What is this?
luminance is an effort to make graphics rendering simple and elegant. The aims of
- making unsafe and stateful APIs (e.g. OpenGL) safe and stateless ;
- providing a simple API, that is, exposing core concepts without anything extra – just the bare stuff;
- abstract over the trending hardware interfaces (i.e. OpenGL up to now) and provide several backends to pick through different packages ;
- easy to read with a good documentation and set of tutorials, so that new comers don’t have to learn a lot of new concepts to get their feet wet.
luminance is a rendering framework, not a 3D engine. As so, it doesn’t include stuff like
lights, materials, asset management nor scene description. It only provides a rendering framework
you can plug in whatever libraries you want to.
Because I think it’s important to KISS,
is split in very several, very simple packages. The idea is that the
luminance package is the core
package of the library. It provides all the interface, common algorithms and the overall
architecture and how you should interact with a GPU. However, you need a backend to interpret
that code and make it run – one could even imagine a backend making it run on a CPU!
Feel free to search for
luminance-* packages and pick the one you need ;).
- buffers: buffers are way to communicate with the GPU; they represent regions of memory you can write to and read from. There’re several kinds of buffers you can create, among vertex and index buffers, shader buffer, compute buffer, and so on and so forth… ;
- framebuffers: framebuffers are used to hold renders. Each time you want to perform a render, you need to perform it into a framebuffer. Framebuffers can then be combined with each other to produce nice effects ;
luminancesupport five kinds of shader stages:
- tessellation control shaders ;
- tessellation evaluation shaders ;
- vertex shaders ;
- geometry shaders ;
- fragment shaders ;
- vertices, indices, primitives and tessellations: those are used to define a shape you can render into a framebuffer
- textures: textures represent information packed into arrays on the GPU, and can be used to customize a visual aspect or pass information around ;
- blending: blending is the process of taking two colors from two framebuffers and mix them between each other ;
- and a lot of other cool things like GPU commands.
Here’s a list of backends for
luminance. If you’ve written one and like to make it appear in that
list, feel free to contact me on github or push a PR ;).
luminance-gl: OpenGL backend;
luminance does not provide point a way to create windows because it’s important that it not depend
on windowing libraries so that end-users can use whatever they like. Furthermore, such libraries
typically implement windowing and events features, which have nothing to do with our initial
How to dig in?
luminance is written to be fairly simple. The documentation is very transparent about what the
library does and several articles will appear as the development goes on. Keep tuned! Online
documentation is planned but in the waiting, feel free to generate the documentation on local and
browse it with the projects you’re linking
luminance against! (