84f62a0f2c
Now that we have the fencing and atomic operations in place to ensure access to data on other threads will always occur before the use of delete, we can remove the destructor lock. This will be useful for making ObjToken's move assignment operator noexcept. |
||
---|---|---|
glslang@c374030e80 | ||
include/boo | ||
lib | ||
logvisor@dcd0ffcaec | ||
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.