Update README

This commit is contained in:
Krzosa Karol
2022-07-27 09:38:18 +02:00
parent 3deb94aad6
commit fbd37e4714
2 changed files with 17 additions and 79 deletions

View File

@@ -1,82 +1,3 @@
/////////////////////////////////////////////////////////////////////////////////////
///
/// ### Things to do:
///
/// - [x] Drawing triangles
/// - [x] Drawing cubes and lines for testing
/// - [x] Y up coordinate system, left handed
/// - [x] Drawing a cube with perspective
/// - [x] Culling triangles facing away from camera
/// - [x] Texture mapping
/// - [x] Basic linear transformations - rotation, translation, scaling
/// - [x] Bilinear filtering of textures
/// - [x] Nearest filtering
/// - [x] Fix the gaps between triangles (it also improved look of triangle edges)
/// - [ ] Perspective matrix vs simple perspective
/// - [x] Perspective correct interpolation
/// - [x] Depth buffer
/// - [x] Gamma correct blending - converting to almost linear space
/// - [x] Alpha blending
/// - [x] Premultiplied alpha
/// - [x] Merge with base
/// - [ ] Fill convention
/// - [ ] Antialiasing (seems like performance gets really bad with this)
/// - [x] LookAt Camera
/// - [x] FPS Camera
/// - [ ] Quarternions for rotations
/// - [x] Reading OBJ models
/// - [x] Dumping raw obj files
/// - [x] Loading raw obj files, big startup speedup!
/// - [ ] Reading more OBJ formats
/// - [x] Reading OBJ .mtl files
/// - [x] Loading materials
/// - [x] Rendering textures obj models
/// - [x] Reading complex obj models (sponza)
/// - [x] Fix sponza uv coordinates - the issue was uv > 1 and uv < 0
/// - [x] Clipping
/// - [x] Triagnle rectangle bound clipping
/// - [x] A way of culling Z out triangles
/// - [x] Simple test z clipping
/// - [x] Maybe should clip a triangle on znear zfar plane?
/// - [x] Maybe should clip out triangles that are fully z out before draw_triangle
/// - [ ] Effects!!!
/// - [ ] Outlines
/// - [ ] Lightning
/// - [ ] Proper normal interpolation
/// * `https://hero.handmade.network/episode/code/day101/#105
/// - [ ] Phong
/// - [x] diffuse
/// - [x] ambient
/// - [ ] specular
/// * reflecting vectors
/// - [ ] Use all materials from OBJ
/// - [ ] Point light
/// - [ ] Reading PMX files
/// - [ ] Rendering multiple objects, queue renderer
/// - [x] Simple function to render a mesh
/// - [x] Simple profiling tooling
/// - [x] Statistics based on profiler data
/// - [x] Find cool profilers - ExtraSleepy, Vtune
/// - [ ] Optimizations
/// - [x] Inline edge function
/// - [x] Expand edge functions to more optimized version
/// - [ ] Test 4x2 bitmap layout?
/// - [ ] Edge function to integer
/// - [ ] Use integer bit operations to figure out if plus. (edge0|edge1|edge2)>=0
/// - [x] SIMD
/// - [ ] Multithreading
///
/// - [x] Text rendering
/// - [ ] UI
/// - [x] Labels
/// - [x] Settings variables
/// - [x] Signals
/// - [ ] Sliders
/// - [ ] Groups
/// - [x] Gamma correct alpha blending for rectangles and bitmaps
/// - [ ] Plotting of profile data
/// - [x] Simple scatter plot
/// - [x] Asset processor as second program
#include "obj_dump.cpp"
// #include "multimedia.cpp"