mirror of
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383 lines
11 KiB
Markdown
383 lines
11 KiB
Markdown
bgfx {#mainpage}
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====
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https://github.com/bkaradzic/bgfx
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What is it?
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-----------
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Cross-platform rendering library ([API](https://github.com/bkaradzic/bgfx/blob/master/include/bgfx.h)).
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Supported rendering backends:
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* OpenGL 2.1
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* OpenGL 3.1
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* OpenGL ES 2
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* OpenGL ES 3
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* Direct3D 9
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* Direct3D 11
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Platforms:
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* Android
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* Linux
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* Native Client
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* OSX
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* Windows
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Dependencies
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------------
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[https://github.com/bkaradzic/bx](https://github.com/bkaradzic/bx)
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Optional:
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[https://github.com/mendsley/tinystl](https://github.com/mendsley/tinystl)
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Building
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--------
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### Prerequisites
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Premake 4.4 beta4
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[http://industriousone.com/premake/download](http://industriousone.com/premake/download)
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GNU make and CoreUtils
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Windows users download GNU utilities from:
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[http://gnuwin32.sourceforge.net/packages/make.htm](http://gnuwin32.sourceforge.net/packages/make.htm)
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[http://gnuwin32.sourceforge.net/packages/coreutils.htm](http://gnuwin32.sourceforge.net/packages/coreutils.htm)
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### Getting source
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git clone git://github.com/bkaradzic/bx.git
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git clone git://github.com/bkaradzic/bgfx.git
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cd bgfx
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make
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After calling `make`, .build/projects/* directory will be generated. All
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intermediate files generated by compiler will be inside .build directory
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structure. Deleting .build directory at any time is safe.
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### Prerequisites for Android
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Download AndroidNDK from:
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[https://developer.android.com/tools/sdk/ndk/index.html](https://developer.android.com/tools/sdk/ndk/index.html)
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setx ANDROID_NDK_ROOT <path to AndroidNDK directory>
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setx ANDROID_NDK_ARM <path to AndroidNDK directory>\toolchains\arm-linux-androideabi-4.7\prebuilt\windows-x86_64
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### Prerequisites for Linux
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sudo apt-get install libgl1-mesa-dev
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### Prerequisites for Native Client on Windows
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Download Native Client SDK from:
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[https://developers.google.com/native-client/sdk/download](https://developers.google.com/native-client/sdk/download)
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setx NACL_SDK_ROOT <path to Native Client SDK directory>
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### Prerequisites for Windows
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When building on Windows, you have to set DXSDK_DIR environment variable to
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point to DirectX SDK directory.
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setx DXSDK_DIR <path to DirectX SDK directory>
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If you're building with Visual Studio 2008, you'll need TR1 support from:
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[Visual C++ 2008 Feature Pack Release](https://www.microsoft.com/en-us/download/details.aspx?id=6922)
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If you're building with MinGW/TDM compiler on Windows make DirectX SDK
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directory link to directory without spaces in the path.
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mklink /D c:\dxsdk <path to DirectX SDK directory>
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setx DXSDK_DIR c:\dxsdk
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Apply this [patch](https://github.com/bkaradzic/bx/blob/master/include/compat/mingw/dxsdk.patch)
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to DXSDK from June 2010 to be able to use it with MinGW/TDM.
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### Building
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Visual Studio 2008 command line:
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make vs2008-release64
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Visual Studio 2008 IDE:
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start .build/projects/vs2008/bgfx.sln
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Linux 64-bit:
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make linux-release64
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Other platforms:
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make <configuration>
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Configuration is `<platform>-<debug/release>[32/64]`. For example:
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linux-release32, nacl-debug64, nacl-arm-debug, pnacl-release,
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android-release, etc.
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Examples
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--------
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Most of the examples require shader/texture/mesh data to be loaded. When running
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examples your current directory should be examples/runtime.
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<bgfx_path>/examples/runtime $ ../../.build/<config>/bin/example-00-helloworldDebug
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### 00-helloworld
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Initialization and debug text.
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### 01-cubes
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Rendering simple static mesh.
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![example-01-cubes](https://github.com/bkaradzic/bgfx/raw/master/examples/01-cubes/screenshot.png)
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### 02-metaballs
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Rendering with transient buffers and embedding shaders.
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![example-02-metaballs](https://github.com/bkaradzic/bgfx/raw/master/examples/02-metaballs/screenshot.png)
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### 03-raymarch
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Updating shader uniforms.
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![example-03-raymarch](https://github.com/bkaradzic/bgfx/raw/master/examples/03-raymarch/screenshot.png)
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### 04-mesh
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Loading meshes.
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![example-04-mesh](https://github.com/bkaradzic/bgfx/raw/master/examples/04-mesh/screenshot.png)
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### 05-instancing
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Geometry instancing.
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![example-05-instancing](https://github.com/bkaradzic/bgfx/raw/master/examples/05-instancing/screenshot.png)
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### 06-bump
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Loading textures.
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![example-06-bump](https://github.com/bkaradzic/bgfx/raw/master/examples/06-bump/screenshot.png)
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### 07-callback
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Implementing application specific callbacks for taking screen shots, caching
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OpenGL binary shaders, and video capture.
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### 08-update
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Updating textures.
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### 09-hdr
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Using multiple views and render targets.
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![example-09-hdr](https://github.com/bkaradzic/bgfx/raw/master/examples/09-hdr/screenshot.png)
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### 10-font
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Use the font system to display text and styled text.
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![example-10-font](https://github.com/bkaradzic/bgfx/raw/master/examples/10-font/screenshot.png)
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### 11-fontsdf
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Use a single distance field font to render text of various size.
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![example-11-fontsdf](https://github.com/bkaradzic/bgfx/raw/master/examples/11-fontsdf/screenshot.png)
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Internals
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---------
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bgfx is using sort-based draw call bucketing. This means that submission order
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doesn't necessarily match the rendering order, but on the low-level they
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will be sorted and ordered correctly. On the high level this allows
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more optimal way of submitting draw calls for all passes at one place, and on
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the low-level this allows better optimization of rendering order. This sometimes
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creates undesired results usually for GUI rendering, where draw order should
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usually match submit order. bgfx provides way to enable sequential rendering for
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these cases (see `bgfx::setViewSeq`).
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Internally all low-level rendering draw calls are issued inside single function
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`Context::rendererSubmit`. This function exist inside each renderer backend
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implementation.
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More detailed description of sort-based draw call bucketing can be found at:
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[Order your graphics draw calls around!](http://realtimecollisiondetection.net/blog/?p=86)
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Customization
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-------------
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By default each platform has sane default values. For example on Windows default
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renderer is DirectX9, and on Linux it is OpenGL 2.1. On Windows platform all
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rendering backends are available. For OpenGL ES on desktop you can find more
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information at:-
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[OpenGL ES 2.0 and EGL on desktop](http://www.g-truc.net/post-0457.html)
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If you're targeting specific mobile hardware, you can find GLES support in their
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official SDKs:
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[Adreno SDK](http://developer.qualcomm.com/mobile-development/mobile-technologies/gaming-graphics-optimization-adreno/tools-and-resources),
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[Mali SDK](http://www.malideveloper.com/),
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[PowerVR SDK](http://www.imgtec.com/powervr/insider/sdkdownloads/).
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All configuration settings are located inside [src/config.h](https://github.com/bkaradzic/bgfx/blob/master/src/config.h).
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Every `BGFX_CONFIG_*` setting can be changed by passing defines thru compiler
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switches. For example setting preprocessor define `BGFX_CONFIG_RENDERER_OPENGL=1`
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on Windows will change backend renderer to OpenGL 2.1. on Windows. Since
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rendering APIs are platform specific, this obviously won't work nor make sense
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in all cases. Certain platforms have only single choice, for example the Native
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Client works only with OpenGL ES 2.0 renderer, using anything other than that
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will result in build errors.
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Tools
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-----
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### Shader Compiler (shaderc)
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bgfx cross-platform shader language is based on GLSL syntax. It's uses ANSI C
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preprocessor to transform GLSL like language syntax into HLSL. This technique
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has certain drawbacks, but overall it's simple and allows quick authoring of
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cross-platform shaders.
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### Texture Compiler (texturec)
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This tool doesn't currently exist. Use nvdxt, or any other tool that produces
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DDS textures for now.
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### Geometry Compiler (geometryc)
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Converts Wavefront .obj mesh file to format optimal for using with bgfx.
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Todo
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----
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- Multiple render targets.
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- BlendFuncSeparate and BlendEquationSeparate.
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- Blit between textures.
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- Occlusion queries.
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- iOS support.
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- DX11: MSAA.
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- Fullscreen mode.
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Notice
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------
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This is alpha software, and it lacks documentation and examples. If you're
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interested to use it in your project, please let me know.
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Contact
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-------
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[@bkaradzic](https://twitter.com/bkaradzic)
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http://www.stuckingeometry.com
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Project page
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https://github.com/bkaradzic/bgfx
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3rd Party Libraries
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-------------------
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All required 3rd party libraries are included in bgfx repository in [3rdparty/](https://github.com/bkaradzic/bgfx/tree/master/3rdparty)
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directory.
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### edtaa3 (MIT)
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Contour Rendering by Distance Fields
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https://github.com/OpenGLInsights/OpenGLInsightsCode/tree/master/Chapter%2012%202D%20Shape%20Rendering%20by%20Distance%20Fields
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### fcpp (BSD)
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Frexx C preprocessor
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https://github.com/bagder/fcpp
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### Forsyth Triangle Order Optimizer (Public Domain)
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http://gameangst.com/?p=9
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### FreeType
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http://www.freetype.org/
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### glsl-optimizer (MIT)
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GLSL optimizer based on Mesa's GLSL compiler. Used in Unity for mobile shader
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optimization.
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https://github.com/aras-p/glsl-optimizer
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### stb_image (Public Domain)
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http://nothings.org/stb_image.c
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Assets
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------
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Bunny
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[Stanford University Computer Graphics Laboratory](http://www-graphics.stanford.edu/data/3Dscanrep/)
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Uffizi
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[Light Probe Image Gallery ](http://www.pauldebevec.com/Probes/)
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Droid Sans Font
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http://www.fontsquirrel.com/license/Droid-Sans
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Bleeding Cowboys Font
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http://www.dafont.com/bleeding-cowboys.font
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Cheap Fire Font
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http://www.dafont.com/cheap-fire.font
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Five Minutes Font
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http://www.fonts2u.com/fiveminutes.font
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Mias Scribblings Font
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http://www.dafont.com/mias-scribblings.font
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Ruritania Font
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http://www.dafont.com/ruritania.font
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Signika Font
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http://fontfabric.com/signika-font/
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Visitor Font
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http://www.dafont.com/visitor.font
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Special-Elite Font
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http://www.fontspace.com/astigmatic-one-eye-typographic-institute/special-elite
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Sherlock Holmes text
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http://www.gutenberg.org/ebooks/1661
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Tree Pack 1
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http://www.turbosquid.com/3d-models/free-obj-mode-tree-pack/506851
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Contributors
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------------
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Garett Bass ([@gtbass](https://github.com/gtbass)) - OSX port.
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Jeremie Roy ([@jeremieroy](https://github.com/jeremieroy)) - Font system and examples.
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Milos Tosic ([@milostosic](https://github.com/milostosic)) - LOD example.
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License (BSD 2-clause)
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----------------------
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Copyright 2010-2013 Branimir Karadzic. All rights reserved.
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Redistribution and use in source and binary forms, with or without
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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,
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this list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY COPYRIGHT HOLDER ``AS IS'' AND ANY EXPRESS OR
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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
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EVENT SHALL COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
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OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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