NOTE: This port only made to be used as C++ library, some features (such as bindings) might not work! For those features, please use original repo with GENie instead.
This repo contains cmake configuration files that can be used to build bgfx with CMake.
git clone https://github.com/bkaradzic/bgfx.cmake.git
cd bgfx.cmake
git submodule init
git submodule update
cmake -S. -Bcmake-build # $CMakeOptions
cmake --build cmake-build
If downloading via zip (instead of using git submodules) manually download bx, bimg and bgfx and copy them into the root directory, or locate them via BX_DIR
, BIMG_DIR
and BGFX_DIR
CMake variables.
This project is setup to be included a few different ways. To include bgfx source code in your project simply use add_subdirectory to include this project. To build bgfx binaries build the INSTALL
target (or make install
). The installed files will be in the directory specified by CMAKE_INSTALL_PREFIX
which we recommend you set to ./install
so it will export to your build directory. Note you may want to build install on both Release
and Debug
configurations.
- No outside dependencies besides bx, bimg, bgfx, and CMake.
- Tested on
- Windows, OSX, Linux, Android, UWP, Emscripten (experimental)
- VSCode, Visual Studio, Xcode, gcc, clang.
- Compiles bgfx, tools & examples.
- Detects shader modifications and automatically rebuilds them for all examples.
bgfx.cmake will install bgfxToolUtils.cmake
which has useful cmake functions for using bgfx's tools:
Add a build rule for a binary file to the generated build system using bin2c.
bgfx_compile_binary_to_header(
INPUT_FILE filename
OUTPUT_FILE filename
ARRAY_NAME name
)
This defines a bin2c command to generate a specified OUTPUT_FILE
header with an array ARRAY_NAME
with the binary representation of a INPUT_FILE
file.
Adding these INPUT_FILE
as source files to a target will run bin2c
at build time and they will rebuild if either the contents of the INPUT_FILE
change.
bgfx_compile_binary_to_header(
INPUT_FILE ${CMAKE_CURRENT_SOURCE_DIR}/image.png
OUTPUT_FILE ${CMAKE_BINARY_DIR}/include/generated/images/image.png.h
ARRAY_NAME image_bytes
)
add_library(myLib image.png)
target_include_directories(myLib ${CMAKE_BINARY_DIR}/include/generated/images)
// main.cpp
#include <image.png.h>
// You now have access to a static const uint8_t or char array named image_bytes
Add a build rule for a texture to the generated build system be compiled using texturec.
bgfx_compile_texture(
FILE filename
OUTPUT filename
[FORMAT format]
[QUALITY default|fastest|highest]
[MIPS]
[MIPSKIP N]
[NORMALMAP]
[EQUIRECT]
[STRIP]
[SDF]
[REF alpha]
[IQA]
[PMA]
[LINEAR]
[MAX max size]
[RADIANCE model]
[AS extension]
)
Add a build rule for a *.sc
shader to the generated build system using shaderc.
bgfx_compile_shaders(
TYPE VERTEX|FRAGMENT|COMPUTE
SHADERS filenames
VARYING_DEF filename
OUTPUT_DIR directory
[AS_HEADER]
)
This defines a shaderc command to generate binaries or headers for a number of TYPE
shaders with SHADERS
files and VARYING_DEF
file in the OUTPUT_DIR
directory. There will be one generated shader for each supported rendering API on this current platform according to the BGFX_EMBEDDED_SHADER
macro in bgfx/embedded_shader.h
for headers and in the directory expected by load_shader
in bgfx_utils.h
.
The generated headers will have names in the format of ${RENDERING_API}/${SHADERS}.bin[.h]
where RENDERING_API
can be glsl
, essl
, spv
, dx11
and mtl
depending on the availability of the platform.
Adding these SHADERS
as source files to a target will run shaderc
at build time and they will rebuild if either the contents of the SHADERS
or the VARYING_DEF
change.
bgfx_compile_shaders(
TYPE VERTEX
SHADERS vs.sc
VARYING_DEF varying.def.sc
OUTPUT_DIR ${CMAKE_BINARY_DIR}/include/generated/shaders
AS_HEADER
)
bgfx_compile_shader_to_header(
TYPE FRAGMENT
SHADERS fs.sc
VARYING_DEF ${CMAKE_SOURCE_DIR}/varying.def.sc
OUTPUT_DIR ${CMAKE_BINARY_DIR}/include/generated/shaders
AS_HEADER
)
add_library(myLib main.cpp vs.sc fs.sc)
target_include_directories(myLib ${CMAKE_BINARY_DIR}/include/generated/shaders)
// main.cpp
#include <glsl/vs.sc.bin.h>
#include <essl/vs.sc.bin.h>
#include <spv/vs.sc.bin.h>
#include <glsl/fs.sc.bin.h>
#include <essl/fs.sc.bin.h>
#include <spv/fs.sc.bin.h>
#if defined(_WIN32)
#include <dx11/vs.sc.bin.h>
#include <dx11/fs.sc.bin.h>
#endif // defined(_WIN32)
#if __APPLE__
#include <mtl/vs.sc.bin.h>
#include <mtl/fs.sc.bin.h>
#endif // __APPLE__
const bgfx::EmbeddedShader k_vs = BGFX_EMBEDDED_SHADER(vs);
const bgfx::EmbeddedShader k_fs = BGFX_EMBEDDED_SHADER(fs);
Probably! This project needs to be updated if a dependency is added or the bgfx build system changes. The bgfx repository is very active but these types of changes are rare. New examples have to be added manually as well, but not doing so will merely result in that example not showing up and won't break anything else. If pulling latest causes issues, be sure to manually reconfigure CMake as the glob patterns may need to be refreshed (the use of glob patterns in CMake is generally discouraged but in this project it helps to ensure upwards compatibilty with newer bgfx updates).