1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
|
.\" 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/
|