Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
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2012-11-11 18:19:42 -08:00
3rdparty Unified code path for ARB_get_program_binary and OES_get_program_binary. 2012-11-08 20:29:58 -08:00
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.gitignore Added OpenGL support for Windows build. Added Linux support (Thanks @MatthewEndsley for X window and GLX code). Fixed uniform size for D3D9. 2012-05-29 18:24:55 -07:00
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README.md Updated readme. 2012-11-11 18:19:42 -08:00

bgfx

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)

Dependencies

https://github.com/bkaradzic/bx

Optional:
https://github.com/mendsley/tinystl

Building

Prerequsites

Premake 4.4 beta4 http://industriousone.com/premake/download

GNU make. Windows users download GNU make utility from: 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.

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

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 -<debug/release><32/64>. For example:

linux-release32, nacl-debug64, android-release32, etc.

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.

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
http://www.stuckingeometry.com

Project page
https://github.com/bkaradzic/bgfx

License

Copyright 2010-2012 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.