ref: aad0e63683c0b66cdd8d30c0253aafc5e4da0ef0
dir: /doc/libgraphics.ms/
.\" 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/