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C++20 framework for creative coding ๐ŸŽฎ๐ŸŽจ๐ŸŽน / Cross-platform support (Windows, macOS, Linux, and the Web)

Home Page: https://siv3d.github.io/

License: MIT License

Shell 0.04% JavaScript 0.29% C++ 84.47% C 9.59% Objective-C 0.03% TypeScript 0.12% Objective-C++ 0.89% HTML 0.08% CMake 1.10% Inno Setup 0.01% GLSL 2.39% Metal 0.02% HLSL 0.79% AngelScript 0.19%

opensiv3d's Introduction

Siv3D

Siv3D logo

Siv3D (OpenSiv3D) is a C++20 framework for creative coding (2D/3D games, media art, visualizers, and simulators). Siv3D applications run on Windows, macOS, Linux, and the Web.

Main Features

  • Graphics
    • Advanced 2D graphics
    • Basic 3D graphics (Wavefront OBJ, primitive shapes)
    • Custom vertex / pixel shaders (HLSL, GLSL)
    • Text rendering (Bitmap, SDF, MSDF)
    • PNG, JPEG, BMP, SVG, GIF, Animated GIF, TGA, PPM, WebP, TIFF
    • Unicode 14.0 emojis and 7,000+ icons
    • Image processing
    • Video rendering
  • Audio
    • WAVE, MP3, AAC, OggVorbis, Opus, MIDI, WMA*, FLAC*, AIFF*
    • Adjustable volume, pan, play speed and pitch
    • File streaming (WAVE, MP3, OggVorbis)
    • Fade in and fade out
    • Looping
    • Mixing busses
    • Filters (LPF, HPF, echo, reverb)
    • FFT
    • SoundFont rendering
    • Text to speech*
  • Input
    • Mouse
    • Keyboard
    • Gamepad
    • Webcam
    • Microphone
    • Joy-Con / Pro Controller
    • XInput*
    • Digital drawing tablet*
    • Leap Motion*
  • Window
    • Fullscreen mode
    • High DPI support
    • Window styles (sizable, borderless)
    • File dialog
    • Drag & drop
    • Message box
    • Toast notification*
  • Network and communication
    • HTTP client
    • Multiplayer (with Photon SDK)
    • TCP communication
    • Serial communication
    • Interprocess communication (pipe)
  • Math
    • Vector and matrix classes (Point, Float2, Vec2, Float3, Vec3, Float4, Vec4, Mat3x2, Mat3x3, Mat4x4, SIMD_Float4, Quaternion)
    • 2D shape classes (Line, Circle, Ellipse, Rect, RectF, Triangle, Quad, RoundRect, Polygon, MultiPolygon, LineString, Spline2D, Bezier2, Bezier3)
    • 3D shape classes (Plane, InfinitePlane, Sphere, Box, OrientedBox, Ray, Line3D, Triangle3D, ViewFrustum, Disc, Cylinder, Cone)
    • Color classes (Color, ColorF, HSV)
    • Polar / cylindrical / spherical coordinates system
    • 2D / 3D shape intersection
    • 2D / 3D geometry processing
    • Rectangle packing
    • Planar subdivisions
    • Linear and gamma color space
    • Pseudo random number generators
    • Interpolation, easing, and smoothing
    • Perlin noise
    • Math parser
    • Navigation mesh
    • Extended arithmetic types (HalfFloat, int128, uint128, BigInt, BigFloat)
  • String and Text Processing
    • Advanced String class (String, StringView)
    • Unicode conversion
    • Regular expression
    • {fmt} style text formatting
    • Text reader / writer classes
    • CSV / INI / JSON / XML / TOML reader classes
    • CSV / INI / JSON writer classes
  • Misc
    • Basic GUI (button, slider, radio buttons, checkbox, text box, color picker, list box)
    • Integrated 2D physics engine (Box2D)
    • Advanced array / 2D array classes (Array, Grid)
    • Kd-tree
    • Disjoint set
    • Asynchronous asset file streaming
    • Data compression (zlib, Zstandard)
    • Transitions between scenes
    • File system
    • Directory watcher
    • QR code reader / writer
    • GeoJSON
    • Date and time
    • Stopwatch and timer
    • Logging
    • Serialization
    • UUID
    • Child process
    • Clipboard
    • Power status
    • Scripting (AngelScript)

* Some features are limited to specific platforms

Downloads

โœจ v0.6.4

released 21 May 2022

Platform SDK Requirements
Windows Download SDK - Windows 7 SP1 / 8.1 / 10 / 11 (64-bit)
- Microsoft Visual C++ 2022 17.2
- Windows 10 SDK
- Intel / AMD CPU
macOS Download SDK - macOS Mojave / Catalina / Big Sur / Monterey
- Xcode 11.3 or newer (Big Sur requires Xcode 12.5 or newer)
- Intel CPU*
- OpenGL 4.1 compatible hardware
Linux Compiling for Linux - GCC 9.3.0 (with Boost 1.71.0) / GCC 11.2 (with Boost 1.74.0)
- Intel / AMD CPU
- OpenGL 4.1 compatible hardware
Web (experimental**) Compiling for Web Web browser with WebAssembly and WebGL2 support

* M1 will be supported in the future releases
** Some functionality may be missing or limited

โฐ v0.6.3 (previous)

released 14 November 2021

Platform SDK Requirements
Windows Download SDK - Windows 7 SP1 / 8.1 / 10 / 11 (64-bit)
- Microsoft Visual C++ 2019 16.11
- Windows 10 SDK
- Intel / AMD CPU
macOS Download SDK - macOS Mojave / Catalina / Big Sur / Monterey
- Xcode 11.3 -13.2 (Big Sur requires Xcode 12.5 - 13.2)
- Intel CPU*
- OpenGL 4.1 compatible hardware
Linux Compiling for Linux - GCC 9.3.0
- Boost 1.71.0 - 1.73.0
- Intel / AMD CPU
- OpenGL 4.1 compatible hardware
Web (experimental**) Compiling for Web Web browser with WebAssembly and WebGL2 support

* M1 will be supported in the future releases
** Some functionality may be missing or limited

How to Install

Tutorial

Documentation

Community

Examples (v0.6.4)

1. Hello, Siv3D!

Screenshot

# include <Siv3D.hpp>

void Main()
{
	// Set background color to sky blue
	Scene::SetBackground(ColorF{ 0.8, 0.9, 1.0 });

	// Create a new font
	const Font font{ 60 };
	
	// Create a new emoji font
	const Font emojiFont{ 60, Typeface::ColorEmoji };
	
	// Set emojiFont as a fallback
	font.addFallback(emojiFont);

	// Create a texture from an image file
	const Texture texture{ U"example/windmill.png" };

	// Create a texture from an emoji
	const Texture emoji{ U"๐Ÿˆ"_emoji };

	// Coordinates of the emoji
	Vec2 emojiPos{ 300, 150 };

	// Print a text
	Print << U"Push [A] key";

	while (System::Update())
	{
		// Draw a texture
		texture.draw(200, 200);

		// Put a text in the middle of the screen
		font(U"Hello, Siv3D!๐Ÿš€").drawAt(Scene::Center(), Palette::Black);

		// Draw a texture with animated size
		emoji.resized(100 + Periodic::Sine0_1(1s) * 20).drawAt(emojiPos);

		// Draw a red transparent circle that follows the mouse cursor
		Circle{ Cursor::Pos(), 40 }.draw(ColorF{ 1, 0, 0, 0.5 });

		// When [A] key is down
		if (KeyA.down())
		{
			// Print a randomly selected text
			Print << Sample({ U"Hello!", U"ใ“ใ‚“ใซใกใฏ", U"ไฝ ๅฅฝ", U"์•ˆ๋…•ํ•˜์„ธ์š”?" });
		}

		// When [Button] is pushed
		if (SimpleGUI::Button(U"Button", Vec2{ 640, 40 }))
		{
			// Move the coordinates to a random position in the screen
			emojiPos = RandomVec2(Scene::Rect());
		}
	}
}

2. Breakout

Web Demo

Screenshot

# include <Siv3D.hpp>

void Main()
{
	constexpr Size brickSize{ 40, 20 };
	
	constexpr double speed = 480.0;
	
	Vec2 ballVelocity{ 0, -speed };
	
	Circle ball{ 400, 400, 8 };

	Array<Rect> bricks;
	for (auto p : step(Size{ (Scene::Width() / brickSize.x), 5 }))
	{
		bricks << Rect{ (p.x * brickSize.x), (60 + p.y * brickSize.y), brickSize };
	}

	while (System::Update())
	{
		const Rect paddle{ Arg::center(Cursor::Pos().x, 500), 60, 10 };

		ball.moveBy(ballVelocity * Scene::DeltaTime());

		for (auto it = bricks.begin(); it != bricks.end(); ++it)
		{
			if (it->intersects(ball))
			{
				(it->bottom().intersects(ball) || it->top().intersects(ball)
					? ballVelocity.y : ballVelocity.x) *= -1;

				bricks.erase(it);
				break;
			}
		}

		if (ball.y < 0 && ballVelocity.y < 0)
		{
			ballVelocity.y *= -1;
		}

		if ((ball.x < 0 && ballVelocity.x < 0)
			|| (Scene::Width() < ball.x && 0 < ballVelocity.x))
		{
			ballVelocity.x *= -1;
		}

		if (0 < ballVelocity.y && paddle.intersects(ball))
		{
			ballVelocity = Vec2{ (ball.x - paddle.center().x) * 10, -ballVelocity.y }.setLength(speed);
		}

		for (const auto& brick : bricks)
		{
			brick.stretched(-1).draw(HSV{ brick.y - 40 });
		}

		ball.draw();
		paddle.draw();
	}
}

3. Hello, 3D world!

Web Demo

Screenshot

# include <Siv3D.hpp>

void Main()
{
	// Resize the window and scene to 1280x720
	Window::Resize(1280, 720);

	// Background color (remove SRGB curve for a linear workflow)
	const ColorF backgroundColor = ColorF{ 0.4, 0.6, 0.8 }.removeSRGBCurve();

	// Texture for UV check (mipmapped. treat as SRGB texture in a linear workflow)
	const Texture uvChecker{ U"example/texture/uv.png", TextureDesc::MippedSRGB };

	// Multisample RenderTexture for a linear workflow
	const MSRenderTexture renderTexture{ Scene::Size(), TextureFormat::R8G8B8A8_Unorm_SRGB, HasDepth::Yes };

	// 3D debug camera (free camera)
	// Vertical FOV: 30ยฐ, Eye position: (10, 16, -32)
	// Move: [W][S][A][D][E][X], View: [arrow keys]
	DebugCamera3D camera{ renderTexture.size(), 30_deg, Vec3{ 10, 16, -32 } };

	while (System::Update())
	{
		// Update a camera
		camera.update(2.0);

		// Set up a camera in the current 3D scene
		Graphics3D::SetCameraTransform(camera);

		// [3D rendering]
		{
			// Clear renderTexture with the background color,
			// then make renderTexture the render target for the current 3D scene
			const ScopedRenderTarget3D target{ renderTexture.clear(backgroundColor) };

			// Draw a floor
			Plane{ 64 }.draw(uvChecker);

			// Draw a box
			Box{ -8,2,0,4 }.draw(ColorF{ 0.8, 0.6, 0.4 }.removeSRGBCurve());

			// Draw a sphere
			Sphere{ 0,2,0,2 }.draw(ColorF{ 0.4, 0.8, 0.6 }.removeSRGBCurve());

			// Draw a cylinder
			Cylinder{ 8, 2, 0, 2, 4 }.draw(ColorF{ 0.6, 0.4, 0.8 }.removeSRGBCurve());
		}

		// [2D rendering]
		{
			// Flush 3D rendering commands before multisample resolve
			Graphics3D::Flush();

			// Multisample resolve
			renderTexture.resolve();

			// Transfer renderTexture to the current 2D scene (default scene)
			Shader::LinearToScreen(renderTexture);
		}
	}
}

Supporting the Project

If you would like to support the project financially, visit my GitHub Sponsors page. Your support will accelerate the development of this exciting framework.

๐Ÿ’— https://github.com/sponsors/Reputeless

Platinum Sponsor

Kyle873
Kyle Belanger

opensiv3d's People

Contributors

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