bgfx ==== What is it? ----------- Cross-platform rendering library. Supported rendering backends: * OpenGL 2.1 * OpenGL ES 2 * OpenGL ES 3 * Direct3D 9 * Direct3D 11 Platforms: * Windows * Linux * Android * Native Client * JavaScript (via Emscripten) * OSX Dependencies ------------ [https://github.com/bkaradzic/bx](https://github.com/bkaradzic/bx) Optional: [https://github.com/mendsley/tinystl](https://github.com/mendsley/tinystl) Building -------- ### Prerequisites 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 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. ### Prerequisites for Linux sudo apt-get install libgl1-mesa-dev ### Prerequisites for Windows When building on Windows, you have to set DXSDK_DIR environment variable to point to DirectX SDK directory. setx DXSDK_DIR If you're building with MinGW/TDM compiler on Windows make DirectX SDK directory link to directory without spaces in the path. mklink /D c:\dxsdk setx DXSDK_DIR c:\dxsdk ### Prerequisites 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 \toolchain\win_x86_newlib ### Building Visual Studio 2008 command line: make vs2008-release64 Visual Studio 2008 IDE: start .build/projects/vs2008/bgfx.sln Linux 64-bit: make linux-release64 Other platforms: make Configuration is `-<32/64>`. For example: linux-release32, nacl-debug64, android-release32, etc. Examples -------- ### 00-helloworld Initialization and debug text. ### 01-cubes Rendering simple static mesh. ![example-01-cubes](https://github.com/bkaradzic/bgfx/raw/master/examples/01-cubes/screenshot.png) ### 02-metaballs Rendering with transient buffers. ![example-02-metaballs](https://github.com/bkaradzic/bgfx/raw/master/examples/02-metaballs/screenshot.png) ### 03-raymarch Updating shader uniforms. ![example-03-raymarch](https://github.com/bkaradzic/bgfx/raw/master/examples/03-raymarch/screenshot.png) ### 04-mesh Loading meshes. ![example-04-mesh](https://github.com/bkaradzic/bgfx/raw/master/examples/04-mesh/screenshot.png) ### 05-instancing Geometry instancing. ![example-05-instancing](https://github.com/bkaradzic/bgfx/raw/master/examples/05-instancing/screenshot.png) ### 06-bump Loading textures. ![example-06-bump](https://github.com/bkaradzic/bgfx/raw/master/examples/06-bump/screenshot.png) ### 07-callback Implementing application specific callbacks for taking screen shots, caching OpenGL binary shaders, and video capture. ### 08-update Updating textures. Internals --------- bgfx is using sort-based draw call bucketing. This means that submition order doesn't necessarily matches the rendering order, but on the low-level they will be sorted and ordered correctly. On the high level this allows more optimal way of submitting draw calls for all passes at one place, and on the low-level this allows better optimization of rendering order. This sometimes creates undesired results usually for GUI rendering, where draw order should usually match submit order. bgfx provides way to enable sequential rendering for these cases (see `bgfx::setViewSeq`). Internally all low-level rendering draw calls are issued inside single function `Context::rendererSubmit`. This function exist inside each renderer backend implementation. More detailed description of sort-based draw call bucketing can be found at: [Order your graphics draw calls around!](http://realtimecollisiondetection.net/blog/?p=86) Customization ------------- By default each platform has sane default values. For example on Windows default renderer is DirectX9, and on Linux it is OpenGL 2.1. On Windows platform all rendering backends are available. For OpenGL ES on desktop you can find more information at:- [OpenGL ES 2.0 and EGL on desktop](http://www.g-truc.net/post-0457.html) If you're targeting specific mobile hardware, you can find GLES support in their official SDKs: [Adreno SDK](http://developer.qualcomm.com/mobile-development/mobile-technologies/gaming-graphics-optimization-adreno/tools-and-resources), [Mali SDK](http://www.malideveloper.com/), [PowerVR SDK](http://www.imgtec.com/powervr/insider/sdkdownloads/). All configuration settings are located inside [src/config.h](https://github.com/bkaradzic/bgfx/blob/master/src/config.h). Every `BGFX_CONFIG_*` setting can be changed by passing defines thru compiler switches. For example setting preprocessor define `BGFX_CONFIG_RENDERER_OPENGL=1` on Windows will change backend renderer to OpenGL 2.1. on Windows. Since rendering APIs are platform specific, this obviously won't work nor make sense in all cases. Certain platforms have only single choice, for example the Native Client works only with OpenGL ES 2.0 renderer, using anything other than that will result in build errors. Tools ----- ### Shader Compiler (shaderc) bgfx cross-platform shader language is based on GLSL syntax. It's uses ANSI C preprocessor to transform GLSL like language syntax into HLSL. This technique has certain drawbacks, but overall it's simple and allows quick authoring of cross-platform shaders. ### Texture Compiler (texturec) ### Geometry Compiler (geometryc) Converts Wavefront .obj mesh file to format optimal for using with bgfx. Todo ---- - Multiple render targets. - BlendFuncSeparate and BlendEquationSeparate. - Copy from texture to texture. - Occlusion queries. - iOS platforms. - DX11: MSAA. - GL: MSAA. 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. Contact ------- [@bkaradzic](https://twitter.com/bkaradzic) http://www.stuckingeometry.com Project page https://github.com/bkaradzic/bgfx 3rd Party Libraries ------------------- All required 3rd party libraries are included in bgfx repository in [3rdparty/](https://github.com/bkaradzic/bgfx/tree/master/3rdparty) directory. ### edtaa3 (MIT) Contour Rendering by Distance Fields https://github.com/OpenGLInsights/OpenGLInsightsCode/tree/master/Chapter%2012%202D%20Shape%20Rendering%20by%20Distance%20Fields ### fcpp (BSD) Frexx C preprocessor https://github.com/bagder/fcpp ### Forsyth Triangle Order Optimizer (Public Domain) http://gameangst.com/?p=9 ### glsl-optimizer (MIT) GLSL optimizer based on Mesa's GLSL compiler. Used in Unity for mobile shader optimization. https://github.com/aras-p/glsl-optimizer ### stb_image (Public Domain) http://nothings.org/stb_image.c Contributors ------------ Garett Bass ([@gtbass](https://github.com/gtbass)) - OSX port. License (BSD 2-clause) ---------------------- Copyright 2010-2013 Branimir Karadzic. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 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 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.