A C++ rendering library and an almost-game-engine, built with OpenGL. Supports PBR shading and uses the ECS model.
In the examples directory there are a couple of examples of how the library is used in C++. Note that the resource files such as textures and 3D models are not in the github repo currently.
The project is built with cmake 3.2 (all dependencies are included as submodules). I use make as a build system, but any other should also work.
The library does not use resources other than those in github, but the examples require models and textures that are uploaded in this google drive
First, pull all submodules with git submodule init && git submodule update. Then, the simplest way to build the library is to run:
./configure.bat # for Windows or ./configure.sh for Unix-like systems
cmake --build ./build --target=<target>
Target can be YoghurtGL or the name of any example in the examples directory.
Any CMake configuration should work. Here is a list of things that work/don't work
- on Windows MinGW-gcc cannot compile assimp and thus cannot build the project
- on Windows MinGW-clang works
- on Linux clang works
- any Release build configuration does not work
Some renders to demonstrate the library's capabilities
Credit to ricocilliers on sketchfab for the model
Image Produced in about 25s minutes (388 samples/pixel)
Instanced bezier-curve grass renderer like in Ghost of Tsushuma