mirror of
https://git.coom.tech/drummyfish/small3dlib.git
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106 lines
3.9 KiB
Text
106 lines
3.9 KiB
Text
features:
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- Replace assets with completely original ones, rerender images/animations.
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- Add optional functions (macro defs.) that get called during various rendering
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steps, to e.g. be able to analyze and visualize rendering step by step.
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- Benchmarking in test.c.
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- Test on big endien.
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- Optional OpenGL acceleration, perhaps a separate header file with the same
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API. How this can work:
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Have a new accelerated render scene function that in the first pass uses OGL
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to render info about pixels (barycentric, depth, ...) to a 2D "screen" array
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(g buffer), then in the second pass loop over these pixels and on each
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rendered pixel call the user pixel funct. Basically deferred rendering in
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which the first pass is done with OGL.
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- Helper functions for e.g. retrieving and caching UV coords etc. Maybe these
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should be in a separate file? DONE
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- objtool: An option to parse material groups and generate an array of
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per-triangle material indices. DONE
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- PC == 2 (and possibly 1) could likely be accelerated by not using interpolate
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functions, but rather FastLerStates for the values recomputed after each
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row segment. DONE (doesn't work
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for PC == 2,
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tried)
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- function for computing normals and lighting
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- triangle sorting:
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- back-to-front (slower, better memory efficiency) DONE
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- front-to-back (faster, but needs 1bit stencil buffer) DONE
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- function to set/clear stencil buffer -- can be useful
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- function to map one point in 3D space to screen, along with size (for mapping
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billboards/sprites etc.) DONE
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- Optimize persp. correction!
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- Create and use the same function for determining CW/CCW AND left/right vertex
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determination in triangle drawing. DONE
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- Check (and possibly fix) if any barycentric coord ever exceeds the range
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<0,255> due to rounding errors etc. DONE
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- dithered barycentric interpolation function that is faster than normal
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interpolation -- it will randomly picky one of three values, with greater
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probabilities at greater coords
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- option to disable baycentric coordinates computing DONE
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- Z-buffer:
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- full DONE
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- reduced (resolution and precision) DONE
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- more reduced (4-bit)
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- MipMapping? Add triangle size to pixelInfo. DONE
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- perspective correction modes:
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- none DONE
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- full DONE
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- approximate DONE
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- predefined 3D shapes:
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- cube DONE
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- sphere
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- cylinder
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- pyramid
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- plane
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- Depth computation during rasterization -- this should be an optional thing,
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specified with a define (S3L_COMPUTE_DEPTH), which may be turned on
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automatically for some modes (e.g. Z-buffer). It should be computed by the
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fast lerp and passed in the PixelInfo struct. DONE
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- Python tool to convert obj to C array DONE
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- Python tool to convert texture images to C array DONE
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- create demos:
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- model viewer DONE
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- game-like demo (GTA-style, Quake style etc.) DONE
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- offline HQ (lerp texuring, normal mapping, reflections, ...) rendering
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to PPM image file DONE
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- test offline rendering of a high-poly model (see how very small tris
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are rendered)
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- drawModel: create an option that would use a cache to not transform the same
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point twice DONE (doesn't work, tried)
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- Optional rendering stats (FPS, rendered triangles, ...).
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- profiling functions for optimization
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bugs:
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repeated:
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- valgrind (and similar) checks
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- optimize
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- write tests/benchmarks
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