shithub: libgraphics

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.\" Figure management
.nr FI 0 1
.de FI
.ce
\fBFigure \\n+(FI\fR: \\$1
..

.TL
libgraphics: Design and Implementation
.DA
.AU
Rodrigo G. López
rgl@antares-labs.eu
.AB
.I Libgraphics
is a 3D computer graphics library that provides a way to set up a
scene, fill it up with a bunch of models (with their own meshes and
materials), lights and cameras, and start taking pictures at the user
request.  It implements a fully concurrent retained mode software
renderer, with support for vertex and fragment/pixel shaders written
in C (not GPU ones, at least for now), and featuring a z-buffer, front- and
back-face culling, textures and skyboxes, directional and punctual
lights, tangent-space normal mapping, among other things.
.AE
.SH
Introduction
.LP
.QP
Write the intro last.
.NH
The scene
.PP
.P1
struct Scene
{
	char *name;
	Entity ents;
	ulong nents;
	Cubemap *skybox;

	void (*addent)(Scene*, Entity*);
	void (*delent)(Scene*, Entity*);
};
.P2
.PP
A
.I scene
is a container, represented as a graph, that hosts the entities that
make up the world.  Each of these entities has a model made out of a
series of meshes, which in turn are made out of geometric primitives
(only
.I points ,
.I lines
and
.I triangles
are supported). Each model also stores a list of materials.
.PP
.KS
.PS
.ps 7
boxwid = 0.5
boxht = 0.2
linewid = 0.1
lineht = 0.2
box "Scene"
down; line from last box.s; right; line
box "Entity"
down; line from last box.s; right; line
box "Model"
down; line from last box.s; right; line
box dashed "Mesh"
down; line from last box.s; right; line
box "Primitive"
down
line from 2nd last line.s; line; right; line
box "Material"
reset
.ps 10
.PE
.FI "The scene graph."
.KE
.NH 2
Entities
.PP
.P1
struct Entity
{
	RFrame3;
	char *name;
	Model *mdl;

	Entity *prev, *next;
};
.P2
.PP
.I Entities
represent physical objects in the scene.
.NH 2
Models
.PP
.P1
struct Model
{
	Primitive *prims;
	ulong nprims;
	Material *materials;
	ulong nmaterials;
};
.P2
.NH 2
Meshes
.NH 2
Primitives
.PP
.P1
struct Primitive
{
	int type;
	Vertex v[3];
	Material *mtl;
	Point3 tangent;	/* used for normal mapping */
};
.P2
.NH 2
Materials
.PP
.P1
struct Material
{
	char *name;
	Color ambient;
	Color diffuse;
	Color specular;
	double shininess;
	Texture *diffusemap;
	Texture *normalmap;
};
.P2
.NH
Cameras
.PP

.NH
The renderer
.LP
The
.I renderer
is the core of the library. It follows a
.B "retained mode"
model, which means that the user won't get a picture until the entire
scene has been rendered.  Thanks to this we can also clear and swap
the framebuffers without their intervention, they only need to concern
themselves with shooting and “developing” a camera.
.LP
It's implemented as a tree of concurrent processes connected by
.CW Channel s—as
seen in
.B "Figure 2" —,
spawned with a call to
.CW initgraphics ,
each representing a stage of the pipeline:
.IP "S1:"
The
.B renderer
process, the root of the tree, waits on a
.CW channel
for a
.CW Renderjob
sent by another user process, specifying a framebuffer, a scene, a
camera and a shader table.  It walks the scene and sends each
.CW Entity
individually to the
entityproc.
.KS
.PS
.ps 7
circlerad = 0.3
moveht = 0.1
arrowhead = 9
box "Renderjob"
arrow
R: circle "renderer"
arrow
E: circle "entityproc"
move
Tiler: [
	down
	T0: circle "tiler 1"
	move
	T1: circle "tiler 2"
	move
	Td: circle "…"
	move
	Tn: circle "tiler n"
]
move
Raster: [
	down
	R0: circle "rasterizer 1"
	move
	R1: circle "rasterizer 2"
	move
	Rd: circle "…"
	move
	Rn: circle "rasterizer n"
]
arrow from E to Tiler.T0 chop
arrow from E to Tiler.T1 chop
arrow from E to Tiler.Td chop
arrow from E to Tiler.Tn chop
arrow from Tiler.T0 to Raster.R0 chop
arrow from Tiler.T0 to Raster.R1 chop
arrow from Tiler.T0 to Raster.Rd chop
arrow from Tiler.T0 to Raster.Rn chop
arrow from Tiler.T1 to Raster.R0 chop
arrow from Tiler.T1 to Raster.R1 chop
arrow from Tiler.T1 to Raster.Rd chop
arrow from Tiler.T1 to Raster.Rn chop
.ps 10
.PE
.FI "The rendering graph for a \fB2n\fR processor machine."
.KE
.IP "S2:"
The
.B entityproc
receives an entity and splits its geometry equitatively among the
tilers, sending a batch for each of them to process.
.IP "S3:"
Next, each
.B tiler
gets to work on their subset of the geometry (potentially in
parallel)—see
.B "Figure 3" .
They walk the list of primitives, then for each of them
apply the
.B "vertex shader"
to its vertices (which expects clip space coordinates in return),
perform frustum culling and clipping, back-face culling, and then
project them into the viewport (screen space).  Following this step,
they build a bounding box, used to allocate each primitive into a
rasterization bucket, or
.B tile ,
managed by one of the rasterizers; as illustrated in
.B "Figure 4" .
If it spans multiple tiles, it will be copied and sent to each of
them.
.KS
.PS
.ps 7
Tiles: [
	boxht = 0.2
	boxwid = 1.25
	down
	T0: box dashed "tile 1"
	T1: box dashed "tile 2"
	Td: box dashed "…"
	Tn: box dashed "tile n"
]
box ht last [].ht+0.1 wid last [].wid+0.1 at last []
"Framebuf" rjust with .se at last [].nw - (0.1,0)
Raster: [
	moveht = 0.1
	down
	R0: circle "rasterizer 1"
	move
	R1: circle "rasterizer 2"
	move
	Rd: circle "…"
	move
	Rn: circle "rasterizer n"
] with .w at Tiles.e + (0.5,0)
line from Tiles.T0.e to Raster.R0.w
line from Tiles.T1.e to Raster.R1.w
line from Tiles.Td.e to Raster.Rd.w
line from Tiles.Tn.e to Raster.Rn.w
.ps 10
.PE
.FI "Per tile rasterizers."
.KE
.IP "S4:"
Finally, the
.B rasterizers
receive the primitive in screen space, slice it to fit their tile, and
apply a rasterization routine based on its type. For each of the pixels, a
.B "depth test"
is performed, discarding fragments that are further away. Then a
.B "fragment shader"
is applied and the result written to the framebuffer after blending.
.PP
.KS
.PS
.ps 7
Tiles: [
	boxht = 0.2
	boxwid = 1.25
	down
	T0: box dashed "1"
	T1: box dashed "2"
	Td: box dashed "…"
	Tn: box dashed "n"
]
line from last [].w + (0.1,-0.05) to last [].n - (-0.1,0.25)
line to last [].se - (0.3,-0.1)
line to 1st line
box ht last [].ht+0.1 wid last [].wid+0.1 at last []
"Framebuf" rjust with .se at last [].nw - (0.1,0)
Raster: [
	moveht = 0.1
	down
	R0: circle "rasterizer 1"
	move
	R1: circle "rasterizer 2"
	move
	Rd: circle "…"
	move
	Rn: circle "rasterizer n"
] with .w at Tiles.e + (0.5,0)
arrow from Tiles.T1.e to Raster.R1.w
arrow from Tiles.Td.e to Raster.Rd.w
arrow from Tiles.Tn.e to Raster.Rn.w
.ps 10
.PE
.FI "Raster task scheduling."
.KE
.NH
Frames of reference
.PP
Frames are right-handed throughout every stage.
.KS
.PS
.ps 7
RFrame: [
	pi = 3.1415926535
	deg = pi/180
	circle fill rad 0.01 at (0,0)
	"p" at last circle.c - (0.1,0)
	xa = -5*deg
	arrow from (0,0) to (cos(xa),sin(xa))
	"bx" at last arrow.end + (0.1,0)
	arrow from (0,0) to (0,1)
	"by" at last arrow.end - (0.1,0)
	za = -150*deg
	arrow from (0,0) to (cos(za)+0.1,sin(za)+0.1)
	"bz" at last arrow.end - (0.1,0)
]
.ps 10
.PE
.FI "Example right-handed rframe."
.KE
.NH
Viewports
.PP
A
.I viewport
is a sort of virtual framebuffer, a device that lets users configure
the way they visualize a framebuffer, which changes the resulting
.I image (6)
after a call to its
.CW draw
or
.CW memdraw
methods.  So far the only feature available is upscaling, which
includes user-defined filters for specific ratios, such as the family
of pixel art filters
.I Scale[234]x ,
used for 2x2, 3x3 and 4x4 scaling
.I [REF01] . respectively
Users control it with calls to the viewport's
.CW setscale
and
.CW setscalefilter
methods.
.KS
.PS
.ps 7
View: [
	boxwid = 3
	boxht = 2
	box with .nw at (-1,1)
	"Framebuf" at last box.s + (0,0.2)
	circle fill rad 0.01 at (-1,1)
	"p" at last circle.c - (0.1,0)
	arrow from (-1,1) to (-1,1) + (1,0)
	"bx" at last arrow.end + (0,0.1)
	arrow from (-1,1) to (-1,1) - (0,1)
	"by" at last arrow.end - (0.1,0)
]
.ps 10
.PE
.FI "Illustration of a 3:2 viewport."
.KE
.SH
References
.PP
.IP [REF01]
https://www.scale2x.it/