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Thread: Software Renderer

  1. #1

    Software Renderer

    He all,

    After a long absence from Delphi I started coding again a few weeks back. Im currently working on a new project which involves OGL 3.1. Because all transformation stuff is deprecated in OGL 3.1 I needed to brush up my math skills. Yesterday I didnt feel like coding on that project so I decided to put my brushed up math skills to the test and write a simple software renderer.

    After a day of coding these are its features:
    - double buffering
    - proprietary mesh format (bored from my current project)
    - wireframe rendering
    - lighting
    - flat shading
    - gouraud shading
    - backface culling
    - perspective projection
    - world space to view space transformation
    - fps camera movement
    - extensive math library (bored from my current project)

    On my list are:
    - phong shading
    - texturing
    - multi sampeling to improve image quality.

    Of course a nice screenshot


    Controls:
    - mouse to look arround
    - WASD for movement
    - F1..F3 to toggle render modi

    Download link:
    http://www.genesisdevice.net/downloa...rerenderer.zip

    Source is provided under GLPL. The model was made by a friend of mine in blender and exported to my own format.

    Grz.

    Luuk

  2. #2

    Re: Software Renderer

    Forgot to mention the original code for the gouraud shading can be found here:
    http://www.swissdelphicenter.ch/torr...de.php?id=1780

    I made improvements by minimizing scanline lookups and divides. Boosted performance from 20 fps to 50 on my machine

  3. #3

    Re: Software Renderer

    Nice work Luuk!

    I tried writing a software renderer a while back based on OpenGL (worked the same AFAIK), but I didn't get very far...

    I could only draw flat coloured triangles - textured ones were deformed due to lack of perspective correction, and it was rather slow

    cheers,
    Paul

  4. #4

    Re: Software Renderer

    I have added supersampling to improve image quality The next thing Iam going to add is a Z-Buffer instead of triangle sort. After that texturing

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