An educational C++ software renderer designed to help developers understand the inner workings of rendering pipelines and how OpenGL operates behind the scenes.
SimpleRenderer is a software renderer built with the primary goal of educating developers about the fundamentals of 3D rendering and graphics pipelines. By providing a simplified yet functional rendering framework, it demystifies the complex processes involved in rendering graphics, mirroring how OpenGL and other graphics APIs work under the hood.
- Educational Focus: Designed to teach the core concepts of rendering, including vertex processing, rasterization, shading, and transformations.
- Demystifying OpenGL: Offers insights into how OpenGL and GPU-based rendering pipelines function internally.
- Hands-On Learning: Allows developers to experiment with rendering algorithms and observe the effects of various techniques in real-time.
- Customizable Shaders: Implemented vertex and fragment shaders to demonstrate how shading works at a fundamental level.
- Simplified Rendering Pipeline: Breaks down the rendering process into understandable stages, mirroring the OpenGL pipeline.
- Cross-Platform Compatibility: Compatible with Linux and macOS, facilitating learning across different environments.
- Extensive Documentation: Provides detailed explanations of each component to aid learning and comprehension.
By exploring SimpleRenderer, you will learn:
- How vertices are transformed from 3D space to 2D screen coordinates.
- The process of assembling primitives (triangles) and performing clipping.
- How rasterization converts vector information into pixels.
- The fundamentals of shading models, including lighting calculations.
- How depth buffering and backface culling optimize rendering.
Ensure you have the following dependencies installed:
sudo apt install doxygen graphviz clang-format clang-tidy cppcheck lcov gcc g++ libsdl2-dev libsdl2-ttf-dev libomp-dev libspdlog-dev cmake libassimp-dev
For macOS users, install dependencies using Homebrew:
brew install doxygen graphviz clang-format clang-tidy cppcheck lcov gcc sdl2 sdl2_ttf libomp spdlog cmake assimp
git clone https://github.com/Simple-XX/SimpleRenderer.git
cd SimpleRenderer
For a standard build:
cmake --preset=build
cmake --build build --target all
For macOS:
cmake --preset=build-macos
cmake --build build-macos --target all
./build/bin/system_test ../obj
The rendering pipeline in SimpleRenderer is designed to mirror the stages of a typical GPU-based pipeline, providing a clear view of how each component contributes to the final rendered image.
-
Vertex Processing and Transformations
- Objective: Understand how 3D models are projected onto a 2D screen.
- Key Concepts:
- Model Matrix: Positions and orients models in the world.
- View Matrix: Represents the camera's position and orientation.
- Projection Matrix: Defines the camera's lens (field of view, aspect ratio).
-
Primitive Assembly and Clipping
- Objective: Learn how individual vertices form triangles and how off-screen parts are handled.
- Key Concepts:
- Triangle Assembly: Grouping vertices into drawable primitives.
- Clipping: Discarding or adjusting primitives outside the view frustum.
-
Rasterization and Fragment Processing
- Objective: Discover how triangles are converted into pixel data.
- Key Concepts:
- Barycentric Coordinates: Used for interpolating vertex attributes across a triangle.
- Depth Buffering: Ensures correct rendering of overlapping objects.
- Fragment Shaders: Calculate the color and other attributes of each pixel.
-
Shading and Lighting Models
- Objective: Explore how lighting affects the appearance of surfaces.
- Key Concepts:
- Phong Shading Model: Simulates realistic lighting with ambient, diffuse, and specular components.
- Surface Normals: Determine how light interacts with surfaces.
- Light Sources: Understand different types of lights (directional, point, ambient).
-
Optimization Techniques
- Objective: Learn methods to improve rendering efficiency.
- Key Concepts:
- Backface Culling: Eliminates faces not visible to the camera.
- Spatial Partitioning: Organizes objects to reduce rendering workload.
-
src/rasterizer.cpp
Focuses on the rasterization process, converting vector data into raster images. Key learning points include:
- Implementing barycentric interpolation.
- Managing depth buffering.
- Handling edge cases in rasterization.
-
src/renderer.cpp
Orchestrates the rendering process. Highlights include:
- Setting up transformation matrices.
- Managing the rendering loop.
- Integrating shaders and handling user input.
-
src/include/
Contains header files with detailed comments explaining the purpose and functionality of classes and methods.
To maximize learning, consider the following steps:
-
Modify Shaders
Experiment with the shader code to see how changes affect rendering.
-
Adjust Transformations
Play with the model, view, and projection matrices to understand their impact on the scene.
-
Implement New Features
Try adding new lighting models, textures, or shading techniques.
Generate the documentation to delve deeper into the codebase:
cmake --build build --target doc
xdg-open doc/html/index.html
The documentation provides detailed explanations and diagrams to enhance understanding.
Your contributions can help others learn. Feel free to:
- Submit pull requests with improvements or new educational features.
- Report issues or suggest enhancements.
- Share your learning experiences.
This project is licensed under the MIT License. See the LICENSE
file for more information.