mirror of
https://github.com/NoelFB/blah.git
synced 2024-11-25 16:18:57 +08:00
updating readme info
This commit is contained in:
parent
41ae0ac6d5
commit
1ec2646264
13
README.md
13
README.md
|
@ -6,15 +6,18 @@ this will likely see breaking changes.
|
|||
|
||||
#### building
|
||||
- Requires C++17 and CMake
|
||||
- The [SDL2 platform backend](https://github.com/NoelFB/blah/blob/master/private/blah/internal/platform_backend_sdl2.cpp) can be enabled in CMake with `SDL2_ENABLED`, and setting `SDL2_INCLUDE_DIRS` and `SDL2_LIBRARIES`
|
||||
- The [OpenGL graphics backend](https://github.com/NoelFB/blah/blob/master/private/blah/internal/graphics_backend_gl.cpp) can be enabled in CMake with `OPENGL_ENABLED`.
|
||||
- Platform Backend
|
||||
- [SDL2](https://github.com/NoelFB/blah/blob/master/private/blah/internal/platform_backend_sdl2.cpp) can be enabled in CMake with `SDL2_ENABLED`, and setting `SDL2_INCLUDE_DIRS` and `SDL2_LIBRARIES`
|
||||
- Graphics Backend
|
||||
- [OpenGL](https://github.com/NoelFB/blah/blob/master/private/blah/internal/graphics_backend_gl.cpp) can be enabled in CMake with `OPENGL_ENABLED`.
|
||||
- [D3D11](https://github.com/NoelFB/blah/blob/master/private/blah/internal/graphics_backend_d3d11.cpp) can be enabled in CMake with `D3D11_ENABLED`.
|
||||
- Other backends can be added by implementing the [Platform Backend](https://github.com/NoelFB/blah/blob/master/private/blah/internal/platform_backend.h) or [Graphics Backend](https://github.com/NoelFB/blah/blob/master/private/blah/internal/graphics_backend.h).
|
||||
|
||||
#### notes
|
||||
- There's no Shader abstraction, so the [Sprite Batcher](https://github.com/NoelFB/blah/blob/master/public/blah/drawing/batch.h) has hard-coded GLSL. This will need to change.
|
||||
- The rendering layer may be replaced with [FNA3D](https://github.com/FNA-XNA/FNA3D), [BGFX](https://github.com/bkaradzic/bgfx), [Sokol](https://github.com/floooh/sokol), etc, or I may attempt to write custom backends for D3D11/Metal/Vulkan myself, like the OpenGL backend.
|
||||
- There's no Shader abstraction, so the [Sprite Batcher](https://github.com/NoelFB/blah/blob/master/public/blah/drawing/batch.h) has hard-coded GLSL/HLSL. This will need to change.
|
||||
- Only floatN/mat3x2/mat4x4 uniforms are supported.
|
||||
- There's no Audio API or backend implementation yet.
|
||||
- No threaded rendering so the OpenGL implementation will explode if you try that
|
||||
- No threaded rendering so it will explode if you try that.
|
||||
|
||||
#### a sample application
|
||||
|
||||
|
|
Loading…
Reference in New Issue
Block a user