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lge's Introduction

Lukeda Graphical Engine (LGE)

image

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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

Bugs && Ideias

  • Performance affected from fix in memory leak
  • Still consuming lots of unknown memory :(

Implementation

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;
}

TODO:

  • Finish Line and Polygon Modes
  • 2D Camera
  • 3D Camera
  • Abstract Shapes and Shader into Application:
    • In the Scene just call DrawSomething, who handle Shader and etc It's the own Application
  • LGE compile to static lib and it's linked in other projects

DONE:

  • Library
  • OpenGL Abstraction:
    • Vertex Array Objects
    • Vertex Buffer
    • Index Buffer
    • Layouts
    • Shaders
  • Scenes Layout
  • Geometry:
    • Points
    • Lines
    • Polygons
  • Application Architecture

lge's People

Contributors

lucaszm7 avatar

Stargazers

João Carlos Becker avatar  avatar

Watchers

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lge's Issues

Memory Leak

Tem algum leak de memória, minha melhor estimativa é que é o dobro do que deveria + um uso excessivo.
Ex: tinha que ocupar 22Mb na CPU + na GPU (22Mb), total deveriam ser 44Mb, mas o total está em 88Mb+

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