2022-02-10 15:48:05 +08:00
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## blah
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A small 2D C++ Game Framework, using few dependencies and simple code to maintain easy building and portability.
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2021-06-03 21:14:52 +08:00
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**☆ This will likely see breaking changes! Use at your own risk! ☆**
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#### a sample application
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```cpp
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#include <blah.h>
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using namespace Blah;
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Batch batch;
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int main()
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{
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2022-02-10 15:48:05 +08:00
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Config config;
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config.name = "blah app";
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config.on_render = []()
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{
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App::backbuffer()->clear(Color::black);
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auto center = App::get_backbuffer_size() / 2;
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auto rotation = Time::seconds * Calc::TAU;
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auto transform = Mat3x2f::create_transform(center, Vec2f::zero, Vec2f::one, rotation);
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batch.push_matrix(transform);
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batch.rect(Rectf(-32, -32, 64, 64), Color::red);
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batch.pop_matrix();
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batch.render();
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batch.clear();
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};
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App::run(&config);
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return 0;
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2021-06-03 21:14:52 +08:00
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}
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```
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2022-02-10 15:48:05 +08:00
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#### building
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- Requires C++17 and CMake 3.14+
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- A single **Platform** implementation must be enabled in CMake:
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- [SDL2](https://github.com/NoelFB/blah/blob/master/src/internal/platform_sdl2.cpp) (Default) `BLAH_PLATFORM_SDL2`
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- [WIN32](https://github.com/NoelFB/blah/blob/master/src/internal/platform_win32.cpp) (Unfinished) `BLAH_PLATFORM_WIN32`
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- Additional platforms can be added by implementing the [Platform Backend](https://github.com/NoelFB/blah/blob/master/src/internal/platform.h)
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- At least one **Renderer** implementation must be enabled in CMake:
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- [OpenGL](https://github.com/NoelFB/blah/blob/master/src/internal/renderer_gl.cpp) (Default on Linux/macOS) `BLAH_RENDERER_OPENGL`
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- [D3D11](https://github.com/NoelFB/blah/blob/master/src/internal/renderer_d3d11.cpp) (Default on Windows) `BLAH_RENDERER_D3D11`
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- Additional renderers can be added by implementing the [Renderer Backend](https://github.com/NoelFB/blah/blob/master/src/internal/renderer.h)
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#### notes
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2022-02-11 04:26:47 +08:00
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- There's no Shader abstraction, so you need to swap between GLSL/HLSL depending on the Renderer.
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2022-02-10 15:48:05 +08:00
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- Only floatN/mat3x2/mat4x4 uniforms are supported.
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- There's no Audio API or backend implementation yet.
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- No threaded rendering so it will explode if you try that.
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