It's a simple graphical library, written in C++ with OpenGL(GLEW) and GLFW
Start as a fork from my other project named "OpenGL", it grow up when I needed for my class "Geometrical Algorithms", and then I decided created this library
Quad-Tree Implementation: https://drive.google.com/file/d/1NzEutmU_LQmYcFGxGamX-hPj5FWaE5nw/view?usp=sharing
- Performance affected from fix in memory leak
- Still consuming lots of unknown memory :(
Provides an abstraction for creating windows, GUI, and render uneder LGE namespace.
It's necessary create a class inheriting from LGE::Scene_t
, overloading OnUpdate()
, OnRender()
and OnImGui()
methods.
In main, creates a LGE::Application object
, register the Scenes you want with App.RegisterClass<Scene>(name)
.
And then run the Application App.run()
;
#include "Application.h"
class Example : public LGE::Scene_t
{
public:
Example()
{
}
~Example() {}
void OnUpdate(float fElapsedTime) override
{
DrawPoint(200, 200, 20, { 1.0, 1.0, 0.0, 1.0 });
}
void OnImGuiRender() override
{
ImGui::Text("Hello Imgui!");
}
};
int main(int argc, char** argv)
{
LGE::Application Demo;
Demo.RegisterScene<Example>("Example");
Demo.Run();
return 0;
}
- Finish Line and Polygon Modes
- 2D Camera
- 3D Camera
- Abstract
Shapes
andShader
intoApplication
:- In the Scene just call DrawSomething, who handle
Shader
and etc It's the ownApplication
- In the Scene just call DrawSomething, who handle
- LGE compile to static lib and it's linked in other projects
- Library
- OpenGL Abstraction:
- Vertex Array Objects
- Vertex Buffer
- Index Buffer
- Layouts
- Shaders
- Scenes Layout
- Geometry:
- Points
- Lines
- Polygons
- Application Architecture