
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## Usage
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## Usage
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The ideal way to use it is by letting prism take over your main() and implementing an app_main() instead,
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The ideal way to use it is by letting prism take over your main() and implementing an app_main() instead,
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(and using `add_platform_executable` in CMake) but I'm working on letting developers use the engine as a regular library too.
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(and using `add_platform_executable` in CMake) but I'm working on letting developers use the engine as a regular library too.
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