Update README
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79
main.cpp
79
main.cpp
@@ -1,82 +1,3 @@
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/////////////////////////////////////////////////////////////////////////////////////
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///
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/// ### Things to do:
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///
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/// - [x] Drawing triangles
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/// - [x] Drawing cubes and lines for testing
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/// - [x] Y up coordinate system, left handed
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/// - [x] Drawing a cube with perspective
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/// - [x] Culling triangles facing away from camera
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/// - [x] Texture mapping
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/// - [x] Basic linear transformations - rotation, translation, scaling
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/// - [x] Bilinear filtering of textures
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/// - [x] Nearest filtering
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/// - [x] Fix the gaps between triangles (it also improved look of triangle edges)
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/// - [ ] Perspective matrix vs simple perspective
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/// - [x] Perspective correct interpolation
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/// - [x] Depth buffer
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/// - [x] Gamma correct blending - converting to almost linear space
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/// - [x] Alpha blending
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/// - [x] Premultiplied alpha
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/// - [x] Merge with base
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/// - [ ] Fill convention
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/// - [ ] Antialiasing (seems like performance gets really bad with this)
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/// - [x] LookAt Camera
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/// - [x] FPS Camera
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/// - [ ] Quarternions for rotations
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/// - [x] Reading OBJ models
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/// - [x] Dumping raw obj files
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/// - [x] Loading raw obj files, big startup speedup!
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/// - [ ] Reading more OBJ formats
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/// - [x] Reading OBJ .mtl files
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/// - [x] Loading materials
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/// - [x] Rendering textures obj models
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/// - [x] Reading complex obj models (sponza)
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/// - [x] Fix sponza uv coordinates - the issue was uv > 1 and uv < 0
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/// - [x] Clipping
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/// - [x] Triagnle rectangle bound clipping
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/// - [x] A way of culling Z out triangles
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/// - [x] Simple test z clipping
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/// - [x] Maybe should clip a triangle on znear zfar plane?
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/// - [x] Maybe should clip out triangles that are fully z out before draw_triangle
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/// - [ ] Effects!!!
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/// - [ ] Outlines
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/// - [ ] Lightning
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/// - [ ] Proper normal interpolation
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/// * `https://hero.handmade.network/episode/code/day101/#105
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/// - [ ] Phong
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/// - [x] diffuse
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/// - [x] ambient
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/// - [ ] specular
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/// * reflecting vectors
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/// - [ ] Use all materials from OBJ
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/// - [ ] Point light
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/// - [ ] Reading PMX files
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/// - [ ] Rendering multiple objects, queue renderer
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/// - [x] Simple function to render a mesh
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/// - [x] Simple profiling tooling
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/// - [x] Statistics based on profiler data
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/// - [x] Find cool profilers - ExtraSleepy, Vtune
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/// - [ ] Optimizations
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/// - [x] Inline edge function
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/// - [x] Expand edge functions to more optimized version
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/// - [ ] Test 4x2 bitmap layout?
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/// - [ ] Edge function to integer
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/// - [ ] Use integer bit operations to figure out if plus. (edge0|edge1|edge2)>=0
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/// - [x] SIMD
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/// - [ ] Multithreading
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///
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/// - [x] Text rendering
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/// - [ ] UI
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/// - [x] Labels
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/// - [x] Settings variables
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/// - [x] Signals
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/// - [ ] Sliders
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/// - [ ] Groups
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/// - [x] Gamma correct alpha blending for rectangles and bitmaps
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/// - [ ] Plotting of profile data
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/// - [x] Simple scatter plot
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/// - [x] Asset processor as second program
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#include "obj_dump.cpp"
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// #include "multimedia.cpp"
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