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🎲 Modern 3D graphics made simple with C++20 cross-platform framework and rendering abstraction API on top of DirectX 12, Vulkan & Metal
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MethanePowered/MethaneKit
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Easy to use modern 3D graphics rendering abstraction API and cross-platform application framework:
- Builds on top of modern native 3D graphics APIs: DirectX 12 on Windows, Vulkan on Linux, Metal on macOS, iOS & tvOS.
- Simplifies modern graphics programming with an object-oriented medium-level graphics API inspired by the simplicity of Apple Metal. Common shaders code in HLSL 6 is used on all platforms.
- Provides a cross-platform application framework with a CMake build toolchain, platform-independent application foundation classes, and a native-GUI layer for Windows, Linux, and macOS.
Downloadrelease builds with pre-built samples, tutorials, and tests to try them out.Check the latest build status, tests, code coverage, and analysis results or get build artifacts fromGitHub Actions CI andSonar Cloud.See theBuild Instructions topic for manual build instructions and start learning theMethane Graphics RHI API withHello Triangle and other tutorials' documentation.
| Platform | Graphics API | Master Build | Develop Build |
|---|---|---|---|
Windows x64 | DirectX 12 | ||
Windows x86 | DirectX 12 | ||
Windows x64 | Vulkan | ||
Windows x86 | Vulkan | ||
Linux | Vulkan | ||
MacOS | Vulkan | ||
MacOS | Metal | ||
iOS (Sim) | Metal | ||
tvOS (Sim) | Metal |
Static code analysis scans are performed as a part of automated CI build process on master and develop brancheswith up-to-date results published onSonar Cloud.
| Platform | Sonar Quality Gate | Master Scan Status | Develop Scan Status |
|---|---|---|---|
Windows DirectX | |||
Linux Vulkan | |||
MacOS Metal |
Asteroids sample demonstrating multi-threaded rendering with Methane Kit
- Prerequisites
- Fetch Sources
- First time initialization
- Update sources to latest revision
- Building from Sources
- CMake Generator
Methane Kit architecture is clearly distributing library modules between 5 layers from low to high level of abstraction.
Methane Graphics RHI module implements a set of public object-oriented interfaces,which make modern graphics programming easy and convenient in a platform and API independent way.
Start learning Methane Graphics API withHello Triangle tutorial documentationand continue with others.
Name / Link | Screenshot | Description |
|---|---|---|
| 1.Hello Triangle | ![]() | Colored triangle rendering in 100 lines of code. |
| 2.Hello Cube | ![]() | Colored cube rendering in 200 lines of code with vertex and index buffers. |
| 3.Textured Cube | ![]() | Textured cube introduces buffers, textures and samplers usage with Phong shading. |
| 4.Shadow Cube | ![]() | Shadow cube introduces multi-pass rendering with render passes. |
| 5.Typography | ![]() | Typography demonstrates animated text rendering with dynamic font atlas updates using Methane UI. |
| 6.Cube-Map Array | ![]() | Cube-map array texturing along with sky-box rendering. |
| 7.Parallel Rendering | ![]() | Parallel rendering of the textured cube instances to the single render pass. |
| 8.Console Compute | ![]() | Conway's Game of Life implemented in Compute Shader and running in pure console application. |
Methane samples demonstrate advanced techniques and usage scenarios with more complex implementation than tutorials above.Samples are distributes in form of separate repositories.
Name / Link | Screenshot | Description |
|---|---|---|
| Asteroids | ![]() | Benchmark demonstrating parallel render commands encoding in a single render pass for the large number of heterogeneous asteroid objects processed in multiple threads. |
- Cross-platform application & input classes: Supports Windows, macOS, and Linux
- CMake modules for convenient application build configuration, adding shaders, and embedding resources
- HLSL-6 Shaders serving all graphics APIs, converted to native shader language and compiled at build time with SPIRV-Cross & DirectXCompiler
- HLSL++ Math library withHLSL-like syntax in C++and vector-instruction optimizations for different platforms
- Modern Graphics API abstractions: based on DirectX 12, Vulkan and Metal APIs
- Render state and program configuration with compact initialization syntax
- Program binding objects implement efficient binding of shader arguments to resources
- Automatic resource state tracking for automatic resource transition barriers setup
- Resources are automatically retained from destruction while in use on GPU with shared pointers in command list state
- Command list execution state tracking with optional GPU timestamps query on completion
- Parallel render command list for multi-threaded render commands encoding in a single render pass
- Multiple command queues execution on GPU with synchronization using fences
- Private GPU resources asynchronously updated through the upload command list and shared resource
- Registry of named graphics objects enabling reuse of render states and graphics resources between renderer objects
- Graphics primitives and extensions:
- Graphics application base class with per-frame resource management and frame buffers resizing enabling effective triple buffering
- Camera primitive and interactive arc-ball camera
- Procedural mesh generation for quad, box, sphere, icosahedron, and uber-mesh
- Screen-quad and sky-box rendering extension classes
- Texture loader (currently implemented with STB, planned for replacement with OpenImageIO)
- User Interface:
- UI application base class with integrated HUD, logo badge, and help/parameters text panels
- Typography library for font loading, dynamic atlas updating, text rendering, and layout
- Widgets library (under development)
- Platform Infrastructure:
- Base application with window management and input handling for Windows, macOS, and Linux
- Events mechanism connecting emitters and receivers via callback interfaces
- Animations subsystem
- Embedded resource providers
- Integrated debugging and profiling capabilities:
- Library instrumentation for performance analysis withtrace profiling tools
- Debug names for all GPU objects and debug regions for graphics API calls for use withframe profiling tools
- Continuous integration with automated multi-platform builds, unit tests, andSonar Cloud static code analysis
For detailed features description and development plans please refer toModules documentation.
- Jet Brains CLion (pre-configured with.idea)
- Microsoft VS Code andGitPod (pre-configured withCMakePresets.json and.vscode/settings.json)
- Microsoft Visual Studio 2022
- Solutions and projects build (generate withBuild/Windows/Build.bat)
- CMake native build support (pre-configured withCMakePresets.json)
- Apple XCode
- XCode workspace and projects (generate withBuild/Unix/Build.sh)
- Qt Creator with CMake native support
Methane Kit comes with continuous C++ static code and code coverage analysis performed as a part of automated CI "Scan" buildswith up-to-date results published onSonar Cloudseparately for all supported platforms.
| Master Scan Results | Windows | MacOS | Linux |
|---|---|---|---|
| Scan Build Status | |||
| Quality Gate | |||
| Maintainability | |||
| Reliability | |||
| Security | |||
| Technical Debt | |||
| Bugs | |||
| Vulnerabilities | |||
| Code Smells | |||
| Duplicated Lines | |||
| Tests Coverage | |||
| Lines of Code |
Methane Kit contains integrated instrumentation of all libraries for performance analysis with trace collection using following tools.Please refer toMethane Instrumentation document for more details on trace collection instructions and related build options.
| Tracy Frame Profiler | Intel Graphics Trace Analyzer |
|---|---|
![]() | ![]() |
Methane Kit is distributed underApache 2.0 License: it is free to use and open for contributions!
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🎲 Modern 3D graphics made simple with C++20 cross-platform framework and rendering abstraction API on top of DirectX 12, Vulkan & Metal
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