Phillip Stephens
37ee1895ee
IGraphicsDataFactory: std::move vertex and fragment tokens in newShaderPipeline |
||
---|---|---|
glslang@c374030e80 | ||
include/boo | ||
lib | ||
logvisor@aa9aa0a82c | ||
soxr | ||
test | ||
xxhash | ||
.gitignore | ||
.gitmodules | ||
CMakeLists.txt | ||
FindIPP.cmake | ||
GLEW-LICENSE | ||
IPP-LICENSE | ||
InputDeviceClasses.cpp | ||
LICENSE | ||
README.md |
README.md
Boo
Boo is a cross-platform windowing and event manager similar to SDL or SFML, with additional 3D rendering functionality.
The primary focus of Boo is 2D/3D rendering using polygon-rasterization APIs like OpenGL or Direct3D. It exposes a unified command-queue API for calling the underlying graphics API.
The only per-platform responsibility of the client code is providing the shaders' source. Drawing, resource-management and state-switching are performed using the unified API; these may be written once for all platforms.
Boo also features a unified audio API for mixing voices and performing variable sample-rate-conversion. All audio computation occurs on the CPU, synchronously 'pumped' by the client each frame-iteration.
Client code is entered via the appMain
method supplied in a callback object.
This code executes on a dedicated thread with graphics command context available.
The API may be used to synchronize loops on the client thread with the display
refresh-rate.
Supported Graphics Backends
- OpenGL 3.3+
- Direct3D 11
- Metal 1.1 (OS X 10.11 only for now, iOS coming soon)
- Vulkan
Supported Audio Backends
- [Windows] WASAPI
- [OS X] Audio Queue Services
- [Linux] ALSA
Pro Logic II Encoding Support
The Boo audio engine supports real-time Pro Logic II surround matrixing for 5.1 client mixes.
Call IAudioVoiceEngine::enableLtRt(true);
to enable this functionality.
Note: Before building Boo, the Intel Integrated Performance Primitives must be installed for full surround-sound encoding capabilities. Without this library, only the left, right, and center channels will be encoded. The surround channels are phase-shifted 90-degrees using the Hilbert functions in the library.