Graphics 2D and 3D
GRAPHICS 2D and GRAPHIC 3D
冯力
2011,9,2
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Graphics 2D and 3D
GRAPHICS 2D ............................................................ 3
关键概念: ....................................................................................................................... 3 渲染管线: ....................................................................................................................... 3 一、三种原始图元: ....................................................................................................... 3 二、旋转:绕(ox,oy)旋转90,180,270,X/Y ..................................................... 5 三、剪切: ....................................................................................................................... 5 四、光栅操作(三元光栅操作): ............................................................................... 5 五、ALPHA BLENDING(a 混合)................................................................................... 6 附: ................................................................................................................................... 7 GRAPHIC 3D ............................................................. 7
主要内容 ........................................................................................................................... 7 一、3D模型基础:虚拟照相机模型 .............................................................................. 7
虚拟照相机模型: ........................................................................................... 8
三维API: ........................................................................................................ 9 坐标系: ........................................................................................................... 9 观察 ................................................................................................................. 10 隐藏面消除算法:z-buffer algorithm ............................................................ 10 背面剔除: ..................................................................................................... 11 图形绘制的几个主要任务: ......................................................................... 11 离散技术: ..................................................................................................... 12
二、3D绘制流水线 ........................................................................................................ 12
可编程着色器(program shader) ............................................................... 12
几何绘制流水线: ......................................................................................... 13
三、6410硬件相关的3D 实现 ..................................................................................... 14
VERTEX SHADER ....................................................................................... 14
PRIMITIVE ENGINES .................................................................................. 15 RASTER ENGINES ..................................................................................... 16 PIXEL SHADER ............................................................................................ 17 TEXTURE UNITS ......................................................................................... 18 PER-FRAGMENT UNIT .............................................................................. 19
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Graphics 2D and 3D
GRAPHICS 2D
关键概念:
? 硬件加速:
硬件来完成基本图元的绘制 ? On-Screen Rendering:
在同一屏幕上,从一个位置复制到另一个位置。 ? Off-Screen Rendering(离屏渲染):
从内存复制数据到frame buffer.
内部计算使用ARGB_8888颜色格式。 转换方式:
? 其它转ARGB_8888:在低位填充和高位相同的位。eg: RGB_565 format is 11010-----? 11010 110 ? 其它转ARGB_8888:直接截取
渲染管线:
一、三种原始图元:
1、 线点图 2、 位块传输 3、 颜色扩展
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R:
Graphics 2D and 3D
1、 线点图:渲染从(sx,sy)到(ex,ey)的线
操作一下的几个寄存器即可:
2、 位块传输:矩形块像素的整体转换,如改变图像大小……
Color space conversion isperformed automatically if SRC_COLOR_MODE differs from DEST_COLOR_MODE.
3、 颜色扩展:将单色扩展成背景或者前景色
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Graphics 2D and 3D
二、旋转:绕(ox,oy)旋转90,180,270,X/Y
逆时针90/Y(ox,oy)(0,0)逆时针270/X(ox,oy)逆时针180(ox,oy)
配置一下两个寄存器
三、剪切:
四、光栅操作(三元光栅操作):
实现图像的混合
光栅操作,无非就是: D 目的位图
P 选中的模式(或者操作)
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