bgfx - Cross-platform rendering library
Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Supported rendering backends:
- Direct3D 9
- Direct3D 11
- OpenGL 2.1
- OpenGL 3.1+
- OpenGL ES 2
- OpenGL ES 3.1
- WebGL 1.0
Supported HMD:
- OculusVR (0.4.2+)
Supported platforms:
- Android (14+, ARM, x86, MIPS)
- asm.js/Emscripten (1.25.0)
- FreeBSD
- iOS
- Linux
- Native Client (PPAPI 37+, ARM, x86, x64, PNaCl)
- OSX (10.9)
- RaspberryPi
- Windows (XP, Vista, 7, 8, 10)
- WinRT (WinPhone 8.0+)
Supported compilers:
- Clang 3.3 and above
- GCC 4.6 and above
- vs2008 and above
Languages:
- C99 API documentation
- C++ API documentation
- C#/VB/F# language API bindings
- D language API bindings
- Go language API bindings
https://tc27.draster.com/guestAuth/overview.html
http://airmech.com/ AirMech is a free-to-play futuristic action real-time strategy video game developed and published by Carbon Games.
http://loomsdk.com/ Loom Game Engine developed by The Engine Company. Loom is a powerful 2D game engine with live reloading of code and assets, a friendly scripting language, and an efficient command-line workflow.
https://github.com/dariomanesku/cmftStudio cmftStudio - cubemap filtering tool.
https://github.com/taylor001/crown Crown is a general purpose data-driven game engine, written from scratch with a minimalistic and data-oriented design philosophy in mind.
https://github.com/emoon/ProDBG - ProDBG is a new debugger under development
that will support a variety of targets and operating systems. Currently it's in
very early development and primary focusing on Mac as primary target. This is
how it currently looks.
http://www.dogbytegames.com/ Dogbyte Games is an indie mobile developer studio
focusing on racing games.
https://github.com/andr3wmac/Torque6 Torque 6 is an MIT licensed 3D engine loosely based on Torque2D. Being neither Torque2D or Torque3D it is the 6th derivative of the original Torque Engine.
https://github.com/cgbystrom/twinkle GPU-accelerated UI framework powered by JavaScript for desktop/mobile apps. Idea is to combine the fast workflow and deployment model of web with the performance of native code and GPU acceleration.
Most of the examples require shader/texture/mesh data to be loaded. When running examples your current directory should be examples/runtime.
<bgfx_path>/examples/runtime $ ../../.build/<config>/bin/example-00-helloworldDebug
Initialization and debug text.
Rendering simple static mesh.
Rendering with transient buffers and embedding shaders.
Updating shader uniforms.
Loading meshes.
Geometry instancing.
Loading textures.
Implementing application specific callbacks for taking screen shots, caching OpenGL binary shaders, and video capture.
Updating textures.
Using multiple views and render targets.
Use the font system to display text and styled text.
Use a single distance field font to render text of various size.
Mesh LOD transitions.
Stencil reflections and shadows.
Shadow volumes.
Draw stress is CPU stress test to show what is the maximimum number of draw
calls while maintaining 60Hz frame rate. bgfx currently has default limit of 64K
draw calls per frame. You can increase this limit by changing
BGFX_CONFIG_MAX_DRAW_CALLS
.
CPU | Renderer | GPU | Arch/Compiler/OS | Dim | Calls |
---|---|---|---|---|---|
i7-4770K 4.2 | GL2.1 | 2xGTX780 | x64/VS2013/Win 8.1 | 51 | 132651 |
i7-4770K 4.2 | DX11 | 2xGTX780 | x64/VS2013/Win 8.1 | 50 | 125000 |
i7-4790K 4.0 | GL2.1 | GTX970 | x64/VS2015/Win 10 | 47 | 103823 |
i7-4790K 4.0 | DX11 | GTX970 | x64/VS2015/Win 10 | 45 | 91125 |
i7-4790K 4.0 | DX9 | GTX970 | x64/VS2013/Win 10 | 40 | 64000 |
i5-3570 3.8 | NV 331.49 | GTX560Ti | x64/GCC/Linux | 40 | 64000+ |
i7-920 2.66 | GL2.1 | GTX650Ti | x64/VS2008/Win 7 | 38 | 54872 |
i7-920 2.66 | GL2.1 | GTX650Ti | x86/VS2008/Win 7 | 38 | 54872 |
i7-4790K 4.0 | DX11 | R7 240 | x64/VS2015/Win 10 | 36 | 46656 |
i7-920 2.66 | NV 331.113 | GTX650Ti | x64/GCC/Linux | 34 | 39304 |
i7-4790K 4.0 | DX9 | R7 240 | x64/VS2015/Win 10 | 32 | 32768 |
i7-920 2.66 | DX9 | GTX650Ti | x64/GCC/Win 7 | 32 | 32768 |
i7-920 2.66 | DX9 | GTX650Ti | x64/VS2008/Win 7 | 32 | 32768 |
i7-920 2.66 | DX9 | GTX650Ti | x86/GCC/Win 7 | 30 | 27000 |
i7-920 2.66 | DX9 | GTX650Ti | x86/VS2008/Win 7 | 30 | 27000 |
i5-4250U 1.3 | GL2.1 | HD5000 | x64/Clang/OSX 10.9 | 28 | 21852 |
Q8200 2.33 | NV 319.32 | GTX260 | x64/GCC/Linux | 27 | 19683 |
i7-2600K 3.4 | DX9 | AMD6800 | x64/VS2012/Win 7 | 27 | 19683 |
i7-2600K 3.4 | GL2.1 | AMD6800 | x64/VS2012/Win 7 | 26 | 17576 |
i7-4770R 3.2 | Mesa 10.0.1 | HD5200 | x64/GCC/SteamOS | 25 | 15625 |
i7-920 2.66 | DX9-Wine | GTX650Ti | x64/GCC/Linux | 24 | 13824 |
i7-4750HQ 2.0 | Mesa 10.0.1 | HD5200 | x64/GCC/Linux | 22 | 10648 |
i7-4750HQ 2.0 | Mesa 10.1.3 | HD5200 | x64/GCC/Linux | 21 | 9261 |
i7-920 2.66 | ES2-ANGLE | GTX650Ti | x86/VS2008/Win 7 | 21 | 9261 |
Q8200 2.33 | Gallium 0.4 | AMD5770 | x64/GCC/Linux | 21 | 9261 |
i5-4250U 1.3 | ES2 | HD5000 | JIT/Clang/PNaCl 31 | 21 | 9261 |
i5-4250U 1.3 | ES2 | HD5000 | x86/GCC/NaCl 31 | 20 | 8000 |
Q8200 2.33 | Gallium 0.4 | GTX260 | x64/GCC/Linux | 19 | 6859 |
i5-2450M 2.5 | Mesa 10.2.0 | HD3000 | x64/GCC/Linux | 19 | 6859 |
i7-920 2.66 | ES2-PowerVR | GTX650Ti | x86/VS2008/Win 7 | 18 | 5832 |
i7-920 2.66 | FF27-GL | GTX650Ti | JIT/Clang/W7-asm.js | 17 | 4913 |
i7-4750HQ 2.0 | Mesa 8.0.5 | LLVMPIPE | x64/GCC/Linux | 16 | 4096 |
i7-920 2.66 | ES2-Qualcomm | GTX650Ti | x86/VS2008/Win 7 | 15 | 3375 |
i7-920 2.66 | ES2 | GTX650Ti | x64/GCC/NaCl 31 | 15 | 3375 |
i7-920 2.66 | ES2 | GTX650Ti | JIT/Clang/PNaCl 31 | 15 | 3375 |
Q8200 2.33 | NV 319.32 | GTX260 | x64/GCC/NaCl 31 | 15 | 3375 |
Q8200 2.33 | NV 319.32 | GTX260 | x64/GCC/PNaCl 31 | 15 | 3375 |
'12 Nexus 7 | ES2 | Tegra3 | ARM/GCC/Android | 15 | 3375 |
i5-4250U 1.3 | ES2-FF27 | HD5000 | JIT/Clang/OSX-asm.js | 15 | 3375 |
i5-4250U 1.3 | Chrome33 | HD5000 | JIT/Clang/OSX-asm.js | 15 | 3375 |
iPad mini 2 | ES2 | PVR G6430 | ARM64/Clang/iOS7 | 15 | 3375 |
i7-920 2.66 | Chrome33 | GTX650Ti | JIT/Clang/W7-asm.js | 14 | 2744 |
i7-920 2.66 | FF27-ANGLE | GTX650Ti | JIT/Clang/W7-asm.js | 12 | 2744 |
'13 Nexus 10 | ES2 | Mali T604 | ARM/GCC/Android | 13 | 2197 |
iPhone 5 | ES2 | PVR SGX543 | ARM/Clang/iOS7 | 13 | 2197 |
'13 Nexus 7 | ES2 | S4 Pro | ARM/GCC/Android | 12 | 1728 |
iPad 2 | ES2 | PVR SGX543 | ARM/Clang/iOS6 | 12 | 1728 |
Xperia Z | ES2 | Adreno320 | ARM/GCC/Android | 11 | 1331 |
iPod 4 | ES2 | PVR SGX535 | ARM/Clang/iOS6 | 7 | 343 |
i7-920 2.66 | ES2-Mali | GTX650Ti | x86/VS2008/Windows7 | 6 | 216 |
RaspberryPi | ES2 | VC IV | ARM/GCC/Raspbian | 6 | 216 |
To test browsers in 60Hz mode following changes were made:
- Firefox 27 about:config adjustments:
webgl.prefer-native-gl true
(on Windows), andlayout.frame_rate 500
. - Chrome 33 command line option:
--disable-gpu-vsync
.
By default browsers are using vsync, and don't have option to turn it off programatically.
CPU | Renderer | GPU | Arch/Compiler/OS | Dim | Calls |
---|---|---|---|---|---|
i7-920 2.66 | GL2.1 | GTX650Ti | x64/VS2008/Win7 | 38 | 64000+ |
i5-4250U 1.3 | GL2.1 | HD5000 | x64/Clang/OSX 10.9 | 36 | 46656 |
i5-4250U 1.3 | Chrome34 | HD5000 | JIT/Clang/OSX-PNaCl 31 | 28 | 21952 |
i5-4250U 1.3 | Chrome33 | HD5000 | JIT/Clang/OSX-PNaCl 31 | 27 | 19683 |
i5-4250U 1.3 | FF28 | HD5000 | JIT/Clang/OSX-asm.js | 25 | 15625 |
i5-4250U 1.3 | FF36 | HD5000 | JIT/Clang/OSX-asm.js | 25 | 15625 |
i5-4250U 1.3 | Chrome41 | HD5000 | x64/GCC/OSX-NaCl 41 | 24 | 13824 |
i5-4250U 1.3 | FF37 | HD5000 | JIT/Clang/OSX-asm.js | 23 | 12167 |
i5-4250U 1.3 | FF27 | HD5000 | JIT/Clang/OSX-asm.js | 20 | 8000 |
i7-920 2.66 | Chrome33 | GTX650Ti | JIT/Clang/W7-PNaCl 31 | 20 | 8000 |
i7-920 2.66 | Chrome34 | GTX650Ti | JIT/Clang/W7-asm.js | 18 | 5832 |
i7-920 2.66 | Chrome33 | GTX650Ti | JIT/Clang/W7-asm.js | 18 | 5832 |
i7-920 2.66 | FF28 | GTX650Ti | JIT/Clang/W7-asm.js | 18 | 5832 |
i7-920 2.66 | FF27 | GTX650Ti | JIT/Clang/W7-asm.js | 18 | 5832 |
i5-4250U 1.3 | Safari7 | HD5000 | JIT/Clang/OSX-asm.js | 15 | 3375 |
Image based lighting.
Weighted, Blended Order-Independent Transparency
NanoVG is small antialiased vector graphics rendering library.
MRT rendering and deferred shading.
Rendering into multiple windows.
Rendering lines as oldschool vectors.
N-body simulation with compute shaders using buffers.
Initialization and debug text with C99 API.
https://github.com/bkaradzic/bx
Steps bellow are for default build system inside bgfx repository. There is alterative way to build bgfx and examples with fips.
git clone git://github.com/bkaradzic/bx.git
git clone git://github.com/bkaradzic/bgfx.git
Enter bgfx directory:
cd bgfx
Generate Visual Studio 2013 project files:
..\bx\tools\bin\windows\genie vs2013
Open bgfx solution in Visual Studio 2013:
start .build\projects\vs2013\bgfx.sln
cd bgfx
make
After calling make
, .build/projects/* directory will be generated. All
intermediate files generated by compiler will be inside .build directory
structure. Deleting .build directory at any time is safe.
Download AndroidNDK from:
https://developer.android.com/tools/sdk/ndk/index.html
setx ANDROID_NDK_ROOT <path to AndroidNDK directory>
setx ANDROID_NDK_ARM <path to AndroidNDK directory>\toolchains\arm-linux-androideabi-4.7\prebuilt\windows-x86_64
setx ANDROID_NDK_MIPS <path to AndroidNDK directory>\toolchains\mipsel-linux-android-4.7\prebuilt\windows-x86_64
setx ANDROID_NDK_X86 <path to AndroidNDK directory>\toolchains\x86-4.7\prebuilt\windows-x86_64
sudo apt-get install libgl1-mesa-dev
Download Native Client SDK from:
https://developers.google.com/native-client/sdk/download
setx NACL_SDK_ROOT <path to Native Client SDK directory>
Windows users download GnuWin32 utilities from:
http://gnuwin32.sourceforge.net/packages/make.htm
http://gnuwin32.sourceforge.net/packages/coreutils.htm
http://gnuwin32.sourceforge.net/packages/libiconv.htm
http://gnuwin32.sourceforge.net/packages/libintl.htm
When building on Windows, you have to set DXSDK_DIR environment variable to point to DirectX SDK directory.
setx DXSDK_DIR <path to DirectX SDK directory>
If you're building with Visual Studio 2008, you'll need TR1 support from:
Visual C++ 2008 Feature Pack Release
If you're building with MinGW/TDM compiler on Windows make DirectX SDK directory link to directory without spaces in the path.
mklink /D c:\dxsdk <path to DirectX SDK directory>
setx DXSDK_DIR c:\dxsdk
Apply this patch to DXSDK from June 2010 to be able to use it with MinGW/TDM.
Visual Studio 2008 command line:
make vs2008-release64
Visual Studio 2008 IDE:
start .build/projects/vs2008/bgfx.sln
Xcode 5 IDE:
open .build/projects/xcode4/bgfx.xcworkspace
Due to inability to set working directory for an Xcode project from premake configuration file, it has to be set manually for each example project:
- Open "Edit scheme..." dialog for a given project.
- Select "Run" settings.
- Check "Use custom working directory" and enter following path:
${PROJECT_DIR}/../../../examples/runtime
.
Linux 64-bit:
make linux-release64
WinRT / Windows Phone 8.1:
../bx/tools/bin/windows/genie --vs=winphone81 vs2013
Build the resulting solution and deploy to device. Note that shaders will need to be compiled with the appropriate target profile for your platform.
Other platforms:
make <configuration>
Configuration is <platform>-<debug/release>[32/64]
. For example:
linux-release32, nacl-debug64, nacl-arm-debug, pnacl-release,
android-release, etc.
For ease of integration to other build system bgfx library can be built with single .cpp file. It's only necessary to build src/amalgamated.cpp inside different build system.
OculusVR support is currently experimental, and only DX11 is tested. To build
with OculusVR HMD support enabled you must set OVR_DIR
enviroment variable:
set OVR_DIR=<path to OculusSDK>
And generate project files with --with-ovr
option:
genie --with-ovr vs2012
In LibOVR/Include
create trampoline headers OVR_D3D.h
and OVR_GL.h
.
OVR_D3D.h
should contain:
#include "../Src/OVR_CAPI_D3D.h"
OVR_GL.h
should contain:
#include "../Src/OVR_CAPI_GL.h"
bgfx is using sort-based draw call bucketing. This means that submission order
doesn't necessarily match the rendering order, but on the low-level they
will be sorted and ordered correctly. On the high level this allows
more optimal way of submitting draw calls for all passes at one place, and on
the low-level this allows better optimization of rendering order. This sometimes
creates undesired results usually for GUI rendering, where draw order should
usually match submit order. bgfx provides way to enable sequential rendering for
these cases (see bgfx::setViewSeq
).
Internally all low-level rendering draw calls are issued inside single function
Context::rendererSubmit
. This function exist inside each renderer backend
implementation.
More detailed description of sort-based draw call bucketing can be found at:
Order your graphics draw calls around!
By default each platform has sane default values. For example on Windows default renderer is DirectX9, and on Linux it is OpenGL 2.1. On Windows platform all rendering backends are available. For OpenGL ES on desktop you can find more information at:- OpenGL ES 2.0 and EGL on desktop
If you're targeting specific mobile hardware, you can find GLES support in their official SDKs: Adreno SDK, Mali SDK, PowerVR SDK.
All configuration settings are located inside src/config.h.
Every BGFX_CONFIG_*
setting can be changed by passing defines thru compiler
switches. For example setting preprocessor define BGFX_CONFIG_RENDERER_OPENGL=1
will change backend renderer to OpenGL 2.1. on Windows. Since rendering APIs are
platform specific, this obviously won't work nor make sense in all cases.
Certain platforms have only single choice, for example the Native Client works
only with OpenGL ES 2.0 renderer, using anything other than that will result in
build errors.
Loading of RenderDoc is integrated in bgfx when using DX11 or OpenGL renderer.
You can drop in renderdoc.dll
from RenderDoc distribution into working
directory, and it will be automatically loaded during bgfx initialization. This
allows frame capture at any time by pressing F11.
Download: RenderDoc
Right click Intel GPA Monitor tray icon, choose preferences, check
"Auto-detect launched applications" option. Find InjectionList.txt
in GPA
directory and add examples-*
to the list.
Download: IntelGPA
Other debuggers:
Name | OS | DX9 | DX11 | GL | GLES | Source |
---|---|---|---|---|---|---|
APITrace | Linux/OSX/Win | x | x | x | x | x |
CodeXL | Linux/Win | x | ||||
Dissector | Win | x | x | |||
IntelGPA | Linux/OSX/Win | x | x | x | ||
Nsight | Win | x | x | x | ||
PerfHUD | Win | x | x | |||
RenderDoc | Win | x | x | x | ||
vogl | Linux | x | x |
Download:
APITrace
CodeXL
Dissector
Nsight
PerfHUD
vogl
It is possible to use bgfx with SDL, GLFW and similar cross platform windowing libraries. The main requirement is that windowing library provides access to native window handle that's used to create Direct3D device or OpenGL context.
Using bgfx with SDL example:
#include <SDL.h>
#include <bgfxplatform.h> // it must be included after SDL to enable SDL
// integration code path.
#include <bgfx.h>
...
int main(...
{
SDL_window* window = SDL_CreateWindow(...
bgfx::sdlSetWindow(window);
...
bgfx::init();
NOTE You can use --with-sdl
when runnning GENie to enable SDL2 integration
with examples:
genie --with-sdl vs2012
NOTE --with-glfw
is also available, but it's just simple stub to be used
to test GLFW integration API.
NOTE Special care is necessary to make custom windowing to work with
multithreaded renderer. Each platform has rules about where renderer can be and
how multithreading interacts with context/device. To disable multithreaded
render use BGFX_CONFIG_MULTITHREDED=0
preprocessor define.
bgfx cross-platform shader language is based on GLSL syntax. It's uses ANSI C preprocessor to transform GLSL like language syntax into HLSL. This technique has certain drawbacks, but overall it's simple and allows quick authoring of cross-platform shaders.
Some differences between bgfx's shaderc flavor of GLSL and regular GLSL:
- No
bool/int
uniforms, all uniforms must befloat
. - Attributes and varyings can be accessed only from
main()
function. - Must use
SAMPLER2D/3D/CUBE/etc.
macros instead ofsampler2D/3D/Cube/etc.
tokens. - Must use
vec2/3/4_splat(<value>)
instead ofvec2/3/4(<value>)
. - Must use
mul(x, y)
when multiplying vectors and matrices. - Must use
varying.def.sc
to define input/output semantic and precission instead of usingattribute/in
andvarying/in/out
. $input/$output
tokens must appear at the begining of shader.
For more info see shader helper macros.
This tool doesn't currently exist. To produce DDS, KTX or PVR textures use:
.dds - nVidia Texture Tools - DDS Utilities
.ktx - Mali GPU Texture Compression Tool
.pvr - PowerVR Insider SDK
Converts Wavefront .obj mesh file to format optimal for using with bgfx.
- Blit between textures.
- Occlusion queries.
- Fullscreen mode.
- ETC2, PVRTC1/2 decoding fallback for targets that don't support it natively.
- shaderc as library for runtime shader building.
- texturec tool with support for all supported texture formats.
- Multiple vertex streams support.
- Animated mesh example.
- Direct3D 12 renderer backend.
- Metal renderer backend.
- Vulkan renderer backend.
Project page
https://github.com/bkaradzic/bgfx
All required 3rd party libraries are included in bgfx repository in 3rdparty/ directory.
Blendish - Blender 2.5 UI based theming functions for NanoVG.
https://bitbucket.org/duangle/oui-blendish
Contour Rendering by Distance Fields
Frexx C preprocessor
https://github.com/bagder/fcpp
GLSL optimizer based on Mesa's GLSL compiler. Used in Unity for mobile shader optimization.
https://github.com/aras-p/glsl-optimizer
NanoVG is small antialiased vector graphics rendering library.
https://github.com/memononen/nanovg
Bloat-free Immediate Mode Graphical User interface for C++ with minimal dependencies.
https://github.com/ocornut/imgui
Sweep-and-update Euclidean distance transform of an antialised image for contour texturing.
https://github.com/memononen/SDF
https://github.com/ConorStokes/IndexBufferCompression
Bunny
Stanford University Computer Graphics Laboratory
Uffizi
Light Probe Image Gallery
Wells
Bernhard Vogl Light probes
Pisa, Ennis, Grace
High-Resolution Light Probe Image Gallery
Droid Sans Font
http://www.fontsquirrel.com/license/Droid-Sans
Bleeding Cowboys Font
http://www.dafont.com/bleeding-cowboys.font
Cheap Fire Font
http://www.dafont.com/cheap-fire.font
Five Minutes Font
http://www.fonts2u.com/fiveminutes.font
Mias Scribblings Font
http://www.dafont.com/mias-scribblings.font
Ruritania Font
http://www.dafont.com/ruritania.font
Signika Font
http://fontfabric.com/signika-font/
Visitor Font
http://www.dafont.com/visitor.font
Special-Elite Font
http://www.fontspace.com/astigmatic-one-eye-typographic-institute/special-elite
FontAwesome Font
http://fontawesome.io/
Sherlock Holmes text
http://www.gutenberg.org/ebooks/1661
Tree Pack 1
http://www.turbosquid.com/3d-models/free-obj-mode-tree-pack/506851
Everyone is welcome to contribute to bgfx by submitting bug reports, testing on different platforms, writing examples, improving documentation, profiling and optimizing, etc.
When contributing to the bgfx project you must agree to the BSD 2-clause licensing terms.
Garett Bass (@gtbass) - OSX port.
Jeremie Roy (@jeremieroy) - Font system and
examples.
Miloš Tošić (@milostosic) - 12-lod example.
Dario Manesku (@dariomanesku) - 13-stencil,
14-shadowvolumes, 15-shadowmaps-simple, 16-shadowmaps, 18-ibl
James Gray (@james4k) - Go language API bindings.
p0nce (@p0nce) - D language API bindings.
Mike Popoloski (@MikePopoloski) - C#/VB/F#
language API bindings, WinRT/WinPhone support.
Kai Jourdan (@questor) - 23-vectordisplay example
Stanlo Slasinski (@stanlo) - 24-nbody example
Daniel Collin (@emoon) - Port of Ocornut's ImGui
to bgfx.
Andre Weissflog (@floooh) - Alternative build
system fips.
Andrew Johnson (@ajohnson23) - TeamCity build.
Copyright 2010-2015 Branimir Karadzic. All rights reserved.
https://github.com/bkaradzic/bgfx
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY COPYRIGHT HOLDER ``AS IS'' AND ANY EXPRESS OR
IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
EVENT SHALL COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.