Tools¶
Geometry Compiler (geometryc)¶
Converts Wavefront .obj, or glTF 2.0 mesh file to format optimal for using 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
Help.
- -v, --version
Version information only.
- -f <file path>
Input file path.
- -o <file path>
Output 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. Default value is 17. Less steps less precise OBB is. 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. Default is ‘–lh-up+y’ Left-Handed +Y is up.
Geometry Viewer (geometryv)¶
Geometry viewer.
Shader Compiler (shaderc)¶
bgfx cross-platform shader language is based on GLSL syntax. It’s uses ANSI C preprocessor to transform GLSL like language syntax into HLSL. This technique has certain drawbacks, but overall it’s simple and allows quick authoring of cross-platform shaders.
Some differences between bgfx’s shaderc flavor of GLSL and regular GLSL:
No
bool/intuniforms, all uniforms must befloat.Attributes and varyings can be accessed only from
main()function.Must use
SAMPLER2D/3D/CUBE/etc.macros instead ofsampler2D/3D/Cube/etc.tokens.Must use
vec2/3/4_splat(<value>)instead ofvec2/3/4(<value>).Must use
mtxFromCols/mtxFromRowswhen constructing matrices in shaders.Must use
mul(x, y)when multiplying vectors and matrices.Must use
varying.def.scto define input/output semantic and precission instead of usingattribute/inandvarying/in/out.$input/$outputtokens must appear at the begining of shader.
For more info see shader helper macros.
- Options:
- -h, --help
Help.
- -v, --version
Version information only.
- -f <file path>
Input file path.
- -i <include path>
Include path (for multiple paths use -i multiple times).
- -o <file path>
Output 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 (default GLSL).
- --preprocess
Preprocess only.
- --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 (vertex, fragment)
- --varyingdef <file path>
Path to varying.def.sc file.
- --verbose
Verbose.
Options (DX9 and DX11 only):
- --debug
Debug information.
- --disasm
Disassemble compiled shader.
- -O <level>
Optimization level (0, 1, 2, 3).
- --Werror
Treat warnings as errors.
Building shaders¶
Shaders must be compiled for all renderers by using shaderc tool. Makefile to simplify building shaders is provided in examples. D3D shaders can be only compiled on Windows.
Texture Compiler (texturec)¶
Convert PNG, TGA, DDS, KTX, PVR texture 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
Help.
- -v, --version
Version information only.
- -f <file path>
Input file path.
- -o <file path>
Output file path.
- -t <format>
Output format type (BC1/2/3/4/5, ETC1, PVR14, etc.).
- -q <quality>
Encoding quality (default, fastest, 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. (Lighting model: Phong, PhongBrdf, Blinn, BlinnBrdf, GGX)
- --as <extension>
Save as.
- --formats
List all supported formats.
- --validate
DEBUG Validate that output image produced matches after loading.
Texture Viewer (texturev)¶
Texture viewer.