shithub: tinyrend

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1a6a53ff – rodri <[email protected]> authored on 2024/01/30 06:30
fix little typo.

d9fc92f3 – rodri <[email protected]> authored on 2024/01/28 14:21
do the quad triangulation on a separate procedure.

ef9b5a48 – rodri <[email protected]> authored on 2024/01/14 18:10
add a model of the earth. do texture mapping based on picture format (RGB24, RGBA32 atm.)

88b86813 – rodri <[email protected]> authored on 2024/01/14 17:14
triangulate quads. replace matrix rotation with quaternions.

32360e2b – rodri <[email protected]> authored on 2023/12/28 17:08
change the model's scale with the scroll wheel.

de87611a – rodri <[email protected]> authored on 2023/12/28 16:06
add keys to move the camera around.

9afe489f – rodri <[email protected]> authored on 2023/12/27 07:58
got rid of unused procedures.

b34446e7 – rodri <[email protected]> authored on 2023/12/22 19:12
organize the code better.

f69cd8f0 – rodri <[email protected]> authored on 2023/12/22 18:22
renamed def.obj to quad.obj to better reflect its purpose.

752d971d – rodri <[email protected]> authored on 2023/12/21 11:01
experiments with sdfs and texture mapping.

5d50d34a – rodri <[email protected]> authored on 2023/12/19 17:22
added a knob to scale the model.

c78f84ec – rodri <[email protected]> authored on 2023/12/19 10:44
don't test for locking, just do it.

083e0378 – rodri <[email protected]> authored on 2023/12/19 07:11
initialize the zbuflk to zero.

d60d6cd1 – rodri <[email protected]> authored on 2023/12/19 06:44
put the zbuflk in the Framebuf.

c6b9f191 – rodri <[email protected]> authored on 2023/12/18 17:03
fix memory leak when counting faces during shading.

2621771b – rodri <[email protected]> authored on 2023/12/18 15:57
implemented double-buffering.

d8aaf562 – rodri <[email protected]> authored on 2023/12/18 05:59
remove unnecessary matrix xforms from the vertex shaders.

3c74a293 – rodri <[email protected]> authored on 2023/12/17 19:41
fix the vertex shader for some of the shading pipelines.

22bd43e0 – rodri <[email protected]> authored on 2023/12/17 19:04
added a rotating animation with a corresponding knob to tweak the speed.

92ef6fb8 – rodri <[email protected]> authored on 2023/12/17 17:47
add knobs to control fb's dimensions. make the light an actual global.

a3fad209 – rodri <[email protected]> authored on 2023/12/17 16:08
added a time uniform bind for cool animations.

3db08878 – rodri <[email protected]> authored on 2023/12/17 12:34
render in a loop and gather stats about frame latency.

dc91bf04 – rodri <[email protected]> authored on 2023/12/17 06:07
added a table of shaders to choose from.

04bca24d – rodri <[email protected]> authored on 2023/12/16 16:25
added a diablo3 model.

23b6132d – rodri <[email protected]> authored on 2023/12/16 16:19
added a toon shader.

79a8452a – rodri <[email protected]> authored on 2023/12/16 16:03
got stuck and skipped to Lesson 6: Shaders for the software renderer.

4923947f – rodri <[email protected]> authored on 2023/12/13 06:32
Lesson 5 prelude: Gouraud shading (not fully working.)

dc4da250 – rodri <[email protected]> authored on 2023/11/19 07:25
add the option to visualize normals.

873c1082 – rodri <[email protected]> authored on 2023/11/18 13:12
put all the transformations in a single matrix.

1b76dd01 – rodri <[email protected]> authored on 2023/11/18 11:34
implemented perspective projection and a new rendering procedure (flag2).

66ce5ae0 – rodri <[email protected]> authored on 2023/11/15 12:57
correct zfb color rendering.

c0dd49ba – rodri <[email protected]> authored on 2023/11/14 16:30
got rid of unused code. implemented memsetd for double sized filling.

69cc4051 – rodri <[email protected]> authored on 2023/11/14 06:20
show the rendering as it happens, with the option of visualizing the z-buffer.

44cab0f6 – rodri <[email protected]> authored on 2023/11/12 16:22
add some shaping function experiments.

12bb8195 – rodri <[email protected]> authored on 2023/11/12 15:34
remove unnecessary cbuf2 variable.

c6710670 – rodri <[email protected]> authored on 2023/11/12 13:26
add mk rule to pull dependencies (libobj for now).

a96a9a4e – rodri <[email protected]> authored on 2023/11/12 13:05
correct rgb to rgba conversion.

fdae6488 – rodri <[email protected]> authored on 2023/11/12 12:25
added texture mapping.

25a30d01 – rodri <[email protected]> authored on 2023/11/12 05:23
Lesson 2: Hidden faces removal (z-buffer)

97755fa8 – rodri <[email protected]> authored on 2023/11/11 11:45
Lesson 1: Triangle rasterization and back-face culling—Flat shading render

95630e7e – rodri <[email protected]> authored on 2023/11/11 10:34
adapted to the new libobj element format.

212ca282 – rodri <[email protected]> authored on 2023/11/11 07:41
add support for OBJ models (triangles only).

1a839bc2 – rodri <[email protected]> authored on 2023/11/10 10:29
parallelize shader execution.

82771754 – rodri <[email protected]> authored on 2023/11/10 06:30
correct the fb's rframe and use another Memimage for fragments.

5d4bf57b – rodri <[email protected]> authored on 2023/11/10 06:10
experiments with triangle and circle shaders.

76f41120 – rodri <[email protected]> authored on 2023/11/09 12:07
track nanosec.c and fix some things.

65bcb349 – rodri <[email protected]> authored on 2023/11/09 11:28
Lesson 1: Triangle rasterization and back-face culling—Triangle shader

26b6967a – rodri <[email protected]> authored on 2023/11/09 09:39
cleanup.

bc074b6e – rodri <[email protected]> authored on 2023/11/09 09:27
Lesson 1: Triangle rasterization and back-face culling—First attempt

f1ab2951 – rodri <[email protected]> authored on 2023/11/09 06:41
Lesson 1: Triangle rasterization and back-face culling—Preparation

63b78361 – rodri <[email protected]> authored on 2023/11/09 06:29
Lesson 0: Bresenham's Line Drawing Algorithm—Fifth attempt

b1f6c2b6 – rodri <[email protected]> authored on 2023/11/09 06:22
Lesson 0: Bresenham's Line Drawing Algorithm—Third attempt

667fd01d – rodri <[email protected]> authored on 2022/06/22 17:20
Lesson 0: Bresenham's Line Drawing Algorithm—First attempt