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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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namespace Magnum {
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/** @mainpage
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%Magnum is 2D/3D graphics engine written in C++11 and modern OpenGL.
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@section mainpage-design-goals Design goals
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- **2D is not an ugly stepchild**
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Many engines out there are either purely 2D or 3D and if you want to do
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your next project in 2D only, you have to either relearn another engine
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from scratch or emulate it in 3D, leaving many things overly complicated.
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%Magnum treats 2D equivalently to 3D so you can reuse what you already
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learned for 3D and even combine 2D and 3D in one project.
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- **Forward compatibility**
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If newer technology makes things faster, simpler or more intuitive, it is
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the way to go. If you then really need to, you can selectively backport
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some features and it will be easier than maintaining full backward
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compatibility by default. %Magnum by default relies on decent C++11 support
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and modern OpenGL features, but compatibility functions for older hardware
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and compatibility branch for older compilers are available if you need
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them.
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- **Intuitive, but not restrictive API**
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Scripting languages are often preferred to C/C++ because they tend to do
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more with less -- less complicated APIs, nicer syntax and less boilerplate
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code. %Magnum is designed with scripting language intuitivity in mind, but
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also with speed and static checks that native code and strong typing
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offers. Usually the most common way is the most simple, but if you need
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full control, you can have it.
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- **Extensible and replaceable components**
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If you want to use different mathematical library for specific purposes,
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that new windowing toolkit, your own file formats or another physics
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library, you can. Conversion of data between different libraries can be
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done on top of pre-made skeleton classes, support for file formats is done
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using plugins and platform support is done by writing simple wrapper class.
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@section mainpage-platforms Supported platforms
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- **OpenGL** 2.1 through 4.4, core profile functionality and modern
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extensions
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- **OpenGL ES** 2.0, 3.0 and extensions to match desktop OpenGL functionality
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- **Linux** and embedded Linux (natively using GLX/EGL and Xlib or through
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GLUT or SDL2 toolkit)
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- **Windows** (through GLUT or SDL2 toolkit)
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- **Google Chrome** (through [Native Client](https://developers.google.com/native-client/),
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both `newlib` and `glibc` toolchains are supported)
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@section mainpage-features Features
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- Vector and matrix library with implementation of complex numbers,
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quaternions and their dual counterparts for representing transformations.
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- Classes wrapping OpenGL and simplifying its usage with direct state access
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and automatic fallback for unavailable features.
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- Extensible scene graph which can be modified for each specific usage.
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- Plugin-based data exchange framework, tools for manipulating meshes,
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textures and images.
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- Pre-made shaders, primitives and other tools for easy prototyping and
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debugging.
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@section mainpage-download-build Downloading and building Magnum
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Guide @ref building "how to download and build Magnum" on different platforms.
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@section mainpage-getting-started Getting started
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The best way to get started is to render your first triangle in
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@ref example-index "step-by-step tutorial". Then you can dig deeper and try
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other examples, read about @ref features "fundamental principles" in the
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documentation or start experimenting on your own!
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@section mainpage-hacking Hacking Magnum
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If you want to hack on this engine, if you spotted a bug, need an feature or
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have an awesome idea, you can get a copy of the sources from GitHub and start
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right now! There is the already mentioned guide about
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@ref building "how to download and build Magnum" and also guide about
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@ref coding-style "coding style and best practices" which you should follow to
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make the library as consistent and maintainable as possible.
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Feel free to get more information or contact the author at:
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- GitHub - https://github.com/mosra/magnum
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- Website - http://mosra.cz/blog/
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- E-mail - mosra@centrum.cz
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- Jabber - mosra@jabbim.cz
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@section mainpage-license License
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%Magnum is licensed under MIT/Expat license:
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>
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> Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz>
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>
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> Permission is hereby granted, free of charge, to any person obtaining a
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> copy of this software and associated documentation files (the "Software"),
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> to deal in the Software without restriction, including without limitation
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> the rights to use, copy, modify, merge, publish, distribute, sublicense,
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> and/or sell copies of the Software, and to permit persons to whom the
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> Software is furnished to do so, subject to the following conditions:
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>
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> The above copyright notice and this permission notice shall be included
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> in all copies or substantial portions of the Software.
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>
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> THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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> IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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|
|
|
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> FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
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|
|
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> THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
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|
|
|
> LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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|
|
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> FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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> DEALINGS IN THE SOFTWARE.
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>
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*/
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}
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