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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. Its goal
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is to simplify low-level graphics development and interaction with OpenGL using
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recent C++11 features and to abstract away platform-specific issues.
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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 were created as pure 2D or 3D and the alternative is
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usually just an afterthought, if it is present at all. 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. %Magnum by default relies on decent C++11 support and modern
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OpenGL features and if some feature isn't available, it tries to emulate it
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using older functionality. However, you are not restricted to use the older
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functionality directly, if you really want to.
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- **Intuitive, but not restrictive API**
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Scripting languages are often preferred to C/C++ because they are designed
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to have less complicated APIs and less boilerplate code. %Magnum is
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designed with intuitivity in mind, but also with speed and static checks
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that strongly-typed native code offers. It wraps OpenGL into less verbose
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and more type-safe API, which is easier to use. Usually the most common way
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is the most simple, but if you need 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 math structures between different libraries
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can be done on top of pre-made skeleton classes, support for file formats
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is done using plugins and platform support is done by writing simple
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wrapper class.
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@section mainpage-platforms Supported platforms
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Graphics APIs:
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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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- **WebGL** 1.0 and extensions to match desktop OpenGL functionality
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Platforms:
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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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- **OS X** (through SDL2 toolkit, thanks to [Miguel Martin](https://github.com/miguelishawt))
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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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- **HTML5/JavaScript** (through [Emscripten](https://github.com/kripken/emscripten/wiki))
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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 using RAII principle and simplifying its usage with
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direct state access 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-getting-started Getting started
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Read thorough @ref getting-started "guide to download, build, install and start using Magnum"
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in your project.
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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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- Website - http://mosra.cz/blog/magnum.php
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- GitHub - https://github.com/mosra/magnum
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- Twitter - https://twitter.com/czmosra
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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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> 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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*/
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}
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