708 lines
27 KiB
Markdown
708 lines
27 KiB
Markdown
[bgfx](https://github.com/bkaradzic/bgfx) - Cross-platform rendering library
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============================================================================
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What is it?
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-----------
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Cross-platform rendering library.
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Supported rendering backends:
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* Direct3D 9
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* Direct3D 11
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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 3.1
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Supported platforms:
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* Android (14+)
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* asm.js/Emscripten (1.25.0)
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* iOS
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* Linux
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* Native Client (37)
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* OSX (10.9)
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* RaspberryPi
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* Windows (XP, Vista, 7, 8, 10)
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* WinRT (WinPhone 8.0+)
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Supported compilers:
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* Clang 3.3 and above
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* GCC 4.6 and above
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* vs2008 and above
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Languages:
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* [C99 API documentation](https://github.com/bkaradzic/bgfx/blob/master/include/bgfx.c99.h)
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* [C++ API documentation](https://github.com/bkaradzic/bgfx/blob/master/include/bgfx.h)
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* [C#/VB/F# language API bindings](https://github.com/MikePopoloski/SharpBgfx)
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* [D language API bindings](https://github.com/DerelictOrg/DerelictBgfx)
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* [Go language API bindings](https://github.com/james4k/go-bgfx)
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Who is using it?
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----------------
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http://airmech.com/ AirMech is a free-to-play futuristic action real-time
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strategy video game developed and published by Carbon Games.
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http://theengine.co/ Loom Game Engine developed by The Engine Company. Loom
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is a powerful 2D game engine with live reloading of code and assets, a friendly
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scripting language, and an efficient command-line workflow. Here is video where
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they explain why they choose bgfx over alternatives:
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<a href="https://www.youtube.com/watch?feature=player_embedded&v=PHY_XHkMGIM&t=1m53s" target="_blank"><img src="https://img.youtube.com/vi/PHY_XHkMGIM/0.jpg" alt="Why did you choose bgfx?" width="240" height="180" border="10" /></a>
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https://github.com/dariomanesku/cmftStudio cmftStudio - cubemap filtering tool.
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![cmftStudio](https://github.com/dariomanesku/cmftStudio/raw/master/screenshots/cmftStudio_small.jpg)
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https://github.com/taylor001/crown Crown is a general purpose data-driven game
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engine, written from scratch with a minimalistic and data-oriented design
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philosophy in mind.
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https://github.com/emoon/ProDBG - ProDBG is a new debugger under development
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that will support a variety of targets and operating systems. Currently it's in
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very early development and primary focusing on Mac as primary target. This is
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how it currently looks.
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![mac_screenshot](https://raw.githubusercontent.com/emoon/ProDBG/master/data/screens/mac_screenshot.png)
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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](https://github.com/bkaradzic/bgfx/blob/master/examples/00-helloworld)
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Initialization and debug text.
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### [01-cubes](https://github.com/bkaradzic/bgfx/blob/master/examples/01-cubes/cubes.cpp)
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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](https://github.com/bkaradzic/bgfx/blob/master/examples/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](https://github.com/bkaradzic/bgfx/blob/master/examples/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](https://github.com/bkaradzic/bgfx/blob/master/examples/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](https://github.com/bkaradzic/bgfx/blob/master/examples/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](https://github.com/bkaradzic/bgfx/blob/master/examples/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](https://github.com/bkaradzic/bgfx/blob/master/examples/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](https://github.com/bkaradzic/bgfx/blob/master/examples/08-update)
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Updating textures.
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### [09-hdr](https://github.com/bkaradzic/bgfx/tree/master/examples/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](https://github.com/bkaradzic/bgfx/tree/master/examples/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](https://github.com/bkaradzic/bgfx/tree/master/examples/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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### [12-lod](https://github.com/bkaradzic/bgfx/tree/master/examples/12-lod)
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Mesh LOD transitions.
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![example-12-lod](https://github.com/bkaradzic/bgfx/raw/master/examples/12-lod/screenshot.png)
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### [13-stencil](https://github.com/bkaradzic/bgfx/tree/master/examples/13-stencil)
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Stencil reflections and shadows.
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![example-13-stencil](https://github.com/bkaradzic/bgfx/raw/master/examples/13-stencil/screenshot.png)
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### [14-shadowvolumes](https://github.com/bkaradzic/bgfx/tree/master/examples/14-shadowvolumes)
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Shadow volumes.
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![example-14-shadowvolumes](https://github.com/bkaradzic/bgfx/raw/master/examples/14-shadowvolumes/screenshot.png)
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### [15-shadowmaps-simple](https://github.com/bkaradzic/bgfx/tree/master/examples/15-shadowmaps-simple)
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![example-15-shadowmaps-simple](https://github.com/bkaradzic/bgfx/raw/master/examples/15-shadowmaps-simple/screenshot.png)
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### [16-shadowmaps](https://github.com/bkaradzic/bgfx/tree/master/examples/16-shadowmaps)
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![example-16-shadowmaps](https://github.com/bkaradzic/bgfx/raw/master/examples/16-shadowmaps/screenshot.png)
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### [17-drawstress](https://github.com/bkaradzic/bgfx/blob/master/examples/17-drawstress)
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#### 60Hz
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Draw stress is CPU stress test to show what is the maximimum number of draw
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calls while maintaining 60Hz frame rate. bgfx currently has limit of maximum 64K
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draw calls per frame.
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| CPU | Renderer | GPU |Compiler| Arch | OS | Dim | Calls |
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|:-------------|:-------------|:----------|:------:|:----:|:----------:|----:|------:|
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| i5-3570 3.8 | NV 331.49 | GTX560Ti | GCC | x64 | Linux | 40 | 64000+|
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| i7-920 2.66 | GL2.1 | GTX650Ti | VS2008 | x64 | Windows7 | 38 | 54872 |
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| i7-920 2.66 | GL2.1 | GTX650Ti | VS2008 | x86 | Windows7 | 38 | 54872 |
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| i7-920 2.66 | DX9 | GTX650Ti | GCC | x64 | Windows7 | 32 | 32768 |
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| i7-920 2.66 | DX9 | GTX650Ti | VS2008 | x64 | Windows7 | 32 | 32768 |
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| i7-920 2.66 | DX9 | GTX650Ti | GCC | x86 | Windows7 | 30 | 27000 |
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| i7-920 2.66 | DX9 | GTX650Ti | VS2008 | x86 | Windows7 | 30 | 27000 |
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| i5-4250U 1.3 | GL2.1 | HD5000 | Clang | x64 | OSX 10.9 | 28 | 21852 |
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| Q8200 2.33 | NV 319.32 | GTX260 | GCC | x64 | Linux | 27 | 19683 |
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| i7-2600K 3.4 | DX9 | AMD6800 | VS2012 | x64 | Windows7 | 27 | 19683 |
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| i7-2600K 3.4 | GL2.1 | AMD6800 | VS2012 | x64 | Windows7 | 26 | 17576 |
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| i7-4770R 3.2 | Mesa 10.0.1 | HD5200 | GCC | x64 | SteamOS | 25 | 15625 |
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| i7-4750HQ 2.0| Mesa 10.0.1 | HD5200 | GCC | x64 | Linux | 22 | 10648 |
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| i7-4750HQ 2.0| Mesa 10.1.3 | HD5200 | GCC | x64 | Linux | 21 | 9261 |
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| i7-920 2.66 | ES2-ANGLE | GTX650Ti | VS2008 | x86 | Windows7 | 21 | 9261 |
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| Q8200 2.33 | Gallium 0.4 | AMD5770 | GCC | x64 | Linux | 21 | 9261 |
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| i5-4250U 1.3 | ES2 | HD5000 | Clang | JIT | PNaCl 31 | 21 | 9261 |
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| i5-4250U 1.3 | ES2 | HD5000 | GCC | x86 | NaCl 31 | 20 | 8000 |
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| Q8200 2.33 | Gallium 0.4 | GTX260 | GCC | x64 | Linux | 19 | 6859 |
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| i5-2450M 2.5 | Mesa 10.2.0 | HD3000 | GCC | x64 | Linux | 19 | 6859 |
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| i7-920 2.66 | ES2-PowerVR | GTX650Ti | VS2008 | x86 | Windows7 | 18 | 5832 |
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| i7-920 2.66 | FF27-GL | GTX650Ti | Clang | JIT | W7-asm.js | 17 | 4913 |
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| i7-4750HQ 2.0| Mesa 8.0.5 | LLVMPIPE | GCC | x64 | Linux | 16 | 4096 |
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| i7-920 2.66 | ES2-Qualcomm | GTX650Ti | VS2008 | x86 | Windows7 | 15 | 3375 |
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| i7-920 2.66 | ES2 | GTX650Ti | GCC | x64 | NaCl 31 | 15 | 3375 |
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| i7-920 2.66 | ES2 | GTX650Ti | Clang | JIT | PNaCl 31 | 15 | 3375 |
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| Q8200 2.33 | NV 319.32 | GTX260 | GCC | x64 | NaCl 31 | 15 | 3375 |
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| Q8200 2.33 | NV 319.32 | GTX260 | GCC | x64 | PNaCl 31 | 15 | 3375 |
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| '12 Nexus 7 | ES2 | Tegra3 | GCC | ARM | Android | 15 | 3375 |
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| i5-4250U 1.3 | ES2-FF27 | HD5000 | Clang | JIT | OSX-asm.js | 15 | 3375 |
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| i5-4250U 1.3 | Chrome33 | HD5000 | Clang | JIT | OSX-asm.js | 15 | 3375 |
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| iPad mini 2 | ES2 | PVR G6430 | Clang | ARM64| iOS7 | 15 | 3375 |
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| i7-920 2.66 | Chrome33 | GTX650Ti | Clang | JIT | W7-asm.js | 14 | 2744 |
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| i7-920 2.66 | FF27-ANGLE | GTX650Ti | Clang | JIT | W7-asm.js | 12 | 2744 |
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| '13 Nexus 10 | ES2 | Mali T604 | GCC | ARM | Android | 13 | 2197 |
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| iPhone 5 | ES2 | PVR SGX543| Clang | ARM | iOS7 | 13 | 2197 |
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| '13 Nexus 7 | ES2 | S4 Pro | GCC | ARM | Android | 12 | 1728 |
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| iPad 2 | ES2 | PVR SGX543| Clang | ARM | iOS6 | 12 | 1728 |
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| Xperia Z | ES2 | Adreno320 | GCC | ARM | Android | 11 | 1331 |
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| iPod 4 | ES2 | PVR SGX535| Clang | ARM | iOS6 | 7 | 343 |
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| i7-920 2.66 | ES2-Mali | GTX650Ti | VS2008 | x86 | Windows7 | 6 | 216 |
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| RaspberryPi | ES2 | VC IV | GCC | ARM | Raspbian | 6 | 216 |
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To test browsers in 60Hz mode following changes were made:
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* Firefox 27 about:config adjustments: `webgl.prefer-native-gl true` (on Windows),
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and `layout.frame_rate 500`.
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* Chrome 33 command line option: `--disable-gpu-vsync`.
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#### 30Hz (test for browsers)
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By default browsers are using vsync, and don't have option to turn it off
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programatically.
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| CPU | Renderer | GPU |Compiler| Arch | OS | Dim | Calls |
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| i7-920 2.66 | GL2.1 | GTX650Ti | VS2008 | x64 | Windows7 | 38 | 64000+|
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| i5-4250U 1.3 | GL2.1 | HD5000 | Clang | x64 | OSX 10.9 | 36 | 46656 |
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| i5-4250U 1.3 | Chrome34 | HD5000 | Clang | JIT | OSX-PNaCl 31 | 28 | 21952 |
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| i5-4250U 1.3 | Chrome33 | HD5000 | Clang | JIT | OSX-PNaCl 31 | 27 | 19683 |
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| i5-4250U 1.3 | FF28 | HD5000 | Clang | JIT | OSX-asm.js | 25 | 15625 |
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| i5-4250U 1.3 | FF27 | HD5000 | Clang | JIT | OSX-asm.js | 20 | 8000 |
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| i7-920 2.66 | Chrome33 | GTX650Ti | Clang | JIT | W7-PNaCl 31 | 20 | 8000 |
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| i7-920 2.66 | Chrome34 | GTX650Ti | Clang | JIT | W7-asm.js | 18 | 5832 |
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| i7-920 2.66 | Chrome33 | GTX650Ti | Clang | JIT | W7-asm.js | 18 | 5832 |
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| i7-920 2.66 | FF28 | GTX650Ti | Clang | JIT | W7-asm.js | 18 | 5832 |
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| i7-920 2.66 | FF27 | GTX650Ti | Clang | JIT | W7-asm.js | 18 | 5832 |
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| i5-4250U 1.3 | Safari7 | HD5000 | Clang | JIT | OSX-asm.js | 15 | 3375 |
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* [JavaScript+WebGL port](https://github.com/djg/webgl-drawstress-js)
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### [18-ibl](https://github.com/bkaradzic/bgfx/tree/master/examples/18-ibl)
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Image based lighting.
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![example-18-ibl](https://github.com/bkaradzic/bgfx/raw/master/examples/18-ibl/screenshot.png)
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### [19-oit](https://github.com/bkaradzic/bgfx/tree/master/examples/19-oit)
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Weighted, Blended Order-Independent Transparency
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![example-19-oit](https://github.com/bkaradzic/bgfx/raw/master/examples/19-oit/screenshot.png)
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### [20-nanovg](https://github.com/bkaradzic/bgfx/tree/master/examples/20-nanovg)
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NanoVG is small antialiased vector graphics rendering library.
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![example-20-nanovg](https://github.com/bkaradzic/bgfx/raw/master/examples/20-nanovg/screenshot.png)
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### [21-deferred](https://github.com/bkaradzic/bgfx/tree/master/examples/21-deferred)
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MRT rendering and deferred shading.
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![example-21-deferred](https://github.com/bkaradzic/bgfx/raw/master/examples/21-deferred/screenshot.png)
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### [22-windows](https://github.com/bkaradzic/bgfx/tree/master/examples/22-windows)
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Rendering into multiple windows.
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### [23-vectordisplay](https://github.com/bkaradzic/bgfx/tree/master/examples/23-vectordisplay)
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Rendering lines as oldschool vectors.
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![example-23-vectordisplay](https://github.com/bkaradzic/bgfx/raw/master/examples/23-vectordisplay/screenshot.png)
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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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Building
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--------
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### Prerequisites
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Windows users download GnuWin32 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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[http://gnuwin32.sourceforge.net/packages/libiconv.htm](http://gnuwin32.sourceforge.net/packages/libiconv.htm)
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[http://gnuwin32.sourceforge.net/packages/libintl.htm](http://gnuwin32.sourceforge.net/packages/libintl.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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setx ANDROID_NDK_MIPS <path to AndroidNDK directory>\toolchains\mipsel-linux-android-4.7\prebuilt\windows-x86_64
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setx ANDROID_NDK_X86 <path to AndroidNDK directory>\toolchains\x86-4.7\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
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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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Xcode 5 IDE:
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open .build/projects/xcode4/bgfx.xcworkspace
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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:
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1. Open *"Edit scheme..."* dialog for a given project.
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2. Select *"Run"* settings.
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3. Check *"Use custom working directory"* and enter following path: `${PROJECT_DIR}/../../../examples/runtime`.
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Linux 64-bit:
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make linux-release64
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WinRT / Windows Phone 8.1:
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../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>
|
|
|
|
Configuration is `<platform>-<debug/release>[32/64]`. For example:
|
|
|
|
linux-release32, nacl-debug64, nacl-arm-debug, pnacl-release,
|
|
android-release, etc.
|
|
|
|
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 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 | | |
|
|
| IntelGPA | Linux/OSX/Win | x | x | | x | |
|
|
| Nsight | Win | x | x | x | | |
|
|
| PerfHUD | Win | x | x | | | |
|
|
| RenderDoc | Win | | x | | | x |
|
|
| vogl | Linux | | | x | | x |
|
|
|
|
Download:
|
|
[APITrace](https://apitrace.github.io/)
|
|
[CodeXL](http://developer.amd.com/tools-and-sdks/opencl-zone/codexl/)
|
|
[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 <SDL.h>
|
|
#include <bgfxplatform.h> // it must be included after SDL to enable SDL
|
|
// integration code path.
|
|
|
|
#include <bgfx.h>
|
|
...
|
|
|
|
int main(...
|
|
{
|
|
SDL_window* window = SDL_CreateWindow(...
|
|
bgfx::sdlSetWindow(window);
|
|
|
|
...
|
|
bgfx::init();
|
|
|
|
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(<value>)` instead of `vec2/3/4(<value>)`.
|
|
- 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.
|
|
|
|
Contact
|
|
-------
|
|
|
|
[@bkaradzic](https://twitter.com/bkaradzic)
|
|
http://www.stuckingeometry.com
|
|
|
|
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
|
|
|
|
### SDF (MIT)
|
|
|
|
Sweep-and-update Euclidean distance transform of an antialised image for contour
|
|
texturing.
|
|
|
|
https://github.com/memononen/SDF
|
|
|
|
### stb_image, stb_truetype (Public Domain)
|
|
|
|
http://nothings.org
|
|
|
|
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.
|
|
Milos Tosic ([@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
|
|
|
|
[License (BSD 2-clause)](https://github.com/bkaradzic/bgfx/blob/master/LICENSE)
|
|
-------------------------------------------------------------------------------
|
|
|
|
Copyright 2010-2014 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.
|