______ __ __
/\__ _\ __ /\ \__ __ /'__`\
\/_/\ \/ __ ___ /\_\\ \ ,_\/\_\ ___ ___ /\ \/\ \
\ \ \ /'_ `\ /' _ `\\/\ \\ \ \/\/\ \ / __`\ /' _ `\ \ \ \ \ \
\_\ \__ /\ \L\ \ /\ \/\ \\ \ \\ \ \_\ \ \ /\ \L\ \/\ \/\ \ \ \ \_\ \
/\_____\\ \____ \\ \_\ \_\\ \_\\ \__\\ \_\\ \____/\ \_\ \_\ \ \____/
\/_____/ \/___L\ \\/_/\/_/ \/_/ \/__/ \/_/ \/___/ \/_/\/_/ \/___/
/\____/
\_/__/
Graphics Engine
Igntion0 engine features:
Directional Light Point Light Camera Cube Sphere Plane Line .Obj Model Lit/Unlit Color Lit/Unlit Texture Input Management Engine Linked Shader Framework Object Manipulation Object Scripting Mass Render [instanced rendering] Render Qualtiy Controller State Based Update & Rendering No GPU resource duplication Balanced memory,cpu optimization
Sample code to create simple rendeirng app using Igntion0 Engine:
int main() {
Ignition0::launch("Ignition0", 1600, 900);
m<Camera> cam = make<Camera>();
cam->setPosition(0,0,-30);
cam->setProjection(52, 0.1f, 400.0f);
m<Sphere> sphr = make<Sphere>();
m<Cube> cube = make<Cube>();
sphr->setMaterial(make<UnlitColor>(0.0, 0.7, 1.0));
cube->setMaterial(make<UnlitColor>(1, 0.4, 0.1));
sphr->setPosition(-3,0,0);
cube->setPosition(4,2,0);
m<Scene> scene = make<Scene>();
scene->add(cam);
scene->add(sphr);
scene->add(cube);
Ignition0::ignite(scene);
return 0;
}