bgfx/README.md

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bgfx
====
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Cross-platform rendering library.
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Supported rendering backends:
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* OpenGL 2.1
* OpenGL ES 2
* OpenGL ES 3
* Direct3D 9
* Direct3D 11
Platforms:
* Windows
* Linux
* Android
* Native Client
* JavaScript (via Emscripten)
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Dependencies
------------
[https://github.com/bkaradzic/bx](https://github.com/bkaradzic/bx)
Optional:
[https://github.com/mendsley/tinystl](https://github.com/mendsley/tinystl)
Building
--------
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### Prerequsites
Premake 4.4 beta4
[http://industriousone.com/premake/download](http://industriousone.com/premake/download)
GNU make. Windows users download GNU make utility from:
[http://gnuwin32.sourceforge.net/packages/make.htm](http://gnuwin32.sourceforge.net/packages/make.htm)
### Getting source
git clone git://github.com/bkaradzic/bx.git
git clone git://github.com/bkaradzic/bgfx.git
cd bgfx
make
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After calling make, .build/projects/* directory will be generated. All
intermediate files generated by compiler will be inside .build directory
structure. Deleting .build directory at any time is safe.
### Building for Windows
When building on Windows, you have to set DXSDK_DIR environment variable to
point to DirectX SDK directory.
setx DXSDK_DIR <path to DirectX SDK directory>
If you're building with MinGW/TDM compiler on Windows make DirectX SDK
directory link to directory without spaces in the path.
mklink /D <path to DirectX SDK directory> c:\dxsdk
setx DXSDK_DIR c:\dxsdk
### Building for Native Client (Pepper 22) on Windows
Download Native Client SDK from
[https://developers.google.com/native-client/sdk/download](https://developers.google.com/native-client/sdk/download)
setx NACL_DIR <path to Native Client SDK directory>
### Building
Visual Studio 2008:
start .build/projects/vs2008/bgfx.sln
Linux 64-bit:
make -R linux-release64
Other platforms:
make -R <configuration>
Configuration is <platform>-<debug/release><32/64>. For example:
linux-release32, nacl-debug64, android-release32, etc.
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Examples
--------
### 00-helloworld
Initialization and debug text.
### 01-cubes
Rendering simple static mesh.
### 02-metaballs
Rendering with transient buffers.
### 03-raymarch
Updating shader uniforms.
### 04-mesh
Loading OpenCTM meshes.
### 05-instancing
Geometry instancing.
### 06-bump
Loading textures.
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Notice
------
This is alpha software, and it lacks documentation and examples. If you're
interested to use it in your project, please let me know.
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Contact
-------
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[@bkaradzic](https://twitter.com/bkaradzic)
http://www.stuckingeometry.com
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Project page
https://github.com/bkaradzic/bgfx
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License
-------
Copyright 2010-2012 Branimir Karadzic. All rights reserved.
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Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
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1. Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY COPYRIGHT HOLDER ``AS IS'' AND ANY EXPRESS OR
IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
EVENT SHALL COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.