Commit message (Collapse) | Author | Age | Files | Lines | ||
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* | make the fshader return a Color instead of a Memimage. clean things up. | rodri | 2024-03-06 | 1 | -20/+26 | |
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* | add a texture sampler with nearest and bilinear routines. | rodri | 2024-03-06 | 1 | -42/+58 | |
| | | | | | | pass the material reference along with the vertices. also implemented back-face culling, but it's disabled for now. | |||||
* | add user-defined vertex attributes (varyings) and improve the interpolation ↵ | rodri | 2024-03-03 | 1 | -58/+47 | |
| | | | | code. | |||||
* | have separate routines for drawing and memdrawing. | rodri | 2024-02-27 | 1 | -1/+1 | |
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* | interpolate every vertex attribute when clipping and during rasterization. | rodri | 2024-02-25 | 1 | -21/+35 | |
| | | | | added parameters necessary to implement the Phong shading model. | |||||
* | add initial support for OBJMaterial properties. | rodri | 2024-02-21 | 1 | -9/+33 | |
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* | pass an entire entity to the shader unit. fix a bug in cliptriangle. | rodri | 2024-02-14 | 1 | -25/+21 | |
| | | | | | | | | | | an entity is passed instead of a model so we can access its frame of reference to perform the model-to-world transformation. the bug in cliptriangle was due to sd[01] being declared as static which, when rendering multiple entities, was causing d0 = d1, which led to division-by-zero. | |||||
* | lay out the grounds for a scene renderer. | rodri | 2024-02-13 | 1 | -126/+20 | |
| | | | | | | also fixed an issue with cliptriangle() where an entire tri would get discarded if all its vertices were outside the frustum. | |||||
* | completed homogeneous clipping procedure. | rodri | 2024-02-12 | 1 | -39/+60 | |
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* | initial clipping implementation. (not fully working yet) | rodri | 2024-02-10 | 1 | -67/+53 | |
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* | load XRGB32 textures. | rodri | 2024-02-08 | 1 | -6/+11 | |
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* | implement perspective-correct attribute interpolation. | rodri | 2024-02-07 | 1 | -13/+146 | |
| | | | | | | | | | also committing unfinished code for the clipping algorithm. references: - Kok-Lim Low, “Perspective-Correct Interpolation”, 2002 - https://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation/perspective-correct-interpolation-vertex-attributes.html - https://www.rose-hulman.edu/class/csse/csse351-abet/m10/triangle_fill.pdf, p. 23 | |||||
* | document part of the pipeline. prepare the grounds for triangle clipping. | rodri | 2024-02-03 | 1 | -33/+81 | |
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* | only create existing indices during quad triangulation. | rodri | 2024-02-01 | 1 | -24/+32 | |
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* | improve coordinate transformations and fix projections. | rodri | 2024-01-31 | 1 | -20/+39 | |
| | | | | | also got rid of Deco. there's no point in having that, just deal with image(6) files. | |||||
* | make the vertex shader process actual vertices. | rodri | 2024-01-30 | 1 | -6/+3 | |
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* | import the new renderer and clean things up. | rodri | 2024-01-30 | 1 | -128/+291 | |
| | | | | | | | | | | | | i integrated the renderer i've been developing on the tinyrend repo and got rid of a bunch of stuff that's no longer necessary. also began structuring things to fit the new interface i have in mind. there are still some artifacts with the projection xforms that cause issues with clipping and division by zero. | |||||
* | add a line clipping procedure based on the Liang-Barsky algorithm. (thanks ↵ | rodri | 2021-07-18 | 1 | -1/+63 | |
| | | | | jmi2k!) | |||||
* | transcribe macros into actual functions. remove unused memdraw code. | rodri | 2020-04-28 | 1 | -30/+22 | |
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* | standalone version release. | rodri | 2020-04-17 | 1 | -0/+135 | |