little readme changes; added an architecture doc
This commit is contained in:
parent
3ec67d1496
commit
6116e51b24
174
ARCHITECTURE.MD
Normal file
174
ARCHITECTURE.MD
Normal file
@ -0,0 +1,174 @@
|
|||||||
|
This document gives an overview of the architecture of librw.
|
||||||
|
|
||||||
|
Disclaimer: Some of these design decision were taken over from original RW,
|
||||||
|
some are my own. I only take partial responsibility.
|
||||||
|
|
||||||
|
Differently from original RW, librw has no neat separation into modules.
|
||||||
|
Some things could be made optional, but in particular RW's RpWorld
|
||||||
|
plugin is integrated with everything else.
|
||||||
|
|
||||||
|
# Plugins
|
||||||
|
|
||||||
|
To extend structs with custom data,
|
||||||
|
RW (and librw) provides a plugin mechanism
|
||||||
|
for certain structs.
|
||||||
|
This can be used to tack more data onto a struct
|
||||||
|
and register custom streaming functions.
|
||||||
|
Plugins must be registered before any instance
|
||||||
|
of that struct is allocated.
|
||||||
|
|
||||||
|
# Pipelines
|
||||||
|
|
||||||
|
RW's pipeline architecture was designed for very flexible data flow.
|
||||||
|
Unfortunately for RW most of the rendering pipeline moved into the GPU
|
||||||
|
causing RW's pipeline architecture to be severely overengineered.
|
||||||
|
|
||||||
|
librw's pipeline architecture is therefore much simplified
|
||||||
|
and only implements what is actually needed,
|
||||||
|
but the name *pipeline* is retained.
|
||||||
|
|
||||||
|
Three pipelines are implemented in librw itself:
|
||||||
|
Default, Skin, MatFX (only env map so far).
|
||||||
|
Others can be implemented by applications using librw.
|
||||||
|
|
||||||
|
# RW Objects
|
||||||
|
|
||||||
|
## Frame
|
||||||
|
|
||||||
|
A Frame is an orientation in space, arranged in a hierarchy.
|
||||||
|
Camera, Lights and Atomics can be attached to it.
|
||||||
|
It has two matrices: a (so called) model matrix,
|
||||||
|
which is relative to its parent,
|
||||||
|
and a local transformation matrix (LTM) which is relative to the world.
|
||||||
|
The LTM is updated automatically as needed whenever the hierarchy gets dirty.
|
||||||
|
|
||||||
|
## Camera
|
||||||
|
|
||||||
|
A Camera is attached to a Frame to position it in space
|
||||||
|
and has a framebuffer and a z-buffer attached to render to.
|
||||||
|
Rendering is started by `beginUpdate` and ended by `endUpdate`.
|
||||||
|
This sets up things like framebuffers and matrices
|
||||||
|
so that the Camera's raster can be rendered to.
|
||||||
|
|
||||||
|
## Light
|
||||||
|
|
||||||
|
Lights are attached to a Frame to position it in space.
|
||||||
|
They are used to light Atomics for rendering.
|
||||||
|
Different types of light are possible.
|
||||||
|
|
||||||
|
## Geometry
|
||||||
|
|
||||||
|
A Geometry contains the raw geometry data that can be rendered.
|
||||||
|
It has a list of materials that are applied to its triangles.
|
||||||
|
The latter are sorted by materials into meshes for easier instancing.
|
||||||
|
|
||||||
|
## Atomic
|
||||||
|
|
||||||
|
An Atomic is attached to a Frame to position it in space
|
||||||
|
and references a Geometry.
|
||||||
|
Atomics are the objects that are rendered by pipelines.
|
||||||
|
|
||||||
|
## Clump
|
||||||
|
|
||||||
|
A Clump is a container of Atomics, Lights and Cameras.
|
||||||
|
Clumps can be read from and written to DFF files.
|
||||||
|
Rendering a Clump will be render all of its Atomics.
|
||||||
|
|
||||||
|
# Engine
|
||||||
|
|
||||||
|
Due to the versatility of librw,
|
||||||
|
there are three levels of code:
|
||||||
|
Platform indpendent code,
|
||||||
|
platform specific code,
|
||||||
|
and render device specific code.
|
||||||
|
|
||||||
|
The second category does not exist in original RW,
|
||||||
|
but because librw is supposed to be able to
|
||||||
|
convert between all sorts of platform specific files,
|
||||||
|
the code for that has to be available no matter
|
||||||
|
the render platform used.
|
||||||
|
The common interface for all device-indepenent
|
||||||
|
platform code is the `Driver` struct.
|
||||||
|
The `Engine` struct has an array with one for each platform.
|
||||||
|
|
||||||
|
The render device specific code
|
||||||
|
is used for actually rendering something to the screen.
|
||||||
|
The common interface for the device-dependent
|
||||||
|
code is the `Device` struct and the `Engine`
|
||||||
|
struct only has a single one, as there can only be one render device
|
||||||
|
(i.e. you cannot select D3D or OpenGL at runtime).
|
||||||
|
|
||||||
|
Thus when implementing a new backend
|
||||||
|
you have to implement the `Driver` and `Device` interfaces.
|
||||||
|
But do note that the `Driver` can be extended with plugins!
|
||||||
|
|
||||||
|
# Driver
|
||||||
|
|
||||||
|
The driver is mostly concerned with conversion
|
||||||
|
between platform independent data to platform dependent one, and vice versa.
|
||||||
|
This concerns the following two cases.
|
||||||
|
|
||||||
|
## Raster, Images
|
||||||
|
|
||||||
|
Images contain platform independent uncompressed pixel data.
|
||||||
|
Rasters contain platform dependent (and possibly compressed) pixel data.
|
||||||
|
A driver has to be able to convert an image to a raster for the purposes of loading textures
|
||||||
|
from files or having them converted from foreign rasters.
|
||||||
|
Converting from rasters to images is not absolutely necessary but it's needed e.g. for taking screenshots.
|
||||||
|
librw has a set of default raster formats that the platform is
|
||||||
|
expected to implement for the most part, however not all have to be supported necessarily.
|
||||||
|
A driver is also free to implement its own formats;
|
||||||
|
this is done for texture compression.
|
||||||
|
|
||||||
|
Rasters have different types,
|
||||||
|
`TEXTURE` and `CAMERATEXTURE` rasters can be used as textures,
|
||||||
|
`CAMERA` and `CAMERATEXTURE` can be used as render targets,
|
||||||
|
`ZBUFFER` is used as a depth-buffer.
|
||||||
|
|
||||||
|
## Pipelines
|
||||||
|
|
||||||
|
A librw ObjPipeline implements essentially
|
||||||
|
an instance stage which converts platform independent geometry
|
||||||
|
to a format that can efficiently be rendered,
|
||||||
|
and a render stage that actually renders it.
|
||||||
|
(There is also an uninstance function,
|
||||||
|
but this is only used to convert platform specific geometry back to the generic format
|
||||||
|
and hence is not necessary.)
|
||||||
|
|
||||||
|
# Device
|
||||||
|
|
||||||
|
The device implements everything that is actually needed for rendering.
|
||||||
|
|
||||||
|
This includes starting, handling and closing the rendering device,
|
||||||
|
setting render states,
|
||||||
|
allocating and destroying buffers and textures,
|
||||||
|
im2d and im3d rendering,
|
||||||
|
and the render functions of the pipelines.
|
||||||
|
|
||||||
|
## System
|
||||||
|
|
||||||
|
The `system` function implements certain device requests
|
||||||
|
from the engine (why these aren't separate functions I don't know, RW design).
|
||||||
|
|
||||||
|
The `Engine` is started in different stages, at various points of which
|
||||||
|
the render device gets different requests.
|
||||||
|
At the end the device is initialized and ready for rendering.
|
||||||
|
A similar but reverse sequence happens on shutdown.
|
||||||
|
|
||||||
|
Subsystems (screens) and video modes are queried through
|
||||||
|
the `system` by the application before the device is started.
|
||||||
|
|
||||||
|
## Immediate mode
|
||||||
|
|
||||||
|
Im2d and im3d are immediate-mode style rendering interface.
|
||||||
|
|
||||||
|
## Pipelines
|
||||||
|
|
||||||
|
For instancing the typical job is to allocate and fill
|
||||||
|
a struct to hold some data about an atomic,
|
||||||
|
an array of structs for all the meshes,
|
||||||
|
and vertex and index buffers to hold geometry for rendering.
|
||||||
|
|
||||||
|
The render function will render the previously instanced
|
||||||
|
data by doing a per-object setup and then iterating over
|
||||||
|
and rendering all the meshes.
|
15
README.md
15
README.md
@ -4,16 +4,21 @@ librw
|
|||||||
This library is supposed to be a re-implementation of RenderWare graphics,
|
This library is supposed to be a re-implementation of RenderWare graphics,
|
||||||
or a good part of it anyway.
|
or a good part of it anyway.
|
||||||
|
|
||||||
It is intended to be cross-platform in two senses eventually:
|
It is intended to be cross-platform in two senses:
|
||||||
support rendering on different platforms similar to RW;
|
support rendering on different platforms similar to RW;
|
||||||
supporting all file formats for all platforms at all times and provide
|
supporting all file formats for all platforms at all times and provide
|
||||||
way to convert to all other platforms.
|
way to convert to all other platforms.
|
||||||
|
|
||||||
File formats are already supported rather well, although rasters
|
Supported file formats are DFF and TXD for PS2, D3D8, D3D9 and Xbox.
|
||||||
as used by TXD files still need some work, especially for PS2.
|
Not all pre-instanced PS2 DFFs are supported.
|
||||||
|
BSP is not supported at all.
|
||||||
|
|
||||||
As for rendering, D3D9 and OpenGL 3 work somewhat well but both still need
|
For rendering we have D3D9 and OpenGL (>=2.1, ES >= 2.0) backends.
|
||||||
work. Rendering some things on the PS2 is working as a test only.
|
Rendering some things on the PS2 is working as a test only.
|
||||||
|
|
||||||
|
# Uses
|
||||||
|
|
||||||
|
librw can be used for rendering [GTA](https://github.com/gtamodding/re3).
|
||||||
|
|
||||||
# Building
|
# Building
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user