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The big dummies guide to graphics programming
---------------------------------------------

1. Scope and introductary remarks

This Document tries to give some enlightenment about pixel oriented graphics
programming with lowlevel graphics libraries.

It is intended for people that have never ever used a pixel oriented
graphics library before.

For the examples presented here, we use the LibGGI library which is
available at http://www.ggi-project.org/ .

We also use the GGI terminology, as LibGGI covers a very wide range of
possible hard- and software to draw on, which causes it to have a very
broad set of features that are not supported in many other libraries.

If you are using anything but LibGGI, you will probably find, that LibGGI
at times has abstraction layers for stuff that you have to access directly
on your library. This at times simplifies the task, at times makes it
harder, depending on how much you give about portability.

2. Visuals

A visual is something you can draw on. Imagine it as a piece of paper.

This is actually a pretty good comparision, as pieces of paper tend to be
rectangular in shape. When we are talking about visuals in this document we
mean a rectangular area that can be drawn to.

Most libraries have no notion of a "visual handle" - that is a "name" for a
visual. This comes from the fact, that most graphics libraries can only
handle a single such visual at a time.

LibGGI was designed to be capable of handling multi-headed applications,
like a CAD system showing the model on one high-res screen while displaying
the menus on another one.

For this reason you need to allocate a visual handle when working with
LibGGI. Even if you do not use the multihead capabilities.

Example 2.1: Getting at a visual and getting rid of it again

ggi_visual_t vis;	/* a place to store the visual handle */

if (ggiInit()) {	/* Initialize LibGGI */
	printf("Ouch - ggiInit failed.\n");	/* oh - we failed ??? */
	return 1;
}
if (NULL==(vis=ggiOpen(NULL))) {	/* Allocate a visual handle for the default visual (NULL) */
	ggiExit();	/**/
	printf("Ouch - ggiOpen failed.\n");
	return 2;
}
/* Now we close it down again */
ggiClose(vis);
ggiExit();

3. Coordinate systems

O.K. - we now have a visual, so we can draw on it - right ?

No. We can't. We first need to think about the way a computer can store
something drawn on a visual.

One way would be something like:

- go to the top-left corner
- draw a line to the middle of the sheet
- draw a line straight up to the top border
- ...

This is called "vector oriented" drawing, as you basically give a list of
motion vectors you would follow with a pencil.

You might have noticed, that giving positions with phrases like "top-left
corner" isn't very flexible.

So the first thing we need is a coordinate system.

That is, we take a point on our visual and call that the "origin".
Then we draw two perpendicular lines through that origin and call that
the axes x and y.

To keep things simple, we use a corner of our rectangular drawing area
for the origin and the edges that join there for the axes.

In computer graphics, the chosen corner is usually the top-left one,
and the top edge, spanning left->right, is called the x, the right
edge, spanning top->bottom is called the y axis.

If you now apply some kind of ruler-marks to the axis you can describe any
point on the visual with a pair of values (x,y), which you get by going
straight up from the point in question and reading the x-ruler and
as well going to the right and reading the y-ruler afterwards.

Up to now we can describe an infinite number of points. That's not good, as
computers have only a finite amount of memory, so we make our "points"
a little bigger.

We draw a rectangular grid on our visual that divides it into many small
rectangles and renumber our rulers, so that each row and column of the
grid gets a number ranging from 0-maxx for the columns and from 0-maxy
for the rows.

Beginning at 0 instead of 1 has mathematical advantages later, though it
brings the at first sight strange property of a 320x200 grid being addressed
with pairs that use the ranges 0-319 and 0-199.


4. Pixels

The little rectangles we just made is what we call "pixels".

Usually pixels can be given attributes like a color, being bright, blinking
being transparent etc. individually [there are a few cases where hardware 
limitations cause pixels to depend on each other].

Now if you can give each such pixel a color, you can form an image from it.
A simple example:
              1
    0123456789012
0      #######
1    ##       ##
2   #   #   #   #
3   #     #     #
4   # #   #   # #
5   #  #     #  #
6   #   #####   #
7    ##       ##
8      #######

I only used two "colors" here.

You can see, that the image is quite crude. This is due to the very
low resolution of 13x9 I was using. (Note the rulers on the sides ...)

As you can probably imagine, the image quality gets better, if you increase
resolution. Of course this will also need more memory and thus as well be
slower, if you change the pixture.

5. Modes

6. Attributes

As said, pixels can have attributes. Attributes tell pixels how they should
look like. As computers always just work with numbers, there is normally
a number for each pixel that describes the attribute.

For a red pixel, this might for example be the number 0xff0000 (hex) or
16711680 (dez), or it might be 0x4 or whatever.

Many graphics libraries assume that you understand the inner workings of
the hardware to determine that number, which we will call the "pixelvalue". 
If you are lucky, they provide a few #defines for some common colors.

LibGGI does not do so, as when writing a LibGGI program, you cannot know,
what sick hardware someone out there might have. LibGGI thus has a way of 
determining the pixelvalue from an abstract description of the wanted
attributes.

7. Color and colorspaces.

The most common attribute of a pixel is it's color.

Speaking from the standpoint of physics, the color of a light source is
determined by its wavelength. One could in theory specify a color by
giving it's wavelength and the intensity.

This is however not what hardware can easily do, as wavelength-tuneable
devices are very complex stuff.

What is done in reality, is to have a set of  basic colors - usually red, 
green and blue - which can be mixed to get almost any color impression.

The read/green/blue model (RGB) is used in systems that emit light, like
monitors. This is called additive color mixing, as the three colored lights
red, green and blue add up to white.

Systems that can only absorb light, like printed colors on a white paper,
use the so called CMYK model, where the colors Cyan, Magenta and Yellow
mixed together absorb all light thus causing a black impression.
The K in CMYK stands for black, which is used in addition to the CMY, as 
existing colors usually do not give a perfect black, which is often 
a very wanted color.

There are a few other color spaces the most important of which is I'll
describe briefly here:

a) HSV: Hue Saturation Value
This is a very convenient model for photo-retouching and such, as it
separates the brightness (Value) from the color information, and the
color-contrast (Saturation) from the color (Hue) itself.

b) YUV: This one is used for video and similar devices, as it again
separates the brightness info from the rest, which is useful, as the
eye is much more sensitive to the brightness information that it is 
to the color. So for lossy compression, you start with the UV components.

8. The RGB model and Colormapping

As said computer graphics devices usually use the RGB model in hardware.
Thus most programmers are used to it and most image formats are based on it
as well. This is why LibGGI uses it by default as well.

First of all, you need to know what color you want to display and how to
describe it as an (R,G,B) triplet. To give you a place to start, I'll list a
few common colors as such triplets:

(  0%,  0%,  0%) - Black
(  0%,  0%,100%) - Blue
(  0%,100%,  0%) - Green
(  0%,100%,100%) - Cyan
(100%,  0%,  0%) - Red
(100%,  0%,100%) - Purple
(100%,100%,  0%) - Yellow
(100%,100%,100%) - White

You can scale down a color in its brightness by multiplying all of its
values with a given factor (note, that you cannot exceed 100% ... :-),
so e.g. (0%,50%,50%) gives dark cyan. And you can move from one color to
another by adjusting the differing values smoothly. E.g. to get a greenish
Cyan, you use something like (0%,100%,50%).

Now percentile values are a bit inaccurate unless you are using fixedpoint,
as the eye can distinguish more than 100 levels of brightness. You can see
that on older VGAs with 6 Bit palette entries which only give 64 different
shades. You can't get a really smooth shading on them.

Computers work with bits and bytes, so the most common thing to do, is to
just use one byte per color giving 256 shades. However there are a few
special purpose cards that can do more then 256 shades. For that reason
LibGGI always uses _two_ bytes per color to be safe.

To ensure you do not have to know how many shades the underlying hardware
can do, LibGGI always uses the range 0-65535 for 0-100%. The value will be
rounded appropriately as the hardware permits.

LibGGI provides a call to make a pixelvalue from such an abstract color
description:

	ggi_pixel white;
        ggi_color map;

        map.r=0xFFFF; /* this is the highest intensity value possible */
        map.g=0xFFFF;
        map.b=0xFFFF;

        white=ggiMapColor(vis, &map);
        printf("white=%d\n", white);

This might look inconvenient to people use to other graphics libs that
assume you know how the hardware encodes pixels. You'll love it, once you
are trying to make your application portable. Other people have other
hardware, and the assumption often doesn't hold there ... you'll get a BIG
bunch of #ifdefs without it.

9. Drawing a pixel

Yes, we are finally there. We draw the first pixel:

	ggiPutPixel(vis, 0, 0, white);

O.K. - that example is basically to avoid boring you with too much theory
before you can see the first result. It draws a white pixel (you remember
what a pixel is, right ?) in the top left corner (remember that talk about
coordinate systems ? 0, 0, are the two coordinates in the order x[left],
y[down]) of the visual.