244 lines
10 KiB
ReStructuredText
244 lines
10 KiB
ReStructuredText
Tools
|
||
=====
|
||
|
||
Geometry Compiler (geometryc)
|
||
-----------------------------
|
||
|
||
Converts Wavefront .obj, or glTF 2.0 mesh files to a format which is optimized for use with bgfx.
|
||
|
||
Usage::
|
||
|
||
geometryc -f <in> -o <out>
|
||
|
||
Supported input file formats:
|
||
|
||
====== ============================
|
||
Format Description
|
||
====== ============================
|
||
.obj Wavefront
|
||
.gltf glTF 2.0
|
||
.glb glTF 2.0
|
||
====== ============================
|
||
|
||
Options:
|
||
|
||
-h, --help Display this help and exit.
|
||
-v, --version Output version information and exit.
|
||
-f <file path> Input's file path.
|
||
-o <file path> Output's file path.
|
||
-s, --scale <num> Scale factor.
|
||
|
||
--ccw Front face is counter-clockwise winding order.
|
||
|
||
--flipv Flip texture coordinate V.
|
||
|
||
--obb <num> | Number of steps for calculating oriented bounding box.
|
||
| Defaults to 17.
|
||
| Less steps = less precise OBB.
|
||
| More steps = slower calculation.
|
||
|
||
--packnormal <num> | Normal packing.
|
||
| 0 - unpacked 12 bytes. (default)
|
||
| 1 - packed 4 bytes.
|
||
|
||
--packuv <num> | Texture coordinate packing.
|
||
| 0 - unpacked 8 bytes. (default)
|
||
| 1 - packed 4 bytes.
|
||
|
||
--tangent Calculate tangent vectors. (packing mode is the same as normal)
|
||
|
||
--barycentric Adds barycentric vertex attribute. (Packed in bgfx::Attrib::Color1)
|
||
|
||
-c, --compress Compress indices.
|
||
|
||
--[l/r]h-up+[y/z] Coordinate system. Defaults to '--lh-up+y' — Left-Handed +Y is up.
|
||
|
||
Geometry Viewer (geometryv)
|
||
---------------------------
|
||
|
||
A geometry viewer.
|
||
|
||
Shader Compiler (shaderc)
|
||
-------------------------
|
||
|
||
Shader Compiler is used to compile bgfx's cross-platform shader language, which based on GLSL.
|
||
It uses an ANSI C pre-processor to transform the GLSL-like language into HLSL.
|
||
This method has certain drawbacks,
|
||
but overall it's simple and allows for quick authoring of cross-platform shaders.
|
||
|
||
Some differences between bgfx's shaderc flavor of GLSL and vanilla GLSL:
|
||
|
||
- ``bool/int`` uniforms are not allowed; all uniforms must be ``float``.
|
||
- Attributes and varyings can only be accessed from ``main()``.
|
||
- ``SAMPLER2D/3D/CUBE/etc.`` macros replace the ``sampler2D/3D/Cube/etc.`` tokens.
|
||
- ``vec2/3/4_splat(<value>)`` replaces the ``vec2/3/4(<value>)`` constructor.
|
||
``vec2/3/4`` constructors with multiple values are still valid.
|
||
- ``mtxFromCols/mtxFromRows`` must be used for constructing matrices.
|
||
- ``mul(x, y)`` must be used when multiplying vectors with matrices.
|
||
- A ``varying.def.sc`` file must be used to define input/output semantics and types,
|
||
instead of using ``attribute/in`` and ``varying/in/out``.
|
||
This file cannot include comments, and typically only one is necessary.
|
||
- ``$input/$output`` tokens corresponding to inputs and outputs defined in
|
||
``varying.def.sc`` must be used at the beginning of shader.
|
||
|
||
Defines
|
||
~~~~~~~
|
||
|
||
Shader Compiler also has the following default defines (default value is set to 0):
|
||
|
||
=============================== ======================= ========================================
|
||
Define symbol Description Option
|
||
=============================== ======================= ========================================
|
||
``BX_PLATFORM_ANDROID`` Android platform ``--platform android``
|
||
``BX_PLATFORM_EMSCRIPTEN`` Emscripten platform ``--platform asm.js``
|
||
``BX_PLATFORM_IOS`` iOS platform ``--platform ios``
|
||
``BX_PLATFORM_LINUX`` Linux platform ``--platform linux``
|
||
``BX_PLATFORM_OSX`` macOS platform ``--platform osx``
|
||
``BX_PLATFORM_PS4`` PlayStation 4 platform ``--platform orbis``
|
||
``BX_PLATFORM_WINDOWS`` Windows platform ``--platform windows``
|
||
``BX_PLATFORM_XBOXONE`` *Not implemented*
|
||
------------------------------- ----------------------- ----------------------------------------
|
||
``BGFX_SHADER_LANGUAGE_GLSL`` GLSL profile ``-p NNN`` and ``-p NNN_es``
|
||
``BGFX_SHADER_LANGUAGE_HLSL`` HLSL profile ``-p s_N_N``
|
||
``BGFX_SHADER_LANGUAGE_METAL`` Metal profile ``-p metal``
|
||
``BGFX_SHADER_LANGUAGE_PSSL`` PSSL profile ``-p pssl``
|
||
``BGFX_SHADER_LANGUAGE_SPIRV`` SPIR-V profile ``-p spirv`` and ``-p spirvNN-NN``
|
||
------------------------------- ----------------------- ----------------------------------------
|
||
``BGFX_SHADER_TYPE_COMPUTE`` Compute shader ``--type compute`` or ``--type c``
|
||
``BGFX_SHADER_TYPE_FRAGMENT`` Fragment shader ``--type fragment`` or ``--type f``
|
||
``BGFX_SHADER_TYPE_VERTEX`` Vertex shader ``--type vertex`` or ``--type v``
|
||
=============================== ======================= ========================================
|
||
|
||
Predefined Uniforms
|
||
~~~~~~~~~~~~~~~~~~~
|
||
|
||
======= =================== ====================================================================
|
||
Type Name Description
|
||
======= =================== ====================================================================
|
||
vec4 u_viewRect | View rectangle.
|
||
| ``u_viewRect.xy`` - xy offset in screen space.
|
||
| ``u_viewRect.zw`` - width/height size in screen space.
|
||
vec4 u_viewTexel | Screen-to-texel space conversion.
|
||
| ``u_viewTexel.xy = 1.0/u_viewRect.zw;``
|
||
mat4 u_view Transform world-to-view space.
|
||
mat4 u_invView Transform view-to-world space.
|
||
mat4 u_proj Transform view-to-clip space.
|
||
mat4 u_invProj Transform clip-to-view space.
|
||
mat4 u_viewProj Transform world-to-clip space.
|
||
mat4 u_invViewProj Transform clip-to-world space.
|
||
mat4[N] u_model Transform local-to-world space array.
|
||
mat4 u_modelView Transform local-to-view space.
|
||
mat4 u_modelViewProj Transform local-to-clip space.
|
||
float u_alphaRef | The reference value to which incoming alpha
|
||
| values are compared.
|
||
======= =================== ====================================================================
|
||
|
||
For more info, see the `shader helper macros
|
||
<https://github.com/bkaradzic/bgfx/blob/master/src/bgfx_shader.sh>`__.
|
||
|
||
Options:
|
||
|
||
-h, --help Display this help and exit.
|
||
-v, --version Output version information and exit.
|
||
-f <file path> Input's file path.
|
||
-i <include path> Include path. (for multiple paths use -i multiple times)
|
||
-o <file path> Output's file path.
|
||
--bin2c <array name> Generate C header file. If array name is not specified base file name will be used as name.
|
||
--depends Generate makefile style depends file.
|
||
--platform <platform> Target platform.
|
||
-p, --profile <profile> Shader model.
|
||
Defaults to GLSL.
|
||
--preprocess Only pre-process.
|
||
--define <defines> Add defines to preprocessor. (semicolon separated)
|
||
--raw Do not process shader. No preprocessor, and no glsl-optimizer. (GLSL only)
|
||
--type <type> Shader type.
|
||
Can be 'vertex', 'fragment, or 'compute'.
|
||
--varyingdef <file path> A varying.def.sc's file path.
|
||
--verbose Be verbose.
|
||
|
||
(DX9 and DX11 only):
|
||
|
||
--debug Debug information.
|
||
--disasm Disassemble a compiled shader.
|
||
-O <level> Set optimization level.
|
||
Can be 0–3.
|
||
--Werror Treat warnings as errors.
|
||
|
||
Building shaders
|
||
~~~~~~~~~~~~~~~~
|
||
|
||
Shaders can be compiled for all renderers by using the ``shaderc`` tool.
|
||
A Makefile to simplify building shaders is provided in the `bgfx examples
|
||
<https://github.com/bkaradzic/bgfx/tree/master/examples>`__.
|
||
D3D shaders can be only compiled on Windows.
|
||
|
||
Texture Compiler (texturec)
|
||
---------------------------
|
||
|
||
Convert PNG, TGA, DDS, KTX, and PVR textures into bgfx-supported texture formats.
|
||
|
||
Usage::
|
||
|
||
texturec -f <in> -o <out> [-t <texture format>]
|
||
|
||
Supported file formats:
|
||
|
||
====== ================ ============================
|
||
Format In/Out Description
|
||
====== ================ ============================
|
||
.bmp (input) Windows Bitmap.
|
||
.dds (input, output) Direct Draw Surface.
|
||
.exr (input, output) OpenEXR.
|
||
.gif (input) Graphics Interchange Format.
|
||
.jpg (input) JPEG Interchange Format.
|
||
.hdr (input, output) Radiance RGBE.
|
||
.ktx (input, output) Khronos Texture.
|
||
.png (input, output) Portable Network Graphics.
|
||
.psd (input) Photoshop Document.
|
||
.pvr (input) PowerVR.
|
||
.tga (input) Truevision TGA.
|
||
====== ================ ============================
|
||
|
||
Options:
|
||
|
||
Options:
|
||
-h, --help Help.
|
||
-v, --version Version information only.
|
||
-f <file path> Input file path.
|
||
-o <file path> Output file path.
|
||
-t <format> Output format type (BC1/2/3/4/5, ETC1, PVR14, etc.).
|
||
-q <quality> Encoding quality (default, fastest, highest).
|
||
-m, --mips Generate mip-maps.
|
||
--mipskip <N> Skip <N> number of mips.
|
||
-n, --normalmap Input texture is normal map. (Implies --linear)
|
||
|
||
--equirect Input texture is equirectangular projection of cubemap.
|
||
|
||
--strip Input texture is horizontal or vertical strip of cubemap.
|
||
|
||
--sdf Compute SDF texture.
|
||
|
||
--ref <alpha> Alpha reference value.
|
||
|
||
--iqa Image Quality Assessment
|
||
|
||
--pma Premultiply alpha into RGB channel.
|
||
|
||
--linear Input and output texture is linear color space (gamma correction won't be applied).
|
||
|
||
--max <max size> Maximum width/height (image will be scaled down and
|
||
aspect ratio will be preserved)
|
||
|
||
--radiance <model> Radiance cubemap filter. (Lighting model: Phong, PhongBrdf, Blinn, BlinnBrdf, GGX)
|
||
|
||
--as <extension> Save as.
|
||
|
||
--formats List all supported formats.
|
||
|
||
--validate **DEBUG** Validate that output image produced matches after loading.
|
||
|
||
Texture Viewer (texturev)
|
||
-------------------------
|
||
|
||
A texture viewer.
|