Magnum — C++11 and OpenGL graphics engine
Magnum is 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 features and to abstract away platform-specific issues.
- 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.
- OpenGL 2.1 through 4.5, core profile functionality and modern extensions
- OpenGL ES 2.0, 3.0, 3.1 and extensions to match desktop OpenGL functionality
- WebGL 1.0 and extensions to match desktop OpenGL functionality
- Linux and embedded Linux (natively using GLX/EGL and Xlib or through GLUT or SDL2 toolkit)
- Windows (through GLUT or SDL2 toolkit)
- OS X (through SDL2 toolkit, thanks to Miguel Martin and others)
- Google Chrome (through Native Client,
glibctoolchains are supported)
- Vector and matrix library with implementation of complex numbers, quaternions and their dual counterparts for representing transformations.
- Classes wrapping OpenGL using RAII principle and simplifying its usage with direct state access and automatic fallback for unavailable features.
- Extensible scene graph which can be modified for each specific usage.
- Plugin-based data exchange framework, tools for manipulating meshes, textures and images.
- Pre-made shaders, primitives and other tools for easy prototyping and debugging.
Magnum is currently used in two small games (one of which is still unannounced) and the functionality is demonstrated in various examples. See showcase page for images and live applications.
Documentation is available
for online viewing, you can also
generate it directly from the source code, see above download instructions for
more information. The documentation has a thorough
guide how to start using Magnum in your project.
Magnum is licensed under MIT/Expat license:
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017 Vladimír Vondruš <email@example.com>
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.