[bgfx](https://github.com/bkaradzic/bgfx) - Cross-platform rendering library ============================================================================ What is it? ----------- Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library. Supported rendering backends: * Direct3D 9 * Direct3D 11 * OpenGL 2.1 * OpenGL 3.1+ * OpenGL ES 2 * OpenGL ES 3.1 * WebGL 1.0 Supported HMD: * OculusVR (0.4.2+) Supported platforms: * Android (14+, ARM, x86, MIPS) * asm.js/Emscripten (1.25.0) * FreeBSD * iOS * Linux ![](https://tc27.draster.com/app/rest/builds/buildType:(id:Bgfx_Linux)/statusIcon) * Native Client (PPAPI 37+, ARM, x86, x64, PNaCl) * OSX (10.9) * RaspberryPi * Windows (XP, Vista, 7, 8, 10) ![](https://tc27.draster.com/app/rest/builds/buildType:(id:Bgfx_Windows)/statusIco * WinRT (WinPhone 8.0+) Supported compilers: * Clang 3.3 and above * GCC 4.6 and above * vs2008 and above Languages: * [C99 API documentation](https://github.com/bkaradzic/bgfx/blob/master/include/bgfx.c99.h) * [C++ API documentation](https://github.com/bkaradzic/bgfx/blob/master/include/bgfx.h) * [C#/VB/F# language API bindings](https://github.com/MikePopoloski/SharpBgfx) * [D language API bindings](https://github.com/DerelictOrg/DerelictBgfx) * [Go language API bindings](https://github.com/james4k/go-bgfx) Build status ------------ https://tc27.draster.com/guestAuth/overview.html Who is using it? ---------------- http://airmech.com/ AirMech is a free-to-play futuristic action real-time strategy video game developed and published by Carbon Games. http://loomsdk.com/ Loom Game Engine developed by The Engine Company. Loom is a powerful 2D game engine with live reloading of code and assets, a friendly scripting language, and an efficient command-line workflow. https://github.com/dariomanesku/cmftStudio cmftStudio - cubemap filtering tool. ![cmftStudio](https://github.com/dariomanesku/cmftStudio/raw/master/screenshots/cmftStudio_small.jpg) https://github.com/taylor001/crown Crown is a general purpose data-driven game engine, written from scratch with a minimalistic and data-oriented design philosophy in mind. https://github.com/emoon/ProDBG - ProDBG is a new debugger under development that will support a variety of targets and operating systems. Currently it's in very early development and primary focusing on Mac as primary target. This is how it currently looks. ![mac_screenshot](https://raw.githubusercontent.com/emoon/ProDBG/master/data/screens/mac_screenshot.png) http://www.dogbytegames.com/ Dogbyte Games is an indie mobile developer studio focusing on racing games. ![ios](http://www.dogbytegames.com/bgfx/offroadlegends2_bgfx_ipad2.jpg) https://github.com/andr3wmac/Torque6 Torque 6 is an MIT licensed 3D engine loosely based on Torque2D. Being neither Torque2D or Torque3D it is the 6th derivative of the original Torque Engine. https://github.com/cgbystrom/twinkle GPU-accelerated UI framework powered by JavaScript for desktop/mobile apps. Idea is to combine the fast workflow and deployment model of web with the performance of native code and GPU acceleration. Examples -------- Most of the examples require shader/texture/mesh data to be loaded. When running examples your current directory should be examples/runtime. /examples/runtime $ ../../.build//bin/example-00-helloworldDebug ### [00-helloworld](https://github.com/bkaradzic/bgfx/blob/master/examples/00-helloworld) Initialization and debug text. ![example-00-helloworld](https://github.com/bkaradzic/bgfx/raw/master/examples/00-helloworld/screenshot.png) ### [01-cubes](https://github.com/bkaradzic/bgfx/blob/master/examples/01-cubes/cubes.cpp) Rendering simple static mesh. ![example-01-cubes](https://github.com/bkaradzic/bgfx/raw/master/examples/01-cubes/screenshot.png) ### [02-metaballs](https://github.com/bkaradzic/bgfx/blob/master/examples/02-metaballs) Rendering with transient buffers and embedding shaders. ![example-02-metaballs](https://github.com/bkaradzic/bgfx/raw/master/examples/02-metaballs/screenshot.png) ### [03-raymarch](https://github.com/bkaradzic/bgfx/blob/master/examples/03-raymarch) Updating shader uniforms. ![example-03-raymarch](https://github.com/bkaradzic/bgfx/raw/master/examples/03-raymarch/screenshot.png) ### [04-mesh](https://github.com/bkaradzic/bgfx/blob/master/examples/04-mesh) Loading meshes. ![example-04-mesh](https://github.com/bkaradzic/bgfx/raw/master/examples/04-mesh/screenshot.png) ### [05-instancing](https://github.com/bkaradzic/bgfx/blob/master/examples/05-instancing) Geometry instancing. ![example-05-instancing](https://github.com/bkaradzic/bgfx/raw/master/examples/05-instancing/screenshot.png) ### [06-bump](https://github.com/bkaradzic/bgfx/blob/master/examples/06-bump) Loading textures. ![example-06-bump](https://github.com/bkaradzic/bgfx/raw/master/examples/06-bump/screenshot.png) ### [07-callback](https://github.com/bkaradzic/bgfx/blob/master/examples/07-callback) Implementing application specific callbacks for taking screen shots, caching OpenGL binary shaders, and video capture. ### [08-update](https://github.com/bkaradzic/bgfx/blob/master/examples/08-update) Updating textures. ### [09-hdr](https://github.com/bkaradzic/bgfx/tree/master/examples/09-hdr) Using multiple views and render targets. ![example-09-hdr](https://github.com/bkaradzic/bgfx/raw/master/examples/09-hdr/screenshot.png) ### [10-font](https://github.com/bkaradzic/bgfx/tree/master/examples/10-font) Use the font system to display text and styled text. ![example-10-font](https://github.com/bkaradzic/bgfx/raw/master/examples/10-font/screenshot.png) ### [11-fontsdf](https://github.com/bkaradzic/bgfx/tree/master/examples/11-fontsdf) Use a single distance field font to render text of various size. ![example-11-fontsdf](https://github.com/bkaradzic/bgfx/raw/master/examples/11-fontsdf/screenshot.png) ### [12-lod](https://github.com/bkaradzic/bgfx/tree/master/examples/12-lod) Mesh LOD transitions. ![example-12-lod](https://github.com/bkaradzic/bgfx/raw/master/examples/12-lod/screenshot.png) ### [13-stencil](https://github.com/bkaradzic/bgfx/tree/master/examples/13-stencil) Stencil reflections and shadows. ![example-13-stencil](https://github.com/bkaradzic/bgfx/raw/master/examples/13-stencil/screenshot.png) ### [14-shadowvolumes](https://github.com/bkaradzic/bgfx/tree/master/examples/14-shadowvolumes) Shadow volumes. ![example-14-shadowvolumes](https://github.com/bkaradzic/bgfx/raw/master/examples/14-shadowvolumes/screenshot.png) ### [15-shadowmaps-simple](https://github.com/bkaradzic/bgfx/tree/master/examples/15-shadowmaps-simple) ![example-15-shadowmaps-simple](https://github.com/bkaradzic/bgfx/raw/master/examples/15-shadowmaps-simple/screenshot.png) ### [16-shadowmaps](https://github.com/bkaradzic/bgfx/tree/master/examples/16-shadowmaps) ![example-16-shadowmaps](https://github.com/bkaradzic/bgfx/raw/master/examples/16-shadowmaps/screenshot.png) ### [17-drawstress](https://github.com/bkaradzic/bgfx/blob/master/examples/17-drawstress) #### 60Hz Draw stress is CPU stress test to show what is the maximimum number of draw calls while maintaining 60Hz frame rate. bgfx currently has default limit of 64K draw calls per frame. You can increase this limit by changing `BGFX_CONFIG_MAX_DRAW_CALLS`. | CPU | Renderer | GPU | Arch/Compiler/OS | Dim | Calls | |:-------------|:-------------|:----------|:--------------------:|----:|------:| | i7-4770K 4.2 | GL2.1 | 2xGTX780 | x64/VS2013/Win 8.1 | 51 |132651 | | i7-4770K 4.2 | DX11 | 2xGTX780 | x64/VS2013/Win 8.1 | 50 |125000 | | i7-4790K 4.0 | GL2.1 | GTX970 | x64/VS2015/Win 10 | 47 |103823 | | i7-4790K 4.0 | DX11 | GTX970 | x64/VS2015/Win 10 | 45 | 91125 | | i7-4790K 4.0 | DX9 | GTX970 | x64/VS2013/Win 10 | 40 | 64000 | | i5-3570 3.8 | NV 331.49 | GTX560Ti | x64/GCC/Linux | 40 | 64000+| | i7-920 2.66 | GL2.1 | GTX650Ti | x64/VS2008/Win 7 | 38 | 54872 | | i7-920 2.66 | GL2.1 | GTX650Ti | x86/VS2008/Win 7 | 38 | 54872 | | i7-4790K 4.0 | DX11 | R7 240 | x64/VS2015/Win 10 | 36 | 46656 | | i7-920 2.66 | NV 331.113 | GTX650Ti | x64/GCC/Linux | 34 | 39304 | | i7-4790K 4.0 | DX9 | R7 240 | x64/VS2015/Win 10 | 32 | 32768 | | i7-920 2.66 | DX9 | GTX650Ti | x64/GCC/Win 7 | 32 | 32768 | | i7-920 2.66 | DX9 | GTX650Ti | x64/VS2008/Win 7 | 32 | 32768 | | i7-920 2.66 | DX9 | GTX650Ti | x86/GCC/Win 7 | 30 | 27000 | | i7-920 2.66 | DX9 | GTX650Ti | x86/VS2008/Win 7 | 30 | 27000 | | i5-4250U 1.3 | GL2.1 | HD5000 | x64/Clang/OSX 10.9 | 28 | 21852 | | Q8200 2.33 | NV 319.32 | GTX260 | x64/GCC/Linux | 27 | 19683 | | i7-2600K 3.4 | DX9 | AMD6800 | x64/VS2012/Win 7 | 27 | 19683 | | i7-2600K 3.4 | GL2.1 | AMD6800 | x64/VS2012/Win 7 | 26 | 17576 | | i7-4770R 3.2 | Mesa 10.0.1 | HD5200 | x64/GCC/SteamOS | 25 | 15625 | | i7-920 2.66 | DX9-Wine | GTX650Ti | x64/GCC/Linux | 24 | 13824 | | i7-4750HQ 2.0| Mesa 10.0.1 | HD5200 | x64/GCC/Linux | 22 | 10648 | | i7-4750HQ 2.0| Mesa 10.1.3 | HD5200 | x64/GCC/Linux | 21 | 9261 | | i7-920 2.66 | ES2-ANGLE | GTX650Ti | x86/VS2008/Win 7 | 21 | 9261 | | Q8200 2.33 | Gallium 0.4 | AMD5770 | x64/GCC/Linux | 21 | 9261 | | i5-4250U 1.3 | ES2 | HD5000 | JIT/Clang/PNaCl 31 | 21 | 9261 | | i5-4250U 1.3 | ES2 | HD5000 | x86/GCC/NaCl 31 | 20 | 8000 | | Q8200 2.33 | Gallium 0.4 | GTX260 | x64/GCC/Linux | 19 | 6859 | | i5-2450M 2.5 | Mesa 10.2.0 | HD3000 | x64/GCC/Linux | 19 | 6859 | | i7-920 2.66 | ES2-PowerVR | GTX650Ti | x86/VS2008/Win 7 | 18 | 5832 | | i7-920 2.66 | FF27-GL | GTX650Ti | JIT/Clang/W7-asm.js | 17 | 4913 | | i7-4750HQ 2.0| Mesa 8.0.5 | LLVMPIPE | x64/GCC/Linux | 16 | 4096 | | i7-920 2.66 | ES2-Qualcomm | GTX650Ti | x86/VS2008/Win 7 | 15 | 3375 | | i7-920 2.66 | ES2 | GTX650Ti | x64/GCC/NaCl 31 | 15 | 3375 | | i7-920 2.66 | ES2 | GTX650Ti | JIT/Clang/PNaCl 31 | 15 | 3375 | | Q8200 2.33 | NV 319.32 | GTX260 | x64/GCC/NaCl 31 | 15 | 3375 | | Q8200 2.33 | NV 319.32 | GTX260 | x64/GCC/PNaCl 31 | 15 | 3375 | | '12 Nexus 7 | ES2 | Tegra3 | ARM/GCC/Android | 15 | 3375 | | i5-4250U 1.3 | ES2-FF27 | HD5000 | JIT/Clang/OSX-asm.js | 15 | 3375 | | i5-4250U 1.3 | Chrome33 | HD5000 | JIT/Clang/OSX-asm.js | 15 | 3375 | | iPad mini 2 | ES2 | PVR G6430 | ARM64/Clang/iOS7 | 15 | 3375 | | i7-920 2.66 | Chrome33 | GTX650Ti | JIT/Clang/W7-asm.js | 14 | 2744 | | i7-920 2.66 | FF27-ANGLE | GTX650Ti | JIT/Clang/W7-asm.js | 12 | 2744 | | '13 Nexus 10 | ES2 | Mali T604 | ARM/GCC/Android | 13 | 2197 | | iPhone 5 | ES2 | PVR SGX543| ARM/Clang/iOS7 | 13 | 2197 | | '13 Nexus 7 | ES2 | S4 Pro | ARM/GCC/Android | 12 | 1728 | | iPad 2 | ES2 | PVR SGX543| ARM/Clang/iOS6 | 12 | 1728 | | Xperia Z | ES2 | Adreno320 | ARM/GCC/Android | 11 | 1331 | | iPod 4 | ES2 | PVR SGX535| ARM/Clang/iOS6 | 7 | 343 | | i7-920 2.66 | ES2-Mali | GTX650Ti | x86/VS2008/Windows7 | 6 | 216 | | RaspberryPi | ES2 | VC IV | ARM/GCC/Raspbian | 6 | 216 | To test browsers in 60Hz mode following changes were made: * Firefox 27 about:config adjustments: `webgl.prefer-native-gl true` (on Windows), and `layout.frame_rate 500`. * Chrome 33 command line option: `--disable-gpu-vsync`. #### 30Hz (test for browsers) By default browsers are using vsync, and don't have option to turn it off programatically. | CPU | Renderer | GPU | Arch/Compiler/OS | Dim | Calls | |:-------------|:---------|:----------|:----------------------:|----:|------:| | i7-920 2.66 | GL2.1 | GTX650Ti | x64/VS2008/Win7 | 38 | 64000+| | i5-4250U 1.3 | GL2.1 | HD5000 | x64/Clang/OSX 10.9 | 36 | 46656 | | i5-4250U 1.3 | Chrome34 | HD5000 | JIT/Clang/OSX-PNaCl 31 | 28 | 21952 | | i5-4250U 1.3 | Chrome33 | HD5000 | JIT/Clang/OSX-PNaCl 31 | 27 | 19683 | | i5-4250U 1.3 | FF28 | HD5000 | JIT/Clang/OSX-asm.js | 25 | 15625 | | i5-4250U 1.3 | FF36 | HD5000 | JIT/Clang/OSX-asm.js | 25 | 15625 | | i5-4250U 1.3 | Chrome41 | HD5000 | x64/GCC/OSX-NaCl 41 | 24 | 13824 | | i5-4250U 1.3 | FF37 | HD5000 | JIT/Clang/OSX-asm.js | 23 | 12167 | | i5-4250U 1.3 | FF27 | HD5000 | JIT/Clang/OSX-asm.js | 20 | 8000 | | i7-920 2.66 | Chrome33 | GTX650Ti | JIT/Clang/W7-PNaCl 31 | 20 | 8000 | | i7-920 2.66 | Chrome34 | GTX650Ti | JIT/Clang/W7-asm.js | 18 | 5832 | | i7-920 2.66 | Chrome33 | GTX650Ti | JIT/Clang/W7-asm.js | 18 | 5832 | | i7-920 2.66 | FF28 | GTX650Ti | JIT/Clang/W7-asm.js | 18 | 5832 | | i7-920 2.66 | FF27 | GTX650Ti | JIT/Clang/W7-asm.js | 18 | 5832 | | i5-4250U 1.3 | Safari7 | HD5000 | JIT/Clang/OSX-asm.js | 15 | 3375 | * [JavaScript+WebGL port](https://github.com/djg/webgl-drawstress-js) ### [18-ibl](https://github.com/bkaradzic/bgfx/tree/master/examples/18-ibl) Image based lighting. ![example-18-ibl](https://github.com/bkaradzic/bgfx/raw/master/examples/18-ibl/screenshot.png) ### [19-oit](https://github.com/bkaradzic/bgfx/tree/master/examples/19-oit) Weighted, Blended Order-Independent Transparency ![example-19-oit](https://github.com/bkaradzic/bgfx/raw/master/examples/19-oit/screenshot.png) ### [20-nanovg](https://github.com/bkaradzic/bgfx/tree/master/examples/20-nanovg) NanoVG is small antialiased vector graphics rendering library. ![example-20-nanovg](https://github.com/bkaradzic/bgfx/raw/master/examples/20-nanovg/screenshot.png) ### [21-deferred](https://github.com/bkaradzic/bgfx/tree/master/examples/21-deferred) MRT rendering and deferred shading. ![example-21-deferred](https://github.com/bkaradzic/bgfx/raw/master/examples/21-deferred/screenshot.png) ### [22-windows](https://github.com/bkaradzic/bgfx/tree/master/examples/22-windows) Rendering into multiple windows. ### [23-vectordisplay](https://github.com/bkaradzic/bgfx/tree/master/examples/23-vectordisplay) Rendering lines as oldschool vectors. ![example-23-vectordisplay](https://github.com/bkaradzic/bgfx/raw/master/examples/23-vectordisplay/screenshot.png) ### [24-nbody](https://github.com/bkaradzic/bgfx/tree/master/examples/24-nbody) N-body simulation with compute shaders using buffers. ![example-24-nbody](https://github.com/bkaradzic/bgfx/raw/master/examples/24-nbody/screenshot.png) ### [25-c99](https://github.com/bkaradzic/bgfx/tree/master/examples/25-c99) Initialization and debug text with C99 API. Dependencies ------------ [https://github.com/bkaradzic/bx](https://github.com/bkaradzic/bx) Building -------- Steps bellow are for default build system inside bgfx repository. There is alterative way to build bgfx and examples with [fips](https://github.com/floooh/fips-bgfx/#fips-bgfx). ### Getting source git clone git://github.com/bkaradzic/bx.git git clone git://github.com/bkaradzic/bgfx.git ### Quick start (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 ### Generating project files for all targets 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 Android Download AndroidNDK from: [https://developer.android.com/tools/sdk/ndk/index.html](https://developer.android.com/tools/sdk/ndk/index.html) setx ANDROID_NDK_ROOT setx ANDROID_NDK_ARM \toolchains\arm-linux-androideabi-4.7\prebuilt\windows-x86_64 setx ANDROID_NDK_MIPS \toolchains\mipsel-linux-android-4.7\prebuilt\windows-x86_64 setx ANDROID_NDK_X86 \toolchains\x86-4.7\prebuilt\windows-x86_64 ### Prerequisites for Linux sudo apt-get install libgl1-mesa-dev ### Prerequisites for Native Client Download Native Client SDK from: [https://developers.google.com/native-client/sdk/download](https://developers.google.com/native-client/sdk/download) setx NACL_SDK_ROOT ### Prerequisites for Windows Windows users download GnuWin32 utilities from: [http://gnuwin32.sourceforge.net/packages/make.htm](http://gnuwin32.sourceforge.net/packages/make.htm) [http://gnuwin32.sourceforge.net/packages/coreutils.htm](http://gnuwin32.sourceforge.net/packages/coreutils.htm) [http://gnuwin32.sourceforge.net/packages/libiconv.htm](http://gnuwin32.sourceforge.net/packages/libiconv.htm) [http://gnuwin32.sourceforge.net/packages/libintl.htm](http://gnuwin32.sourceforge.net/packages/libintl.htm) 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 Visual Studio 2008, you'll need TR1 support from: [Visual C++ 2008 Feature Pack Release](https://www.microsoft.com/en-us/download/details.aspx?id=6922) 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 Apply this [patch](https://github.com/bkaradzic/bx/blob/master/include/compat/mingw/dxsdk.patch) to DXSDK from June 2010 to be able to use it with MinGW/TDM. ### Building Visual Studio 2008 command line: make vs2008-release64 Visual Studio 2008 IDE: start .build/projects/vs2008/bgfx.sln Xcode 5 IDE: open .build/projects/xcode4/bgfx.xcworkspace Due to [inability](http://industriousone.com/debugdir) to set working directory for an Xcode project from premake configuration file, it has to be set manually for each example project: 1. Open *"Edit scheme..."* dialog for a given project. 2. Select *"Run"* settings. 3. Check *"Use custom working directory"* and enter following path: `${PROJECT_DIR}/../../../examples/runtime`. Linux 64-bit: 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 that shaders will need to be compiled with the appropriate target profile for your platform. Other platforms: make Configuration is `-[32/64]`. For example: linux-release32, nacl-debug64, nacl-arm-debug, pnacl-release, android-release, etc. 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](https://github.com/bkaradzic/bgfx/blob/master/src/amalgamated.cpp) 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= 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" Internals --------- bgfx is using sort-based draw call bucketing. This means that submission order doesn't necessarily match 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` 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. Debugging and Profiling ----------------------- ### RenderDoc Loading of RenderDoc is integrated in bgfx when using DX11 or OpenGL renderer. You can drop in `renderdoc.dll` from RenderDoc distribution into working directory, and it will be automatically loaded during bgfx initialization. This allows frame capture at any time by pressing **F11**. Download: [RenderDoc](https://renderdoc.org/builds) ### IntelGPA Right click **Intel GPA Monitor** tray icon, choose preferences, check "Auto-detect launched applications" option. Find `InjectionList.txt` in GPA directory and add `examples-*` to the list. Download: [IntelGPA](https://software.intel.com/en-us/vcsource/tools/intel-gpa) Other debuggers: | Name | OS | DX9 | DX11 | GL | GLES | Source | |:----------|:--------------|:----:|:----:|:----:|:----:|:------:| | APITrace | Linux/OSX/Win | x | x | x | x | x | | CodeXL | Linux/Win | | | x | | | | Dissector | Win | x | | | | x | | IntelGPA | Linux/OSX/Win | x | x | | x | | | Nsight | Win | x | x | x | | | | PerfHUD | Win | x | x | | | | | RenderDoc | Win | | x | x | | x | | vogl | Linux | | | x | | x | Download: [APITrace](https://apitrace.github.io/) [CodeXL](http://developer.amd.com/tools-and-sdks/opencl-zone/codexl/) [Dissector](https://github.com/imccown/Dissector) [Nsight](https://developer.nvidia.com/nvidia-nsight-visual-studio-edition) [PerfHUD](https://developer.nvidia.com/nvidia-perfhud) [vogl](https://github.com/ValveSoftware/vogl) SDL, GLFW, etc. --------------- It is possible to use bgfx with SDL, GLFW and similar cross platform windowing libraries. The main requirement is that windowing library provides access to native window handle that's used to create Direct3D device or OpenGL context. Using bgfx with SDL example: #include #include // it must be included after SDL to enable SDL // integration code path. #include ... int main(... { SDL_window* window = SDL_CreateWindow(... bgfx::sdlSetWindow(window); ... bgfx::init(); **NOTE** You can use `--with-sdl` when runnning GENie to enable SDL2 integration with examples: genie --with-sdl vs2012 **NOTE** `--with-glfw` is also available, but it's just simple stub to be used to test GLFW integration API. **NOTE** Special care is necessary to make custom windowing to work with multithreaded renderer. Each platform has rules about where renderer can be and how multithreading interacts with context/device. To disable multithreaded render use `BGFX_CONFIG_MULTITHREDED=0` preprocessor define. 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. Some differences between bgfx's shaderc flavor of GLSL and regular GLSL: - No `bool/int` uniforms, all uniforms must be `float`. - Attributes and varyings can be accessed only from `main()` function. - Must use `SAMPLER2D/3D/CUBE/etc.` macros instead of `sampler2D/3D/Cube/etc.` tokens. - Must use `vec2/3/4_splat()` instead of `vec2/3/4()`. - Must use `mul(x, y)` when multiplying vectors and matrices. - Must use `varying.def.sc` to define input/output semantic and precission instead of using `attribute/in` and `varying/in/out`. - `$input/$output` tokens must appear at the begining of shader. For more info see [shader helper macros](https://github.com/bkaradzic/bgfx/blob/master/src/bgfx_shader.sh). ### Texture Compiler (texturec) This tool doesn't currently exist. To produce DDS, KTX or PVR textures use: [.dds - nVidia Texture Tools - DDS Utilities](https://developer.nvidia.com/legacy-texture-tools) [.ktx - Mali GPU Texture Compression Tool](http://malideveloper.arm.com/develop-for-mali/mali-gpu-texture-compression-tool/) [.pvr - PowerVR Insider SDK](http://www.imgtec.com/powervr/insider/sdkdownloads/index.asp) ### Geometry Compiler (geometryc) Converts Wavefront .obj mesh file to format optimal for using with bgfx. Todo ---- - Blit between textures. - Occlusion queries. - Fullscreen mode. - ETC2, PVRTC1/2 decoding fallback for targets that don't support it natively. - shaderc as library for runtime shader building. - texturec tool with support for all supported texture formats. - Multiple vertex streams support. - Animated mesh example. - Direct3D 12 renderer backend. - Metal renderer backend. - Vulkan renderer backend. Contact ------- [@bkaradzic](https://twitter.com/bkaradzic) 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. ### Blendish (MIT) Blendish - Blender 2.5 UI based theming functions for NanoVG. https://bitbucket.org/duangle/oui-blendish ### 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 ### FreeType http://www.freetype.org/ ### 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 ### NanoVG (ZLIB) NanoVG is small antialiased vector graphics rendering library. https://github.com/memononen/nanovg ### ImGui (MIT) Bloat-free Immediate Mode Graphical User interface for C++ with minimal dependencies. https://github.com/ocornut/imgui ### SDF (MIT) Sweep-and-update Euclidean distance transform of an antialised image for contour texturing. https://github.com/memononen/SDF ### stb (Public Domain) http://nothings.org ### Vertex Cache Optimised Index Buffer Compression (BSD) https://github.com/ConorStokes/IndexBufferCompression Assets ------ Bunny [Stanford University Computer Graphics Laboratory](http://www-graphics.stanford.edu/data/3Dscanrep/) Uffizi [Light Probe Image Gallery](http://www.pauldebevec.com/Probes/) Wells [Bernhard Vogl Light probes](http://dativ.at/lightprobes/) Pisa, Ennis, Grace [High-Resolution Light Probe Image Gallery](http://gl.ict.usc.edu/Data/HighResProbes/) Droid Sans Font http://www.fontsquirrel.com/license/Droid-Sans Bleeding Cowboys Font http://www.dafont.com/bleeding-cowboys.font Cheap Fire Font http://www.dafont.com/cheap-fire.font Five Minutes Font http://www.fonts2u.com/fiveminutes.font Mias Scribblings Font http://www.dafont.com/mias-scribblings.font Ruritania Font http://www.dafont.com/ruritania.font Signika Font http://fontfabric.com/signika-font/ Visitor Font http://www.dafont.com/visitor.font Special-Elite Font http://www.fontspace.com/astigmatic-one-eye-typographic-institute/special-elite FontAwesome Font http://fontawesome.io/ Sherlock Holmes text http://www.gutenberg.org/ebooks/1661 Tree Pack 1 http://www.turbosquid.com/3d-models/free-obj-mode-tree-pack/506851 Getting involved ---------------- Everyone is welcome to contribute to bgfx by submitting bug reports, testing on different platforms, writing examples, improving documentation, profiling and optimizing, etc. When contributing to the bgfx project you must agree to the BSD 2-clause licensing terms. Contributors ------------ Garett Bass ([@gtbass](https://github.com/gtbass)) - OSX port. Jeremie Roy ([@jeremieroy](https://github.com/jeremieroy)) - Font system and examples. Miloš Tošić ([@milostosic](https://github.com/milostosic)) - 12-lod example. Dario Manesku ([@dariomanesku](https://github.com/dariomanesku)) - 13-stencil, 14-shadowvolumes, 15-shadowmaps-simple, 16-shadowmaps, 18-ibl James Gray ([@james4k](https://github.com/james4k)) - Go language API bindings. p0nce ([@p0nce](https://github.com/p0nce)) - D language API bindings. Mike Popoloski ([@MikePopoloski](https://github.com/MikePopoloski)) - C#/VB/F# language API bindings, WinRT/WinPhone support. Kai Jourdan ([@questor](https://github.com/questor)) - 23-vectordisplay example Stanlo Slasinski ([@stanlo](https://github.com/stanlo)) - 24-nbody example Daniel Collin ([@emoon](https://github.com/emoon)) - Port of Ocornut's ImGui to bgfx. Andre Weissflog ([@floooh](https://github.com/floooh)) - Alternative build system fips. Andrew Johnson ([@ajohnson23](https://github.com/ajohnson23)) - TeamCity build. [License (BSD 2-clause)](https://github.com/bkaradzic/bgfx/blob/master/LICENSE) ------------------------------------------------------------------------------- Copyright 2010-2015 Branimir Karadzic. All rights reserved. https://github.com/bkaradzic/bgfx 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.