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# WIP, NOT WORKABLE YET!
# small3dlib
3D software rasterizer for (not only) resource-limited computers.
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If you like this, you may also like my similar project: [raycastlib](https://gitlab.com/drummyfish/raycastlib).
## eye-candy previews
TODO
## features
- Very fast, small and efficient.
- Uses only integer math (32bit).
- No dependencies (uses only stdint standard library), extremely portable.
- Single header, KISS.
- Pure C99, tested to run as C++ as well.
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- Still flexible -- pixels are left for you to draw in any way you want with a custom fragment-shader like function.
- Perspective correction, 3 modes: none (linear only), full (per-pixel), approximation (per-N-pixels).
- Different drawing strategies to choose from: none, z-buffer (none, full, reduced), triangle sorting (back-to-front, fron-to-back with stencil buffer).
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- Triangles provide barycentric coordinates, thanks to which practically anything that can be achieved with OpenGL can be achieved (texturing, shading, normal-mapping, transparency, PBR, shadow mapping, ...).
- Tested on multiple platforms (PC, Arduboy, Pokitto, Gamebuino META).
- Many compile-time options to tune the performance vs quality.
- Well commented and formatted code.
- Completely free of legal restrictions, do literally everything you want.
## limitations
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- Some values, like screen resolution, are a compile-time option due to performance and simplicity, and can't change during runtime.
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- Though performance is high, due to multiplatformness it can't match platform-specific rasterizers written in assembly.
- Proper near-plane culling (subdividing triangles) is missing. You can either cull whole triangles completely or "push" them by the near plane. These options are okay when drawing a models not very close to the camera, but e.g. 3D environments may suffer from artifacts.
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- Due to the limitations of 32bit integer arithmetics, some types of movement may be jerky.
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TODO
## how to use
TODO
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## tips/troubleshooting
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- Seeing buggy triangles flashing in front of the camera? With the limited 32bit arithmetic far-away things may be overflowing. Try to scale down the scene. If you also don't mind it, set `S3L_STRICT_NEAR_CULLING` to `1` -- this should probably solve it.