Building¶
Getting Source¶
git clone git://github.com/bkaradzic/bx.git
git clone git://github.com/bkaradzic/bimg.git
git clone git://github.com/bkaradzic/bgfx.git
Quick Start¶
These are step for users who use Windows with Visual Studio.
Enter bgfx directory:
cd bgfx
Generate Visual Studio 2017 project files:
..\bx\tools\bin\windows\genie --with-examples vs2017
Open bgfx solution in Visual Studio 2017:
start .build\projects\vs2017\bgfx.sln
Note
For more detailed prerequisites and build steps on other platforms see below.
Prerequisites¶
Android¶
Download AndroidNDK:
Set following enironment variables:
setx ANDROID_NDK_ROOT <path to AndroidNDK directory>
setx ANDROID_NDK_ARM <path to AndroidNDK directory>\toolchains\arm-linux-androideabi-4.7\prebuilt\windows-x86_64
setx ANDROID_NDK_MIPS <path to AndroidNDK directory>\toolchains\mipsel-linux-android-4.7\prebuilt\windows-x86_64
setx ANDROID_NDK_X86 <path to AndroidNDK directory>\toolchains\x86-4.7\prebuilt\windows-x86_64
To deploy on Android you can use bgfx android activity:
Linux¶
sudo apt-get install libgl1-mesa-dev x11proto-core-dev libx11-dev
Build¶
bgfx uses GENie - Project generator tool to generate project files for various platform. Binaries for Linux, OSX, and Windows are included in bx repository.
General¶
cd bgfx
make
After calling make, .build/projects/* directory will be generated.
All intermediate files generated by compiler will be inside .build
directory structure. Deleting .build directory at any time is safe.
make <configuration>
Configuration is <platform>-<debug/release>[32/64]. For example:
linux-release32, nacl-debug64, nacl-arm-debug, pnacl-release,
android-release, etc.
Windows¶
Visual Studio 2017 command line:
make vs2017-release64
Visual Studio 2017 IDE:
start .build/projects/vs2017/bgfx.sln
Xcode¶
Xcode command line:
make osx-release64
cd examples/runtime
../../.build/osx64_clang/bin/examples.app/Contents/MacOS/examplesRelease
Xcode IDE:
../bx/tools/bin/darwin/genie --with-combined-examples --xcode=osx xcode9
open .build/projects/xcode9-osx/bgfx.xcworkspace
Due to inability to set working directory for an Xcode project from GENie configuration file, it has to be set manually for each example project:
- Open “Edit scheme...” dialog for a given project.
- Select “Run” settings.
- Check “Use custom working directory” and enter following path:
${PROJECT_DIR}/../../../examples/runtime.
Linux¶
make linux-release64
WinRT / UWP¶
..\bx\tools\bin\windows\genie --vs=winstore100 vs2017
Build the resulting solution and deploy to device.
Note
Shaders will need to be compiled with the appropriate target profile for your platform.
Amalgamated Build¶
For ease of integration to other build system bgfx library can be built with single .cpp file. It’s only necessary to build src/amalgamated.cpp (for OSX/iOS use src/amalgamated.mm instead) inside different build system.
OculusVR Integration¶
To build with OculusVR HMD support enabled you must set OVR_DIR enviroment variable:
set OVR_DIR=<path to OculusSDK>
And generate project files with --with-ovr option:
..\bx\tools\bin\windows\genie --with-ovr vs2017
Tools¶
To build bgfx project files for tools, use --with-tools option:
..\bx\tools\bin\windows\genie --with-tools vs2017
Alternative build systems¶
CMake https://github.com/JoshuaBrookover/bgfx.cmake#bgfxcmake
fips is a highlevel build system wrapper written in Python for C/C++ projects. https://github.com/floooh/fips#fips
mkvfx is a tool that builds open source libraries commonly used in games, film, and vfx. https://github.com/meshula/mkvfx#mkvfx—make-vfx-libraries-and-programs