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Graphics library for Mercury, including OpenGL bindings, TGA image reading, and X11, Win32, and SDL2 windowing and input.


最近のコミット RSS

Rev. 日時 作者 メッセージ
b66b36f 2022-06-14 08:04:06 AlaskanEmily master trunk Make supports_extension a generic function on any GL cont...
c3df886 2022-06-03 00:16:13 AlaskanEmily Some cleanups in Unix makefile
7348cab 2022-06-02 23:28:02 AlaskanEmily Add more extensive OpenGL shader API wrapper
a619529 2022-06-02 23:27:48 AlaskanEmily Fix code generation for bindings that do not have a core ...
8f211d9 2022-04-27 11:04:55 AlaskanEmily Fix support for non-GL3+ systems
8a215ba 2022-04-27 10:28:29 AlaskanEmily Generate OpenGL extension and post-1.1 bindings automatic...
d69e2ed 2022-04-24 05:06:14 AlaskanEmily Update mmath
7a859e0 2022-04-18 04:20:49 AlaskanEmily Update mmath
d35f300 2022-04-11 01:01:37 AlaskanEmily Remove old-style bindings for glDrawTextureNV
1afe83f 2022-04-11 00:22:25 AlaskanEmily Make the saffron_window native exports for window_event n...

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名前 Rev. 日時 作者 メッセージ
master b66b36f 2022-06-14 08:04:06 AlaskanEmily Make supports_extension a g...
trunk b66b36f 2022-06-14 08:04:06 AlaskanEmily Make supports_extension a g...

README.md

Saffron

Cross-platform Mercury graphics framework

Saffron is multi-platform graphics framework for Mercury. It is not intended to be a complete game engine on its own, but provides a set of graphics API and windowing API agnostic features that let you write graphical programs in Mercury.

The base library comes with bindings for OpenGL, and can create windows and read input using Win32/WGL and X11/GLX. It is possible to extend the library, without modification of the Saffron source, to add further windowing and input backends (for OpenGL or otherwise), or to add other graphics APIs (DirectX, Vulkan, Metal, etc).

Saffron is tested to build and run on: * Linux (amd64, x86) * OpenBSD (amd64, Sparc64) * Windows (Cygwin x86_64)

It should be possible to run Saffron on OS X and Haiku using the SDL2 backend for the Glow library, although this has not been tested.

Currently Solaris will not work as on Unix we always build both static and shared Mercury libraries, and this is not supported by Mercury on Solaris.

Support for Windows using MSVC is planned. The base library backends should all compile on every supported platform, although for some (OpenGL 4.0, etc) it is possible that they are not supported at runtime.

Notes on OpenGL with Mercury Grades

Low-level Parallel Grades

For obscure reasons, Mercury's low-level parallelism grades (any grade with .par that is not hlc or hl) will not function with OpenGL. This problem occurs regardless of your OpenGL driver and client library, and regardless of your platform. If your compiler builds using one of these grades as a default (you can test with mmc --output-grade-string to see the default grade), you must set the grade to build with using the GRADE make variable, as so:

make GRADE=asm_fast.gc.stseg, or make GRADE=hlc.gc.spf.par, etc

Single-precision Float Grades

Graphics performance will usually be slightly faster if you use a .spf grade for your programs. This allows Saffron to send less data (half as many bytes per float value), and on 32-bit platforms (especially Windows) we can use the unboxed Mercury float arrays for OpenGL buffers.

Saffron should still work with or without .spf grades, and care has been taken to use the OpenGL functions that correspond to the native Mercury float size, in an effort to reduce single/double conversions regardless of the grade.

Building

Preparing for a build

Regardless of the platform, you will need: * OpenGL development libraries and headers, at least gl.h (glext.h required on some platforms) * Mercury, at least verison 20.1 (most ROTDs from 2019 onwards should work)

To prepare to build tests and demos (not necessary for the base library, but a good idea), run: git submodule init && git submodule update

Saffron also requires make to build, the exact type of make depends on the platform. Usually GNU or BSD make will work, however the situation is slightly more complicated on Windows (including Cygwin).

Note that you can only build using the Cygwin instructions if Mercury has been configured to use a Cygwin C compiler, and you can only build using the Windows instructions if Mercury has been configured to use the MSVC compiler.

Unix (Linux, BSD, etc)

On Unix, the requirements for building are: * GNU or BSD make * Mercury, at least verison 20.1 (most ROTDs from 2019 onwards should work) * OpenGL development libraries and at least gl.h and glext.h headers * X11 and GLX development libraries and headers

To build the base library, just use make. You can control parallelism, as so: make PARALLEL=8 -j2, where the PARALLEL flag indicates the Mercury parallel jobs and the -j flag indicates the Make parallel jobs. Since most of the Mercury libraries can't be parallelized due to dependencies, it's recommended to set PARALLEL equal to your number of cores and do -j of 2 or 4.

To build and run the base demo, do: make demos && sh demo/saffron_cube_demo.sh

Cygwin

For Cygwin, the requirements for building are: * GNU make * Mercury, at least verison 20.1 (most ROTDs from 2019 onwards should work), configured to use the Cygwin C compiler * OpenGL development libraries, and at least the gl.h header * Win32 API development libraries and headers

To build the base library, use make -f makefile.cyg. On Windows, the Mercury parallelism flag (PARALLEL=) will not do anything, although it should still be safe to use the make -j flag.

To build and run the base demo, do: make -f makefile.cyg demos && sh demo/saffron_cube_demo.sh

Windows

NOTE THAT THESE INSTRUCTIONS ARE STILL CONSIDERED EXPERIMENTAL!

For Windows (using MSVC), the requirements for building are: * Microsoft NMake (Sometimes included in the Visual Studio installation, available in the Windows SDK) * MSVC C++ 2015 or later (same requirement as needed to build the Mercury compiler) * Mercury, at least verison 20.1 (most ROTDs from 2019 onwards should work), configured to use the MSVC compiler and not compiled with --with-msvcrt

To build the base library, use nmake /fnmakefile from a Visual Studio build command prompt.

If you really want build parallelism, Qt's JOM make program should also work, however a relatively new version is required (older versions had broken MAKEDIR variables).

To build and run the base demo, do: nmake /fnmakefile demos && demo\saffron_cube_demo.exe