Building¶
Dependencies¶
Getting Source¶
git clone git://github.com/bkaradzic/bx.git
git clone git://github.com/bkaradzic/bgfx.git
Quick Start¶
These are step for users who use Windows with Visual Studio.
Enter bgfx directory:
cd bgfx
Generate Visual Studio 2013 project files:
..\bx\tools\bin\windows\genie vs2013
Open bgfx solution in Visual Studio 2013:
start .build\projects\vs2013\bgfx.sln
Prerequisites¶
Android¶
Download AndroidNDK:
Set following enironment variables:
setx ANDROID_NDK_ROOT <path to AndroidNDK directory>
setx ANDROID_NDK_ARM <path to AndroidNDK directory>\toolchains\arm-linux-androideabi-4.7\prebuilt\windows-x86_64
setx ANDROID_NDK_MIPS <path to AndroidNDK directory>\toolchains\mipsel-linux-android-4.7\prebuilt\windows-x86_64
setx ANDROID_NDK_X86 <path to AndroidNDK directory>\toolchains\x86-4.7\prebuilt\windows-x86_64
Linux¶
sudo apt-get install libgl1-mesa-dev x11proto-core-dev libx11-dev
Native Client¶
Download Native Client SDK:
Set following enironment variables:
setx NACL_SDK_ROOT <path to Native Client SDK directory>
Windows¶
Windows users download GnuWin32 utilities:
If you’re building with Visual Studio 2008, you’ll need TR1 support from: Visual C++ 2008 Feature Pack Release
Build¶
bgfx uses GENie - Project generator tool to generate project files for various platform. Binaries for Linux, OSX, and Windows are included in bx repository.
General¶
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.
make <configuration>
Configuration is <platform>-<debug/release>[32/64]
. For example:
linux-release32, nacl-debug64, nacl-arm-debug, pnacl-release,
android-release, etc.
Windows¶
Visual Studio 2008 command line:
make vs2008-release64
Visual Studio 2008 IDE:
start .build/projects/vs2008/bgfx.sln
Xcode 5¶
open .build/projects/xcode4/bgfx.xcworkspace
Due to inability to set working directory for an Xcode project from GENie configuration file, it has to be set manually for each example project:
- Open “Edit scheme...” dialog for a given project.
- Select “Run” settings.
- Check “Use custom working directory” and enter following path:
${PROJECT_DIR}/../../../examples/runtime
.
Linux¶
make linux-release64
WinRT / Windows Phone 8.1¶
../bx/tools/bin/windows/genie --vs=winphone81 vs2013
Build the resulting solution and deploy to device.
Note
Shaders will need to be compiled with the appropriate target profile for your platform.
Amalgamated Build¶
For ease of integration to other build system bgfx library can be built with single .cpp file. It’s only necessary to build src/amalgamated.cpp (for OSX/iOS use src/amalgamated.mm instead) inside different build system.
OculusVR Integration¶
OculusVR support is currently experimental, and only DX11 is tested. To
build with OculusVR HMD support enabled you must set OVR_DIR
enviroment variable:
set OVR_DIR=<path to OculusSDK>
And generate project files with --with-ovr
option:
genie --with-ovr vs2012
In LibOVR/Include
create trampoline headers OVR_D3D.h
and
OVR_GL.h
.
OVR_D3D.h
should contain:
#include "../Src/OVR_CAPI_D3D.h"
OVR_GL.h
should contain:
#include "../Src/OVR_CAPI_GL.h"