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* don't test for locking, just do it.rodri2023-12-191-13/+10
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* initialize the zbuflk to zero.rodri2023-12-191-0/+1
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* put the zbuflk in the Framebuf.rodri2023-12-191-4/+4
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* fix memory leak when counting faces during shading.rodri2023-12-181-20/+23
| | | | since the model won't change, instead of freeing the elems on every run i decided to make the relevant counts statically allocated, and do the counting once.
* implemented double-buffering.rodri2023-12-181-49/+124
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* remove unnecessary matrix xforms from the vertex shaders.rodri2023-12-181-12/+5
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* fix the vertex shader for some of the shading pipelines.rodri2023-12-181-4/+21
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* added a rotating animation with a corresponding knob to tweak the speed.rodri2023-12-181-26/+41
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* add knobs to control fb's dimensions. make the light an actual global.rodri2023-12-171-31/+35
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* added a time uniform bind for cool animations.rodri2023-12-171-11/+29
| | | | also changed the default fb size to get higher frame rates.
* render in a loop and gather stats about frame latency.rodri2023-12-171-26/+34
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* added a table of shaders to choose from.rodri2023-12-171-17/+55
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* added a diablo3 model.rodri2023-12-161-1/+1
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* added a toon shader.rodri2023-12-161-2/+19
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* got stuck and skipped to Lesson 6: Shaders for the software renderer.rodri2023-12-161-273/+219
| | | | | | i was unable to find a fix for the rendering artifacts i was getting and decided to skip to a later chapter, with a new architecture based on actual shaders, that made things easier to understand. right after the move i spotted the problem (and others that showed up) and was finally able to fix them. it's working now!
* Lesson 5 prelude: Gouraud shading (not fully working.)rodri2023-12-131-15/+54
| | | | | the normals from the file don't seem to be well formed, maybe the order is wrong or the indices.
* add the option to visualize normals.rodri2023-11-191-9/+38
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* put all the transformations in a single matrix.rodri2023-11-181-4/+1
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* implemented perspective projection and a new rendering procedure (flag2).rodri2023-11-181-16/+255
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* correct zfb color rendering.rodri2023-11-151-3/+3
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* got rid of unused code. implemented memsetd for double sized filling.rodri2023-11-141-23/+14
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* show the rendering as it happens, with the option of visualizing the z-buffer.rodri2023-11-141-19/+70
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* add some shaping function experiments.rodri2023-11-121-16/+65
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* remove unnecessary cbuf2 variable.rodri2023-11-121-5/+2
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* correct rgb to rgba conversion.rodri2023-11-121-1/+1
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* added texture mapping.rodri2023-11-121-28/+98
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* Lesson 2: Hidden faces removal (z-buffer)rodri2023-11-121-72/+33
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* Lesson 1: Triangle rasterization and back-face culling—Flat shading renderrodri2023-11-111-7/+25
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* adapted to the new libobj element format.rodri2023-11-111-39/+57
| | | | now african_head.obj doesn't fail to parse, and we will use those texture indices soon.
* add support for OBJ models (triangles only).rodri2023-11-111-26/+132
| | | | also put a guard on the filltriangle slopes to avoid division by zero.
* parallelize shader execution.rodri2023-11-101-19/+85
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* correct the fb's rframe and use another Memimage for fragments.rodri2023-11-101-15/+13
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* experiments with triangle and circle shaders.rodri2023-11-101-4/+38
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* track nanosec.c and fix some things.rodri2023-11-091-10/+8
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* Lesson 1: Triangle rasterization and back-face culling—Triangle shaderrodri2023-11-091-11/+72
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* cleanup.rodri2023-11-091-7/+6
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* Lesson 1: Triangle rasterization and back-face culling—First attemptrodri2023-11-091-10/+69
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* Lesson 1: Triangle rasterization and back-face culling—Preparationrodri2023-11-091-2/+13
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* Lesson 0: Bresenham's Line Drawing Algorithm—Fifth attemptrodri2023-11-091-10/+10
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* Lesson 0: Bresenham's Line Drawing Algorithm—Third attemptrodri2023-11-091-9/+39
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* Lesson 0: Bresenham's Line Drawing Algorithm—First attemptrodri2022-06-221-0/+222