This project implements a C++ software renderer/rasterizer with vertex- and pixel shader support.
- Generic vertex arrays for arbitrary data in the vertex processing stage.
- Internal vertex cache for better vertex processing.
- Affine and perspective correct per vertex parameter interpolation.
- Vertex and pixel shaders written in C++ using some C++ template magic.
#include "Renderer.h"
// Define a pixel shader
class PixelShader : public PixelShaderBase<PixelShader> {
public:
static const bool InterpolateZ = true;
static const bool InterpolateW = true;
// Number of affine/linear variables used.
static const int AVarCount = 3;
// Number of perspective correct variables used.
static const int PVarCount = 2;
static void drawPixel(const PixelData &p)
{
...
}
};
// Define a vertex shader
class VertexShader : public VertexShaderBase<VertexShader> {
public:
// Number of input vertex attributes used.
static const int AttribCount = 1;
static void processVertex(VertexShaderInput in, VertexShaderOutput *out)
{
// Write result to out.
...
}
};
// Use the renderer
Rasterizer r;
VertexProcessor v(&r);
r.setRasterMode(RasterMode::Span);
r.setScissorRect(0, 0, 640, 480);
r.setPixelShader<PixelShader>();
v.setViewport(0, 0, 640, 480);
v.setCullMode(CullMode::CW);
v.setVertexShader<VertexShader>();
// Draw
v.setVertexAttribPointer(0, sizeof(VertexData), vertexData);
v.drawElements(DrawMode::Triangle, indexData.size(), indexData);
This code is licensed under the MIT License (see LICENSE).