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Simple software rasterizer

This project uses shared Core project (via git submodules) - in case of offline project assembly, please manually sync the Core repository and paste files into the core folder.

Description

Experiments with recreating graphics pipeline, rendering is performed via software rasterization, without using 3D graphics APIs, like OpenGL, D3D or Vulkan.

Implements:

  • Sutherland-Hodgman triangle clipping
  • Back-/front-face culling
  • Depth buffer
  • Vertex attributes: coordinates, normal, texture coordinates, color
  • Perspective corrected rasterization
  • Transformations stack (modelview and projection)
  • Spherical Environment Mapping

Several debug switches present, see render/source/drawer.cpp (e.g. disable perspective correction, render normals as color, etc.).

Screenshots

Simple rotating textured cube:

Textured cube

Simple rotating textured cube, without perspective correction:

Textured cube (no perspective correction)

Realtime deformed sphere mesh with normals:

Normals rendered via line primitives

Deformed sphere with Spherical Environment Mapping:

Spherical Environment Mapping

License

Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License