https://github.com/sergcpp/sw
  
  
    Simple software rasterizer with OpenGL-like interface 
    https://github.com/sergcpp/sw
  
rasterizer renderer software-rendering
        Last synced: 4 months ago 
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Simple software rasterizer with OpenGL-like interface
- Host: GitHub
 - URL: https://github.com/sergcpp/sw
 - Owner: sergcpp
 - Created: 2017-04-20T12:20:33.000Z (over 8 years ago)
 - Default Branch: master
 - Last Pushed: 2023-03-08T23:53:42.000Z (over 2 years ago)
 - Last Synced: 2025-04-06T23:11:19.451Z (7 months ago)
 - Topics: rasterizer, renderer, software-rendering
 - Language: C
 - Homepage:
 - Size: 542 KB
 - Stars: 30
 - Watchers: 1
 - Forks: 3
 - Open Issues: 0
 - 
            Metadata Files:
            
- Readme: README.md
 
 
Awesome Lists containing this project
README
          [](https://ci.appveyor.com/project/MrApfel1994/sw)
# SW
Simple software rasterizer with OpenGL-like interface.
It's neither fast nor good, created for learning purposes.
Inspired by this article: https://web.archive.org/web/20180129085015/http://forum.devmaster.net/t/advanced-rasterization/6145
- Full Application: https://bitbucket.org/Apfel1994/swdemo
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### Drawing
```cpp
swUseProgram(program);
swBindBuffer(SW_ARRAY_BUFFER, attribs_buf_id);
swBindBuffer(SW_INDEX_BUFFER, indices_buf_id);
swSetUniform(U_MVP, SW_MAT4, &mvp_mat[0][0]);
const int stride = sizeof(float) * 8;
swVertexAttribPointer(A_POS, 3 * sizeof(float), (SWuint)stride, (void *)0);
swVertexAttribPointer(A_UVS, 2 * sizeof(float), (SWuint)stride, (void *)(6 * sizeof(float)));
swDrawElements(SW_TRIANGLE_STRIP, (SWuint)num_indices, SW_UNSIGNED_SHORT, (void *)uintptr_t(offset));
```
### Shaders (not really, just function pointers)
```cpp
enum { A_POS,
       A_UVS };
enum { V_UVS };
enum { U_MVP,
       U_AMBIENT };
VSHADER environment_vs(VS_IN, VS_OUT) {
    using namespace glm;
    *(vec2 *)V_FVARYING(V_UVS) = make_vec2(V_FATTR(A_UVS));
    *(vec4 *)V_POS_OUT = make_mat4(F_UNIFORM(U_MVP)) * vec4(make_vec3(V_FATTR(A_POS)), 1);
}
FSHADER environment_fs(FS_IN, FS_OUT) {
    using namespace glm;
    const vec4 &fl = make_vec4(F_UNIFORM(U_FLASHLIGHT_POS));
    TEXTURE(DIFFUSEMAP_SLOT, F_FVARYING_IN(V_UVS), F_COL_OUT);
    *(vec3 *) F_COL_OUT *= make_vec3(F_UNIFORM(U_AMBIENT));
}
...
SWint program = swCreateProgram();
swUseProgram(p);
swInitProgram(environment_vs, environment_fs, 2);
swRegisterUniformv(U_MVP, SW_MAT4, 1);
swRegisterUniformv(U_AMBIENT, SW_VEC3, 1);
```