/BabylonCpp

A port of Babylon.js to C++

Primary LanguageC++Apache License 2.0Apache-2.0

BabylonCpp - A port of Babylon.js to C++

Babylon.js is a complete JavaScript framework for building 3D games with HTML 5 and WebGL. BabylonJS was chosen because it is the most efficient, most feature-rich, and most modern WebGL graphics library available.

The goal with BabylonCpp is to fully implement the relevant portions of the excellent Babylon.js 3D framework/engine in C++17, facilitating the creation of lightweight, cross-platform 3D games and applications with native performance.

Get the Sources

This repository contains submodules for some of the external dependencies, so when doing a fresh clone you need to clone recursively:

git clone --recursive https://github.com/samdauwe/BabylonCpp.git

Existing repositories can be updated manually:

git submodule init
git submodule update

Build BabylonCpp from Source

A build script named cmake_build.py is provided for compiling all sources from command line on Linux and Windows:

Release build:

python cmake_build.py all --mode=release

Debug build:

python cmake_build.py all --mode=debug

Linux

Build Status

Use the provided CMakeLists.txt with CMake to generate a build configuration for your favorite IDE or compiler.

Windows

Build status

A Visual Studio solution file can be generated by using the provided cmake_build.py script:

python cmake_build.py configure

If you're using a different IDE or compiler you can use the provided CMakeLists.txt for use with CMake to generate a build configuration for your toolchain.

Sample code

The following code initializes a basic scene by creating a camera, a light, and two basic meshes (a sphere and a ground plane).

void initializeScene(ICanvas* canvas, Scene* scene)
{
  // Create a FreeCamera, and set its position to (x:0, y:5, z:-10)
  auto camera = FreeCamera::New("camera1", Vector3(0, 5, -10), scene);

  // Target the camera to the scene origin
  camera->setTarget(Vector3::Zero());

  // Attach the camera to the canvas
  camera->attachControl(canvas, true);

  // Create a basic light, aiming 0,1,0 - meaning, to the sky
  auto light = HemisphericLight::New("light1", Vector3(0, 1, 0), scene);

  // Default intensity is 1. Let's dim the light a small amount
  light->intensity = 0.7f;

  // Create a built-in "sphere" shape; its constructor takes 5 params: name,
  // subdivs, size, scene
  auto sphere = Mesh::CreateSphere("sphere1", 32, 2.f, scene);

  // Move the sphere upward 1/2 of its height
  sphere->position().y = 1.f;

  // Create a built-in "ground" shape.
  // Params: name, width, depth, subdivs, scene
  Mesh::CreateGround("ground1", 6, 6, 2, scene);
}

This code results in the following scene:

Basic scene

Examples

Example scenes can be found on the samples page.

Dependencies

System

  • CMake (> 3.8)
  • Python (>= 2.7) for the cmake_build.py build script

Available as git submodules

  • Earcut: A C++ port of earcut.js, a fast, header-only polygon triangulation library.
  • Google Test: Google's framework for writing C++ tests on a variety of platforms, used for the unit tests (Optional).
  • GLFW: Framework for OpenGL application development, used for the examples (Optional).
  • GLXW: OpenGL loader, used for the examples (Optional).

Supported Compilers

  • GCC >= 7.0.0
  • Clang >= 4.0
  • MSVC >= 2017

Supported Operating Systems

  • Linux
  • Windows >= 7

License

Open-source under Apache 2.0 license.