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https://github.com/scratchfoundation/bgfx.git
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153 lines
4 KiB
Markdown
153 lines
4 KiB
Markdown
bgfx
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====
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Cross-platform rendering library.
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Supported rendering backends:
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* OpenGL 2.1
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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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* Windows
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* Linux
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* Android
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* Native Client
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* JavaScript (via Emscripten)
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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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### Prerequsites
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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. Windows users download GNU make utility from:
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[http://gnuwin32.sourceforge.net/packages/make.htm](http://gnuwin32.sourceforge.net/packages/make.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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### Building 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 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 <path to DirectX SDK directory> c:\dxsdk
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setx DXSDK_DIR c:\dxsdk
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### Building for Native Client (Pepper 22) 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_DIR <path to Native Client SDK directory>
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### Building
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Visual Studio 2008:
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start .build/projects/vs2008/bgfx.sln
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Linux 64-bit:
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make -R linux-release64
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Other platforms:
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make -R <configuration>
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Configuration is <platform>-<debug/release><32/64>. For example:
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linux-release32, nacl-debug64, android-release32, etc.
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Examples
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--------
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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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### 02-metaballs
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Rendering with transient buffers.
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### 03-raymarch
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Updating shader uniforms.
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### 04-mesh
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Loading OpenCTM meshes.
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### 05-instancing
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Geometry instancing.
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### 06-bump
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Loading textures.
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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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License
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-------
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Copyright 2010-2012 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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