mirror of
https://github.com/NoelFB/blah.git
synced 2024-12-01 17:38:57 +08:00
56 lines
2.1 KiB
Markdown
56 lines
2.1 KiB
Markdown
## blah
|
|
A small 2D C++ Game Framework, using few dependencies and simple code to maintain easy building and portability.
|
|
|
|
**☆ This will likely see breaking changes! Use at your own risk! ☆**
|
|
|
|
#### a sample application
|
|
|
|
```cpp
|
|
#include <blah.h>
|
|
using namespace Blah;
|
|
|
|
Batch batch;
|
|
|
|
int main()
|
|
{
|
|
Config config;
|
|
config.name = "blah app";
|
|
config.on_render = []()
|
|
{
|
|
App::backbuffer()->clear(Color::black);
|
|
|
|
auto center = App::get_backbuffer_size() / 2;
|
|
auto rotation = Time::seconds * Calc::TAU;
|
|
auto transform = Mat3x2f::create_transform(center, Vec2f::zero, Vec2f::one, rotation);
|
|
|
|
batch.push_matrix(transform);
|
|
batch.rect(Rectf(-32, -32, 64, 64), Color::red);
|
|
batch.pop_matrix();
|
|
|
|
batch.render();
|
|
batch.clear();
|
|
};
|
|
|
|
App::run(&config);
|
|
return 0;
|
|
}
|
|
|
|
```
|
|
|
|
#### building
|
|
- Requires C++17 and CMake 3.14+
|
|
- A single **Platform** implementation must be enabled in CMake:
|
|
- [SDL2](https://github.com/NoelFB/blah/blob/master/src/internal/platform_sdl2.cpp) (Default) `BLAH_PLATFORM_SDL2`
|
|
- [WIN32](https://github.com/NoelFB/blah/blob/master/src/internal/platform_win32.cpp) (Unfinished) `BLAH_PLATFORM_WIN32`
|
|
- Additional platforms can be added by implementing the [Platform Backend](https://github.com/NoelFB/blah/blob/master/src/internal/platform.h)
|
|
- At least one **Renderer** implementation must be enabled in CMake:
|
|
- [OpenGL](https://github.com/NoelFB/blah/blob/master/src/internal/renderer_gl.cpp) (Default on Linux/macOS) `BLAH_RENDERER_OPENGL`
|
|
- [D3D11](https://github.com/NoelFB/blah/blob/master/src/internal/renderer_d3d11.cpp) (Default on Windows) `BLAH_RENDERER_D3D11`
|
|
- Additional renderers can be added by implementing the [Renderer Backend](https://github.com/NoelFB/blah/blob/master/src/internal/renderer.h)
|
|
|
|
#### notes
|
|
- There's no Shader abstraction, so you need to swap between GLSL/HLSL depending on the Renderer.
|
|
- Only floatN/mat3x2/mat4x4 uniforms are supported.
|
|
- There's no Audio API or backend implementation yet.
|
|
- No threaded rendering so it will explode if you try that.
|