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- Tools
- =====
- Geometry Compiler (geometryc)
- -----------------------------
- Converts Wavefront .obj, or glTF 2.0 mesh files to a format which is optimized for use with bgfx.
- Usage::
- geometryc -f <in> -o <out>
- Supported input file formats:
- ====== ============================
- Format Description
- ====== ============================
- .obj Wavefront
- .gltf glTF 2.0
- .glb glTF 2.0
- ====== ============================
- Options:
- -h, --help Display this help and exit.
- -v, --version Output version information and exit.
- -f <file path> Input's file path.
- -o <file path> Output's file path.
- -s, --scale <num> Scale factor.
- --ccw Front face is counter-clockwise winding order.
- --flipv Flip texture coordinate V.
- --obb <num> Number of steps for calculating oriented bounding box.
-
- Defaults to 17.
- Less steps = less precise OBB.
- More steps = slower calculation.
- --packnormal <num> Normal packing.
- 0 - unpacked 12 bytes. (Default)
- 1 - packed 4 bytes.
- --packuv <num> Texture coordinate packing.
- 0 - unpacked 8 bytes. (Default)
- 1 - packed 4 bytes.
- --tangent Calculate tangent vectors. (Packing mode is the same as normal)
- --barycentric Adds barycentric vertex attribute. (Packed in bgfx::Attrib::Color1)
- -c, --compress Compress indices.
- --[l/r]h-up+[y/z] Coordinate system. Defaults to '--lh-up+y' — Left-Handed +Y is up.
- Geometry Viewer (geometryv)
- ---------------------------
- A geometry viewer.
- Shader Compiler (shaderc)
- -------------------------
- Shader Compiler is used to compile bgfx's cross-platform shader language, which based on GLSL.
- It uses an ANSI C pre-processor to transform the GLSL-like language into HLSL.
- This method has certain drawbacks,
- but overall it's simple and allows for quick authoring of cross-platform shaders.
- Some differences between bgfx's shaderc flavor of GLSL and vanilla GLSL:
- - ``bool/int`` uniforms are not allowed; all uniforms must be ``float``.
- - Attributes and varyings can only be accessed from ``main()``.
- - ``SAMPLER2D/3D/CUBE/etc.`` macros replace the ``sampler2D/3D/Cube/etc.`` tokens.
- - ``vec2/3/4_splat(<value>)`` replaces the ``vec2/3/4(<value>)`` constructor.
- ``vec2/3/4`` constructors with multiple values are still valid.
- - ``mtxFromCols/mtxFromRows`` must be used for constructing matrices.
- - ``mul(x, y)`` must be used when multiplying vectors with matrices.
- - A ``varying.def.sc`` file must be used to define input/output semantics and types,
- instead of using ``attribute/in`` and ``varying/in/out``.
- This file cannot include comments, and typically only one is necessary.
- - ``$input/$output`` tokens corresponding to inputs and outputs defined in
- ``varying.def.sc`` must be used at the beginning of shader.
- For more info, see the `shader helper macros
- <https://github.com/bkaradzic/bgfx/blob/master/src/bgfx_shader.sh>`__.
- Options:
- -h, --help Display this help and exit.
- -v, --version Output version information and exit.
- -f <file path> Input's file path.
- -i <include path> Include path. (for multiple paths use -i multiple times)
- -o <file path> Output's file path.
- --bin2c <array name> Generate C header file. If array name is not specified base file name will be used as name.
- --depends Generate makefile style depends file.
- --platform <platform> Target platform.
- -p, --profile <profile> Shader model.
- Defaults to GLSL.
- --preprocess Only pre-process.
- --define <defines> Add defines to preprocessor. (semicolon separated)
- --raw Do not process shader. No preprocessor, and no glsl-optimizer. (GLSL only)
- --type <type> Shader type.
-
- Can be 'vertex', 'fragment, or 'compute'.
- --varyingdef <file path> A varying.def.sc's file path.
- --verbose Be verbose.
- (DX9 and DX11 only):
- --debug Debug information.
- --disasm Disassemble a compiled shader.
- -O <level> Set optimization level.
- Can be 0–3.
- --Werror Treat warnings as errors.
- Building shaders
- ~~~~~~~~~~~~~~~~
- Shaders can be compiled for all renderers by using the ``shaderc`` tool.
- A Makefile to simplify building shaders is provided in the `bgfx examples
- <https://github.com/bkaradzic/bgfx/tree/master/examples>`__.
- D3D shaders can be only compiled on Windows.
- Texture Compiler (texturec)
- ---------------------------
- Convert PNG, TGA, DDS, KTX, and PVR textures into bgfx-supported texture formats.
- Usage::
- texturec -f <in> -o <out> [-t <texture format>]
- Supported file formats:
- ====== ================ ============================
- Format In/Out Description
- ====== ================ ============================
- .bmp (input) Windows Bitmap.
- .dds (input, output) Direct Draw Surface.
- .exr (input, output) OpenEXR.
- .gif (input) Graphics Interchange Format.
- .jpg (input) JPEG Interchange Format.
- .hdr (input, output) Radiance RGBE.
- .ktx (input, output) Khronos Texture.
- .png (input, output) Portable Network Graphics.
- .psd (input) Photoshop Document.
- .pvr (input) PowerVR.
- .tga (input) Truevision TGA.
- ====== ================ ============================
- Options:
- -h, --help Display this help and exit.
- -v, --version Output version information and exit.
- -f <file path> Input's file path.
- -o <file path> Output's file path.
- -t <format> Output format type. (BC1/2/3/4/5, ETC1, PVR14, etc.)
- -q <quality> Encoding quality.
- Can be 'default', 'fastest', or 'highest'.
- -m, --mips Generate mip-maps.
- --mipskip <N> Skip <N> number of mips.
- -n, --normalmap Input texture is normal map. (Implies --linear)
- --equirect Input texture is equirectangular projection of cubemap.
- --strip Input texture is horizontal strip of cubemap.
- --sdf Compute SDF texture.
- --ref <alpha> Alpha reference value.
- --iqa Image Quality Assessment
- --pma Premultiply alpha into RGB channel.
- --linear Input and output texture is linear color space. (Gamma correction won't be applied)
- --max <max size> Maximum width/height. (Image will be scaled down and aspect ratio will be preserved)
- --radiance <model> Radiance cubemap filter.
- Model can be 'Phong', 'PhongBrdf', 'Blinn', 'BlinnBrdf', or 'GGX'.
- --as <extension> Save as.
- --formats List all supported formats.
- --validate **DEBUG** Validate that output image produced matches after loading.
- Texture Viewer (texturev)
- -------------------------
- A texture viewer.
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