While working on RT-5534, we found a large number of odd cases when mixing 2D 
and 3D. Some of these we talked about previously, some either we hadn't or, at 
least, they hadn't occurred to me. With 8 we are defining a lot of new API for 
3D, and we need to make sure that we've very clearly defined how 2D and 3D 
nodes interact with each other, or developers will run into problems frequently 
and fire off angry emails about it :-)

Fundamentally, 2D and 3D rendering are completely different. There are 
differences in how opacity is understood and applied. 2D graphics frequently 
use clips, whereas 3D does not (other than clipping the view frustum or other 
such environmental clipping). 2D uses things like filter effects (drop shadow, 
etc) that is based on pixel bashing, whereas 3D uses light sources, shaders, or 
other such techniques to cast shadows, implement fog, dynamic lighting, etc. In 
short, 2D is fundamentally about drawing pixels and blending using the Painters 
Algorithm, whereas 3D is about geometry and shaders and (usually) a depth 
buffer. Of course 2D is almost always defined as 0,0 in the top left, positive 
x to the right and positive y down, whereas 3D is almost always 0,0 in the 
center, positive x to the right and positive y up. But that's just a transform 
away, so I don't consider that a *fundamental* difference.

There are many ways in which these differences manifest themselves when mixing 
content between the two graphics.

http://fxexperience.com/?attachment_id=2853

This picture shows 4 circles and a rectangle. They are setup such that all 5 
shapes are in the same group [c1, c2, r, c3, c4]. However depthBuffer is turned 
on (as well as perspective camera) so that I can use Z to position the shapes 
instead of using the painter's algorithm. You will notice that the first two 
circles (green and magenta) have a "dirty edge", whereas the last two circles 
(blue and orange) look beautiful. Note that even though there is a depth buffer 
involved, we're still issuing these shapes to the card in a specific order.

For those not familiar with the depth buffer, the way it works is very simple. 
When you draw something, in addition to recording the RGBA values for each 
pixel, you also write to an array (one element per pixel) with a value for 
every non-transparent pixel that was touched. In this way, if you draw 
something on top, and then draw something beneath it, the graphics card can 
check the depth buffer to determine whether it should skip a pixel. So in the 
image, we draw green for the green circle, and then later draw the black for 
the rectangle, and because some pixels were already drawn to by the green 
circle, the card knows not to overwrite those with the black pixel in the 
background rectangle.

The depth buffer is just a technique used to ensure that content rendered 
respects Z for the order in which things appear composited in the final frame. 
(You can individually cause nodes to ignore this requirement by setting 
depthTest to false for a specific node or branch of the scene graph, in which 
case they won't check with the depth buffer prior to drawing their pixels, 
they'll just overwrite anything that was drawn previously, even if it has a Z 
value that would put it behind the thing it is drawing over!).

For the sake of this discussion "3D World" means "depth buffer enabled" and 
assumes perspective camera is enabled, and 2D means "2.5D capable" by which I 
mean perspective camera but no depth buffer.

So:

        1) Draw the first green circle. This is done by rendering the circle 
into an image with nice anti-aliasing, and then rotating that image
             and blend with anything already in the frame buffer
        2) Draw the magenta circle. Same as with green -- draw into an image 
with nice AA and rotate and blend
        3) Draw the rectangle. Because the depth buffer is turned on, for each 
pixel of the green & magenta circles, we *don't* render
             any black. Because the AA edge has been touched with some 
transparency, it was written to the depth buffer, and we will not
             draw any black there. Hence the dirty fringe! No blending!
        4) Draw the blue circle into an image with nice AA, rotate, and blend. 
AA edges are blended nicely with black background!
        5) Draw the orange circle into an image with nice AA, rotate, and 
blend. AA edges are blended nicely with black background!

Transparency in 3D is a problem, and on ES2 it is particularly difficult to 
solve. As such, it is usually up to the application to sort their scene graph 
nodes in such a way as to end up with something sensible. The difficulty in 
this case is that when you use any 2D node and mix it in with 3D nodes (or even 
other 2D nodes but with the depth buffer turned on) then you end up in a 
situation where the nice AA ends up being a liability rather than an asset -- 
unless you have manually sorted all your nodes in such a way as to avoid the 
transparency problems.

There are other problems. Suppose you create a scene where you have 3 
Rectangles, with Z values:

r1.setTranslateZ(10);
r2.setTranslateZ(20);
r3.setTranslateZ(30);

g1 = [r2, r3]
g2 = [g1, r1]

If you have the depth buffer turned on, then you would expect that r1 is drawn 
on top of r2, which is drawn on top of r3, regardless of the presence of 
groups, because the order in which things are rendered is independent of the 
order in which they appear, since we're using a depth buffer, so the Z values 
are the only thing that really dictates the order in which things appear.

Now, something weird is going to happen if I either apply an effect, clip, 
blendMode, or turn node caching on to g1. Because all 4 of these properties are 
2D properties that by their nature result in "flattening". That is, they take 
the scene graph they've been given and render to an intermediate image, and are 
then composited into the rest of the scene. In this case, since g1 has no Z 
translation, what you would get is the combination of r2 and r3 drawn on top of 
r1! We've flattened r2 and r3 into an image which is then rendered at Z=0, 
which is above r1 with z=10.

This behavior, although surprising, is consistent and correct. But it sure is 
surprising for those, who like me, are traditional 2D developers coming to the 
3D world!

Then there is the new support for scene anti-aliasing (presently using 
multi-sampling, referred to as MSAA . In our 2D rendering, we always anti-alias 
all shapes using a special set of shaders and grayscale masks generated in 
software. This is a common technique and produces objectively the best AA money 
can buy, often with the least overhead (the cost is in generating and uploading 
the masks, which for most things we've optimized the heck out of, though for 
paths you still will run into the worst case scenarios). MSAA on the other 
hand, applies an algorithm against the entire scene in order to produce 
"automatic" AA on everything (there are many ways to do scene anti-aliasing. 
One way you can think of would be to draw to a buffer 4x or 8x as large as 
necessary, and then scale it down using bilinear scaling to 1x and put that on 
the screen, letting the image scaling algorithm do the work).

https://wiki.mozilla.org/images/4/48/Msaa_comparison.png

Here you can see the smoothed edges of the monster. However MSAA does take 
extra cycles and on resource constrained devices you may not want to do this at 
all. In addition, it gives you worse AA than you would get with our mask / 
shader approach for 2D shapes.

Also, opacity. In 2D rendering contexts, using opacity means "render to an 
image and apply the alpha blend to the entire image". This also inherently 
means flattening. In 3D contexts, if you put an alpha on a Group, it should 
mean "multiply this alpha with the alpha of each of my children individually". 
This would always give the wrong result in 2D, but generally the right one in 
3D. And certainly better than flattening a group, which is pretty much always a 
problem.

So in summary, if you use 2D APIs in a 3D world (effect, clip, blendMode, node 
caching) then you get surprising results. If you use a 2D shape in a 3D world 
then the nice AA of 2D shapes may end up good or bad depending on the render 
order relative to depth. And depending on whether you use a parallel or 
perspective camera, using 3D shapes in a 2D world may end up quite surprising 
as well.

So what do I propose to do about this? Well, we can leave it be and just 
document the heck out of it. Or we can try to tease apart the scene graph into 
Node, Node3D, and NodeBase. Right now we're doing the former, and I've tried 
the latter and it makes a mess in many places. We can talk about those 
alternatives if you like, but to shorten (ahem) this message, I'm going to just 
say it doesn't work (at least, it doesn't work well and may not work at all) 
and leave it at that.

Instead I propose that we keep the integrated scene graph as we have it, but 
that we introduce two new classes, Scene3D and SubScene3D. These would be 
configured specially in two ways. First, they would default to depthTest 
enabled, scene antialiasing enabled, and perspective camera. Meanwhile, Scene 
and SubScene would be configured for 2.5D by default, such that depthTest is 
disabled, scene AA is disabled, and perspective camera is set. In this way, if 
you rotate a 2.5D shape, you get perspective as you would expect, but none of 
the other 3D behaviors. Scene3D and SubScene3D could also have y-up and 0,0 in 
the center.

Second, we will interpret the meaning of opacity differently depending on 
whether you are in a Scene / SubScene, or a Scene3D / SubScene3D. Over time we 
will also implement different semantics for rendering in both worlds. For 
example, if you put a 2D rectangle in a Scene3D / SubScene3D, we would use a 
quad to represent the rectangle and would not AA it at all, allowing the 
scene3D's anti-aliasing property to define how to handle this. Likewise, a 
complex path could either be tessellated or we could still use the mask + 
shader approach to filling it, but that we would do so with no AA (so the mask 
is black or white, not grayscale).

If you use effects, clips, or blendModes we're going to flatten in the 3D world 
as well. But since these are not common things to do in 3D, I find that quite 
acceptable. Meanwhile in 3D we'll simply ignore the cache property (since it is 
just a hint).

So the idea is that we can have different pipelines optimized for 2D or 3D 
rendering, and we will key-off which kind to use based on Scene / Scene3D, or 
SubScene / SubScene3D. Shapes will look different depending on which world 
they're rendered in, but that follows. All shapes (2D and 3D) will render by 
the same rules in the 3D realm.

Thoughts?

Richard


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