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	updating readme info
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							| @ -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 | ||||
|  | ||||
|  | ||||
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