d081108ea535e380d98c54b6726eff660f0cdc81
Bug fixes: - Release static GL objects (UBOs, logo texture) before the context is destroyed via new Renderer::shutdown() - Fix max point/spot light warnings never firing - Show frame time in ms instead of seconds - Size the viewport framebuffer in physical pixels on HiDPI displays - Stop double-flipping OBJ UVs; add flip_uvs option to load_obj for models with a top-left UV origin (backpack) Build: - Track header dependencies (-MMD -MP) so header edits trigger rebuilds - Create build/ automatically Error handling: - Add gldebug module: KHR_debug output routed to the logger in debug builds, object labels, and error/status string helpers - Validate inputs and check GL errors when creating textures, meshes, framebuffers, uniform buffers and shaders; FrameBuffer::resize() and Renderer::init() now report failure Resources: - Add ResourceCache: shares textures and shaders by path and substitutes fallbacks (magenta checkerboard texture, unlit shader, cube mesh) for assets that fail to load; specular maps are optional - load_obj never fails, a broken model becomes a fallback cube - Renderer draws submeshes with broken materials using the fallback material instead of skipping them - Add Texture::create_from_pixels, Shader::create_from_source and Mesh::create_cube - Cache uniform locations in Shader, looked up with string_view so hits don't allocate; missing uniforms warn once Performance: - Add CpuTimer and GpuTimer (GL_TIME_ELAPSED, non-blocking readback) and a Performance section in the UI with averaged overlay numbers - Sample material textures once per fragment and apply material colors after accumulating lights - Pass camera position through CameraBlock instead of inverting the view matrix per fragment - Compute the normal matrix on the CPU instead of per vertex - Skip spot light work for fragments outside the outer cone
Fan Engine
A minimal 3D renderer written in C++ and OpenGL 3.3 Core.
NOTE: The engine is still in development. Expect breaking changes.
Building
The only tested platform at the moment is GNU/Linux (x86_64).
To build the project you'll need to have GLFW already installed system-wide, the rest of the dependencies are already included.
After that, building comes down to just running the included Makefile.
$ make # optionally pass -j$(nproc)
Features
This is the current state of the engine architecture:
flowchart TB
subgraph Infrastructure["Infrastructure"]
direction LR
subgraph Platform
direction TB
Window --> GLFW
Window --> glad
Window --> ImGui["Dear ImGui"]
end
subgraph Loading
direction TB
Loader --> tinyobjloader
Loader --> stb_image
end
end
subgraph Application
direction LR
Framebuffer
Renderer --> Camera
Renderer --> Scene
Renderer -->|Updates| UniformBuffer
Renderer -->|Owns| ResourceCache
end
subgraph World
direction LR
subgraph SceneGraph["Scene Graph"]
direction TB
Scene --> Entity
Entity --> Transform
Entity --> Mesh
Entity -.->|Optional override| Material
Mesh -->|Partitions| SubMesh
SubMesh -->|Owns| Material
end
subgraph Lighting
direction TB
Scene --> LightEnvironment
LightEnvironment --> DirectionalLight
LightEnvironment --> PointLight
LightEnvironment --> SpotLight
end
end
subgraph SceneData["Scene Data"]
direction LR
subgraph Geometry
direction TB
Mesh --> Vertices
Mesh --> Indices
end
subgraph Resources
direction TB
Material --> Shader
Material --> Texture
UniformBuffer -->|Global data| Shader
ResourceCache -.->|Caches, falls back| Texture
ResourceCache -.->|Caches, falls back| Shader
end
end
tinyobjloader -->|Generates| Entity
Texture -.->|Decodes via| stb_image
classDef application fill:#7c3aed,stroke:#4c1d95,color:#fff
classDef world fill:#2563eb,stroke:#1e3a8a,color:#fff
classDef data fill:#0f766e,stroke:#134e4a,color:#fff
classDef loading fill:#d97706,stroke:#92400e,color:#fff
classDef platform fill:#64748b,stroke:#334155,color:#fff
class Renderer,Scene,Camera,Framebuffer,ResourceCache application
class Entity,Transform,Mesh,SubMesh,Material,LightEnvironment world
class UniformBuffer,Shader,Texture,Vertices,Indices,DirectionalLight,PointLight,SpotLight data
class Loader,tinyobjloader,stb_image loading
class Window,GLFW,glad,ImGui platform
Languages
C++
90.2%
GLSL
5.1%
Python
2.8%
Makefile
1.9%