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diff --git a/doc/3D.md b/doc/3D.md new file mode 100644 index 0000000..e944cbe --- /dev/null +++ b/doc/3D.md @@ -0,0 +1,50 @@ +# 3D system and rendering pipeline + +This sub-project describe how the 3D worlds are going to be rendered. +We want a camera to move around moving and dynamic objects. +These objects can be need a physics and collision system. + +## the idea + +Each object has: + * a bounding box or capsule + * a BVH is maintained while these move around physically (or not) + * to render a frame we cull these bounding volumes + * at rendering time, the bounding box or sphere is turned into a quad or triangle + fan and a shader associated with the object is called (after proper world-object-camera transformations) + * each object can be queries for: + a) ray-object intersection ("return the distance from the object at this point P in this direction D") + b) Signed Distance Field ("what is the minimum distance to the object from this point P?") + +So in the end, we'll + a) move the camera and lights along paths + b) transform the bounding volumes and cull for visible boxes + c) project them + d) call the objects' respective shaders for rendering + +We want to use shadow maps, so multi-passes is expected. + +## debugging features + +The assist the visual debugging, we need a 'visual_debug' mode (code to be +removed with STRIP_ALL) that: + + a) draws a wireframe around the bounding volumes (box, etc.) + b) draw the trajectories (camera, objects, ...) + c) show the collision points + d) displays the ray/object intersection interactively + e) show the lights (direction, cone, ...), display their shadow-map in 3d and on-screen (2d). + +This must be captured and tracked as a sub-task + + +## future step + +Have an exporter from Blender modelling software. That would be a converter +from simple blender-exported files to our internal format (as an asset for +our AssetManager or as c++ code directly) + +## latter improvement + +How to handle transparency? Multi-Ray-casting? +We need to think about the lighting strategy. |
