287 lines
12 KiB
ReStructuredText
287 lines
12 KiB
ReStructuredText
Tools
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=====
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Geometry Compiler (geometryc)
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-----------------------------
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Converts Wavefront .obj, or glTF 2.0 mesh files to a format which is optimized for use with bgfx.
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Usage::
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geometryc -f <in> -o <out>
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Supported input file formats:
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====== ============================
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Format Description
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====== ============================
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.obj Wavefront
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.gltf glTF 2.0
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.glb glTF 2.0
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====== ============================
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Options:
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-h, --help Display this help and exit.
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-v, --version Output version information and exit.
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-f <file path> Input's file path.
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-o <file path> Output's file path.
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-s, --scale <num> Scale factor.
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--ccw Front face is counter-clockwise winding order.
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--flipv Flip texture coordinate V.
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--obb <num> | Number of steps for calculating oriented bounding box.
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| Defaults to 17.
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| Less steps = less precise OBB.
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| More steps = slower calculation.
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--packnormal <num> | Normal packing.
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| 0 - unpacked 12 bytes. (default)
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| 1 - packed 4 bytes.
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--packuv <num> | Texture coordinate packing.
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| 0 - unpacked 8 bytes. (default)
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| 1 - packed 4 bytes.
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--tangent Calculate tangent vectors. (packing mode is the same as normal)
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--barycentric Adds barycentric vertex attribute. (Packed in bgfx::Attrib::Color1)
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-c, --compress Compress indices.
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--[l/r]h-up+[y/z] Coordinate system. Defaults to '--lh-up+y' — Left-Handed +Y is up.
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Geometry Viewer (geometryv)
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---------------------------
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A geometry viewer.
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Shader Compiler (shaderc)
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-------------------------
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Shader Compiler is used to compile bgfx's cross-platform shader language, which based on GLSL.
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It uses an ANSI C pre-processor to transform the GLSL-like language into HLSL.
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This method has certain drawbacks,
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but overall it's simple and allows for quick authoring of cross-platform shaders.
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Some differences between bgfx's shaderc flavor of GLSL and vanilla GLSL:
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- ``bool/int`` uniforms are not allowed; all uniforms must be ``float``.
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- Attributes and varyings can only be accessed from ``main()``.
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- ``SAMPLER2D/3D/CUBE/etc.`` macros replace the ``sampler2D/3D/Cube/etc.`` tokens.
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- ``vec2/3/4_splat(<value>)`` replaces the ``vec2/3/4(<value>)`` constructor.
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``vec2/3/4`` constructors with multiple values are still valid.
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- ``mtxFromCols/mtxFromRows`` must be used for constructing matrices.
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- ``mul(x, y)`` must be used when multiplying vectors with matrices.
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- A ``varying.def.sc`` file must be used to define input/output semantics and types,
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instead of using ``attribute/in`` and ``varying/in/out``.
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This file cannot include comments, and typically only one is necessary.
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- ``$input/$output`` tokens corresponding to inputs and outputs defined in
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``varying.def.sc`` must be used at the beginning of shader.
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Defines
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~~~~~~~
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Shader Compiler also has the following default defines (default value is set to 0):
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=============================== ======================= ========================================
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Define symbol Description Option
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=============================== ======================= ========================================
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``BX_PLATFORM_ANDROID`` Android platform ``--platform android``
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``BX_PLATFORM_EMSCRIPTEN`` Emscripten platform ``--platform asm.js``
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``BX_PLATFORM_IOS`` iOS platform ``--platform ios``
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``BX_PLATFORM_LINUX`` Linux platform ``--platform linux``
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``BX_PLATFORM_OSX`` macOS platform ``--platform osx``
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``BX_PLATFORM_PS4`` PlayStation 4 platform ``--platform orbis``
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``BX_PLATFORM_WINDOWS`` Windows platform ``--platform windows``
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``BX_PLATFORM_XBOXONE`` *Not implemented*
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------------------------------- ----------------------- ----------------------------------------
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``BGFX_SHADER_LANGUAGE_GLSL`` GLSL profile ``-p NNN`` and ``-p NNN_es``
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``BGFX_SHADER_LANGUAGE_HLSL`` HLSL profile ``-p s_N_N``
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``BGFX_SHADER_LANGUAGE_METAL`` Metal profile ``-p metal``
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``BGFX_SHADER_LANGUAGE_PSSL`` PSSL profile ``-p pssl``
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``BGFX_SHADER_LANGUAGE_SPIRV`` SPIR-V profile ``-p spirv`` and ``-p spirvNN-NN``
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------------------------------- ----------------------- ----------------------------------------
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``BGFX_SHADER_TYPE_COMPUTE`` Compute shader ``--type compute`` or ``--type c``
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``BGFX_SHADER_TYPE_FRAGMENT`` Fragment shader ``--type fragment`` or ``--type f``
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``BGFX_SHADER_TYPE_VERTEX`` Vertex shader ``--type vertex`` or ``--type v``
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=============================== ======================= ========================================
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Predefined Uniforms
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~~~~~~~~~~~~~~~~~~~
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======= =================== ====================================================================
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Type Name Description
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======= =================== ====================================================================
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vec4 u_viewRect | View rectangle.
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| ``u_viewRect.xy`` - xy offset in screen space.
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| ``u_viewRect.zw`` - width/height size in screen space.
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vec4 u_viewTexel | Screen-to-texel space conversion.
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| ``u_viewTexel.xy = 1.0/u_viewRect.zw;``
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mat4 u_view Transform world-to-view space.
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mat4 u_invView Transform view-to-world space.
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mat4 u_proj Transform view-to-clip space.
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mat4 u_invProj Transform clip-to-view space.
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mat4 u_viewProj Transform world-to-clip space.
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mat4 u_invViewProj Transform clip-to-world space.
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mat4[N] u_model Transform local-to-world space array.
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mat4 u_modelView Transform local-to-view space.
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mat4 u_modelViewProj Transform local-to-clip space.
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float u_alphaRef | The reference value to which incoming alpha
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| values are compared.
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======= =================== ====================================================================
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For more info, see the `shader helper macros
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<https://github.com/bkaradzic/bgfx/blob/master/src/bgfx_shader.sh>`__.
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Vertex Shader Attributes
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~~~~~~~~~~~~~~~~~~~~~~~~
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``$input`` tokens for vertex shader can be only following:
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================ ===================
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Attribute bgfx::Attrib::Enum
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================ ===================
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a_position Position
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a_normal Normal
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a_tangent Tangent
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a_bitangent Bitangent
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a_color0 Color0
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a_color1 Color1
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a_color2 Color2
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a_color3 Color3
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a_indices Indices
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a_weight Weight
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a_texcoord0 TexCoord0
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a_texcoord1 TexCoord1
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a_texcoord2 TexCoord2
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a_texcoord3 TexCoord3
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a_texcoord4 TexCoord4
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a_texcoord5 TexCoord5
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a_texcoord6 TexCoord6
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a_texcoord7 TexCoord7
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================ ===================
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In ``varying.def.sc``, instance buffer input must use ``i_dataN`` as identifier where ``N`` is the index
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of the attribute in the buffer. Type must be ``vec4``, and the stride must be multiple of 16.
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The semantic must be ``TEXCOORDN`` with a decreasing index starting from ``TEXCOORD7``.
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::
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vec4 i_data0 : TEXCOORD7;
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vec4 i_data1 : TEXCOORD6;
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vec4 i_data2 : TEXCOORD5;
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vec4 i_data3 : TEXCOORD4;
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vec4 i_data4 : TEXCOORD3;
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Options
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~~~~~~~
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Options:
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-h, --help Display this help and exit.
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-v, --version Output version information and exit.
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-f <file path> Input's file path.
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-i <include path> Include path. (for multiple paths use -i multiple times)
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-o <file path> Output's file path.
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--bin2c <array name> Generate C header file. If array name is not specified base file name will be used as name.
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--depends Generate makefile style depends file.
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--platform <platform> Target platform.
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-p, --profile <profile> Shader model.
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Defaults to GLSL.
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--preprocess Only pre-process.
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--define <defines> Add defines to preprocessor. (semicolon separated)
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--raw Do not process shader. No preprocessor, and no glsl-optimizer. (GLSL only)
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--type <type> Shader type.
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Can be 'vertex', 'fragment, or 'compute'.
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--varyingdef <file path> A varying.def.sc's file path.
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--verbose Be verbose.
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(DX9 and DX11 only):
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--debug Debug information.
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--disasm Disassemble a compiled shader.
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-O <level> Set optimization level.
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Can be 0–3.
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--Werror Treat warnings as errors.
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Building shaders
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~~~~~~~~~~~~~~~~
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Shaders can be compiled for all renderers by using the ``shaderc`` tool.
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A Makefile to simplify building shaders is provided in the `bgfx examples
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<https://github.com/bkaradzic/bgfx/tree/master/examples>`__.
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D3D shaders can be only compiled on Windows.
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Texture Compiler (texturec)
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---------------------------
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Convert PNG, TGA, DDS, KTX, and PVR textures into bgfx-supported texture formats.
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Usage::
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texturec -f <in> -o <out> [-t <texture format>]
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Supported file formats:
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====== ================ ============================
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Format In/Out Description
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====== ================ ============================
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.bmp (input) Windows Bitmap.
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.dds (input, output) Direct Draw Surface.
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.exr (input, output) OpenEXR.
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.gif (input) Graphics Interchange Format.
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.jpg (input) JPEG Interchange Format.
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.hdr (input, output) Radiance RGBE.
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.ktx (input, output) Khronos Texture.
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.png (input, output) Portable Network Graphics.
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.psd (input) Photoshop Document.
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.pvr (input) PowerVR.
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.tga (input) Truevision TGA.
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====== ================ ============================
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Options:
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Options:
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-h, --help Help.
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-v, --version Version information only.
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-f <file path> Input file path.
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-o <file path> Output file path.
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-t <format> Output format type (BC1/2/3/4/5, ETC1, PVR14, etc.).
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-q <quality> Encoding quality (default, fastest, highest).
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-m, --mips Generate mip-maps.
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--mipskip <N> Skip <N> number of mips.
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-n, --normalmap Input texture is normal map. (Implies --linear)
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--equirect Input texture is equirectangular projection of cubemap.
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--strip Input texture is horizontal or vertical strip of cubemap.
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--sdf Compute SDF texture.
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--ref <alpha> Alpha reference value.
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--iqa Image Quality Assessment
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--pma Premultiply alpha into RGB channel.
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--linear Input and output texture is linear color space (gamma correction won't be applied).
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--max <max size> Maximum width/height (image will be scaled down and
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aspect ratio will be preserved)
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--radiance <model> Radiance cubemap filter. (Lighting model: Phong, PhongBrdf, Blinn, BlinnBrdf, GGX)
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--as <extension> Save as.
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--formats List all supported formats.
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--validate **DEBUG** Validate that output image produced matches after loading.
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Texture Viewer (texturev)
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-------------------------
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A texture viewer.
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