Magnum is 2D/3D graphics engine written in C++11/C++14 and modern OpenGL. Its
Magnum is a 2D/3D graphics engine written in C++11/C++14 and modern OpenGL. Its
goal is to simplify low-level graphics development and interaction with OpenGL
using recent C++11/C++14 features and to abstract away platform-specific
issues.
@ -8,36 +8,35 @@ issues.
DESIGN GOALS
============
* **2D is not an ugly stepchild**
Many engines out there were created as pure 2D or 3D and the alternative is
usually just an afterthought, if it is present at all. If you want to do
your next project in 2D only, you have to either relearn another engine
from scratch or emulate it in 3D, leaving many things overly complicated.
Magnum treats 2D equivalently to 3D so you can reuse what you already
learned for 3D and even combine 2D and 3D in one project.
* **Forward compatibility**
If newer technology makes things faster, simpler or more intuitive, it is
the way to go. Magnum by default relies on decent C++11 support and modern
OpenGL features and if some feature isn't available, it tries to emulate it
using older functionality. However, you are not restricted to use the older
functionality directly, if you really want to.
* **Intuitive, but not restrictive API**
Scripting languages are often preferred to C/C++ because they are designed
to have less complicated APIs and less boilerplate code. Magnum is
designed with intuitivity in mind, but also with speed and static checks
that strongly-typed native code offers. It wraps OpenGL into less verbose
and more type-safe API, which is easier to use. Usually the most common way
is the most simple, but if you need full control, you can have it.
* **Extensible and replaceable components**
If you want to use different mathematical library for specific purposes,
that new windowing toolkit, your own file formats or another physics
library, you can. Conversion of math structures between different libraries
can be done on top of pre-made skeleton classes, support for file formats
is done using plugins and platform support is done by writing simple
wrapper class.
* **2D is not an ugly stepchild.** Many engines out there were created as
pure 2D or 3D and the alternative is usually just an afterthought, if
present at all. If you want to do your next project in 2D only, you have to
either relearn another engine from scratch or emulate it in 3D, leaving
many things overly complicated. Magnum treats 2D equivalently to 3D so you
can reuse what you already learned for 3D and even combine 2D and 3D in one
project.
* **Forward compatibility.** If newer technology makes things faster, simpler
or more intuitive, it is the way to go. Magnum by default relies on decent
C++11 support and modern OpenGL features and if some feature isn't
available, it tries to emulate it using older functionality. However, you
are not restricted to use the older functionality directly, if you really
want to.
* **Intuitive, but not restrictive API.** Scripting languages are often
preferred to C/C++ because they are designed to have less complicated APIs
and less boilerplate code. Magnum is designed with intuitivity in mind, but
also with speed and static checks that strongly-typed native code offers.
It wraps OpenGL into less verbose and more type-safe API, which is easier
to use. Usually the most common way is the most simple, but if you need
full control, you can have it.
* **Extensible and replaceable components.** If you want to use different
mathematical library for specific purposes, that new windowing toolkit,
your own file formats or another physics library, you can. Conversion of
math structures between different libraries can be done on top of pre-made
skeleton classes, support for file formats is done using plugins and
platform support is done by writing simple wrapper class.
SUPPORTED PLATFORMS
===================
@ -54,10 +53,10 @@ Platforms:
* **Linux** and embedded Linux (natively using GLX/EGL and Xlib or through
SDL2, GLFW or GLUT toolkit) [](https://travis-ci.org/mosra/magnum) [](https://coveralls.io/github/mosra/magnum?branch=master)
* **Windows**on both MSVC and MinGW, natively or using ANGLE (through SDL2, GLFW or GLUT toolkit) [](https://ci.appveyor.com/project/mosra/magnum/branch/master)
* **Windows**with both MSVC and MinGW, natively or using ANGLE (through SDL2, GLFW or GLUT toolkit) [](https://ci.appveyor.com/project/mosra/magnum/branch/master)
* **macOS** (through SDL2 or GLFW toolkit) [](https://travis-ci.org/mosra/magnum)
* **Web** (asm.js or WebAssembly), through [Emscripten](http://kripken.github.io/emscripten-site/) [](https://travis-ci.org/mosra/magnum)
@ -79,10 +78,10 @@ FEATURES
INSTALLATION
============
You can either use packaging scripts, which are stored in `package/`
subdirectory, or compile and install everything manually. Note that
[Magnum documentation](http://doc.magnum.graphics/magnum/) contains more
comprehensive guide for building, packaging and crosscompiling.
You can either use packaging scripts, which are stored in the `package/`
subdirectory, or compile and install everything manually using the guide below.
Note that the [Magnum documentation](http://doc.magnum.graphics/magnum/)
contains more comprehensive guide for building, packaging and crosscompiling.
Minimal dependencies
--------------------
@ -94,7 +93,7 @@ Minimal dependencies
* **Corrade** - Plugin management and utility library. You can get it at
https://github.com/mosra/corrade.
Note that full feature set is available only on GCC 4.8.1 and Clang 3.1.
Note that the full feature set is available only on GCC 4.8.1 and Clang 3.1.
Compilation, installation
-------------------------
@ -109,8 +108,9 @@ installed using these four commands:
make
make install
See Doxygen documentation for more information about enabling or disabling
additional features and targeting different platforms such as OpenGL ES.
See the [Doxygen documentation](http://doc.magnum.graphics/magnum/building.html)
for more information about enabling or disabling additional features and
targeting different platforms such as OpenGL ES.
Building and running unit tests
-------------------------------
@ -126,10 +126,8 @@ in build directory. Everything should pass ;-)
Building documentation
----------------------
The documentation is written in **Doxygen** (version 1.8 with Markdown support
is used, but older versions should do good job too) and additionally uses
**Graphviz** for class diagrams and **TeX** for math formulas. The
documentation can be build by running:
The documentation is written in **Doxygen** and additionally uses **TeX** for
math formulas. The documentation can be build by running:
doxygen
@ -150,7 +148,7 @@ The engine itself is kept as small as possible with only little dependencies.
Additional functionality, often depending on external libraries, is provided in
separate repositories.
* **Corrade** -- main Magnum dependency, multiplatform utility library:
* **Corrade** -- main Magnum dependency, a multiplatform utility library:
@brief List of (un)supported OpenGL features and extensions.
@tableofcontents
@m_footernavigation
@section opengl-support-state OpenGL implementation state
@ -47,6 +48,8 @@ following:
@todo @extension{EXT,texture_array} overlaps with @extension{ARB,framebuffer_object}
@todo Add @extension{ARB,depth_buffer_float} and implement the missing @fn_gl{DepthRange} function, but keep (and implement) @extension{NV,depth_buffer_float} for non-linear depth buffer