Shell abstraction layer and rendering interface for 3D applications
Go to file
Jack Andersen de9159ce51 Vulkan API fixes 2017-11-18 15:31:05 -10:00
glslang@2edde6665d Windows and Vulkan fixes for AMD GPU 2017-11-08 22:10:43 -10:00
include/boo ClampToEdge mode for textures; cocoa termination exception fix 2017-11-16 22:55:51 -10:00
lib Vulkan API fixes 2017-11-18 15:31:05 -10:00
logvisor@f8ab0e03ba New object management architecture for OpenGL subsystem (more platforms to come) 2017-11-02 23:39:26 -10:00
soxr Remove pedantic flag from soxr; apply CMAKE_CXX_STANDARD 2017-06-17 16:49:21 -10:00
test Object tracker bug fixes; optional metal binary shader compilation 2017-11-04 20:12:49 -10:00
xxhash ensure clang enables XXH_swap* intrinsics 2017-11-07 16:27:48 -10:00
.gitignore Add .gitignore 2016-01-15 13:33:49 -10:00
.gitmodules Humungous refactor 2016-03-04 13:02:18 -10:00
CMakeLists.txt Require CMake 3.10 2017-11-13 18:49:53 -10:00
FindIPP.cmake Vulkan array-texture validation fix; better handling of unsupported audio HW on ALSA 2017-10-30 17:42:41 -10:00
GLEW-LICENSE Integrated GLEW; began migration to Xlib 2015-10-30 18:28:21 -10:00
IPP-LICENSE Add IPP-LICENSE and README note about PLII encoding 2017-09-27 17:40:16 -10:00
InputDeviceClasses.cpp Add Cross-platform HID parser 2017-09-15 07:20:52 -10:00
LICENSE Update LICENSE date 2017-01-07 14:13:43 -10:00
README.md Add IPP-LICENSE and README note about PLII encoding 2017-09-27 17:40:16 -10:00

README.md

Boo Mascot
Charlie

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 11/12
  • 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.