67 lines
4.1 KiB
Markdown
67 lines
4.1 KiB
Markdown
# Prism
|
|
A cross-platform engine providing real-time physically based rendering. This is the culmination
|
|
of several years of my own graphics programming work :-)
|
|
|
|
Here is a selection of screenshots that provides a good sense of the graphical capabilities of Prism:
|
|
|
|

|
|

|
|
|
|

|
|

|
|
|
|
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.
|
|
|
|
## Features
|
|
* Custom cross-platform high-level graphics API
|
|
* Backends available:
|
|
* Vulkan
|
|
* Metal
|
|
* DX12
|
|
* Rendering is consistent regardless of platform or API used!
|
|
* Where older 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.
|
|
* Shaders are written in GLSL, and compiled to the required shader language offline and/or at runtime using SPIRV-Cross and glslang.
|
|
* Other advanced rendering techniques
|
|
* Real-time physically based rendering including using scene probes for image-based lighting.
|
|
* Skinned mesh support with animation.
|
|
* PCSS or PCF for softer shadows, supported on every type of light.
|
|
* Automatic eye adaption with exposure using compute kernels.
|
|
* Custom window management API
|
|
* main() and other platform-specific tidbits are abstracted, for easy support of non-desktop platforms like mobile devices.
|
|
* HiDPI support included and enabled by default!
|
|
* If available on the platform, multiple windows are supported as well! This is leveraged by Dear ImGui for multiple viewport support.
|
|
* Support for querying whether the platform is in light/dark mode (where supported). Currently, this only switches between the light/dark imgui themes.
|
|
* Dear ImGui used for debug/editor UIs
|
|
* Uses the experimental docking/viewport branch!
|
|
* Automatic DPI scaling on fonts for crisp rendering when the window is in a HiDPI environment.
|
|
* Custom ImGui backend is built on top the GFX api and other platform-agnostic systems.
|
|
* Plenty of custom widgets available for easily creating debug tools, see [imgui_stdlib.h](item/extern/imgui/include/imgui_stdlib.h) and [imgui_utility.hpp](item/engine/core/include/imgui_utility.hpp)!
|
|
* Entity-Component system for modular object building
|
|
* No runtime polymorphism is involved, and it leverages the native C++ type system, [components are kept as simple structs](item/engine/core/include/components.hpp).
|
|
* Asset management
|
|
* Custom model file format for super-fast model loading and small file sizes.
|
|
* Includes a custom Blender addon for easy exporting!
|
|
* Assets are referenced from disk, and only loaded once - and are unloaded once they are no longer referenced.
|
|
* Thumbnails are created automatically by the editor and stored on disk until further use.
|
|
* Custom math library
|
|
* Quaternions, matrices, vectors, rays, and more are available!
|
|
* Infinite perspective matrices are available and used by default.
|
|
* Custom editors supporting scene, cutscene, material authoring
|
|
* Multi-document workflow similar to UE4.
|
|
* Undo/redo system.
|
|
* Transform handles for easy object manipulation.
|
|
|
|
## Building
|
|
|
|
Prism will build out of the box in CMake, but on some platforms (like Windows) you will have to point to some
|
|
dependencies yourself.
|
|
|
|
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.
|
|
|
|
### Combating slow compile times/linking times
|
|
Unfortunately Prism is built upon tons of statically linked libraries, and GCC's linker is notoriously slow for this task. If possible,
|
|
use Clang and your build times should improve dramatically.
|
|
|
|
## Usage
|
|
The ideal way to use it is by letting prism take over your main() and implementing an app_main() instead,
|
|
(and using `add_platform_executable` in CMake) but I'm working on letting developers use the engine as a regular library too.
|