A software rusterizer written in pure rust
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| samples | ||
| src | ||
| .gitignore | ||
| Cargo.lock | ||
| Cargo.toml | ||
| LICENSE | ||
| readme.md | ||
Software Rasterizer in Rust
License
This project is licensed under AGPL-3.0-only. For more informations see the LICENSE file inside the repository here.
Goal
Goal of this project is to write an complete software rasterizer with basic OpenGL-esc capabilities in pure rust, without any major dependencies (espc math related, since it's ment to understand the math behind it all).
Concrete plans:
- World, View and Clipspace, FOV etc.
- Per Vertex data like Color, Normals, Texture-Coodrinates etc.
- Rotation based on Quaterinations
- Vertex- and Fragment shaders with a small subset of the GLSL language or similar (allowed to use a library to process shader sourcecode, but shader construction & evaluation needs to be done by ourself!)