Written with the help of (among other resources) :
- Interactive Computer Graphics - A Top-Down Approach, 2012, E. Angel & D.Shreiner
- Introduction to Computer Graphics course, M. Pauly, EPFL 2015
- How OpenGL works, D. V. Sokolov, available at github.com/ssloy/tinyrenderer
- Triangle rasterization in practice and the following posts, F. Giesen, available here
- Rasterization: a Practical Implementation, , available at scratchapixel.com
- How to write a (software) 3d polygon pipeline, C. Bloom, available here
The project is composed of two library modules, and three programs:
- PtahRenderer contains the internal logic to perform transformation, rasterization and clipping,... along with primitive types.
- PtahRendererDemo contains the scene, the objects and shaders, and handles camera movements and animations.
- PtahRendererDemoOffline is a command-line utility that renders one frame of the scene and saves it to a
.tgafile in the
- PtahRendererDemoOnline is a macOS Cocoa application (that can only be built using Xcode), performing real-time rendering with mouse interactions (scroll to zoom, drag to rotate around the scene).
- PtahRendererDemoOpenGL performs the same tasks as PtahRendererDemoOnline but relies on OpenGL 3 and GLFW 3 to display the output of the renderer in real-time.
Apart from PtahRendererDemoOnline, everything can be compiled using the Swift Package Manager on both macOS (tested on macOS 10.12) and Linux (tested on Ubuntu 16.04).
swift build -c release -Xlinker -L/usr/local/lib
For PtahRendererDemoOpenGL, GLFW 3 needs to be installed in
/usr/local and is accessed through a thin wrapper (macOS and Linux versions). OpenGL is also used through a wrapper, SGLOpenGL, that mainly provides platform independance and types simplification (because of Swift handling of GLenum among other things). If you want to compile the OpenGL demo in Xcode, do a first compilation with the Package Manager so the dependencies are downloaded and setup.
- General setup
- Mesh loading (OBJ with vertices, normals, texture coordinates, faces)
- Texture loading (PNG, 1-3-4 channels, supports wrapping and clamping)
- Line drawing (using Bresenham’s line drawing algorithm)
- Wireframe drawing for triangular faces
- Triangles rasterization
- View and world matrices
- Back faces culling
- Projection matrix
- Primitives clipping
- Shaders (vertex, fragment)
- Multi pass (for AO (SSAO or pre-computation), shadow maps, deferred shading)
- Offline demo (both platforms)
- Real-time demo (both platforms)