3D software rendering in pure Go. No OpenGL, no C extensions, no nothin'.
It's like OpenGL, but it's not. It's FauxGL.
It doesn't use your graphics card, only your CPU. So it's slow and unsuitable for realtime rendering. But it's still pretty fast. It works the same way OpenGL works - rasterizing.
- STL, OBJ, PLY, 3DS file formats
- triangle rasterization
- vertex and fragment "shaders"
- view volume clipping
- face culling
- alpha blending
- textures
- triangle & line meshes
- depth biasing
- wireframe rendering
- built-in shapes (plane, sphere, cube, cylinder, cone)
- anti-aliasing (via supersampling)
- voxel rendering
- parallel processing
FauxGL uses all of your CPU cores. But none of your GPU.
Rendering the Stanford Dragon shown above (871306 triangles) at 1920x1080px takes about 150 milliseconds on my machine. With 4x4=16x supersampling, it takes about 950 milliseconds. This is the time to render a frame and does not include loading the mesh from disk.
go get -u github.com/fogleman/fauxgl cd go/src/github.com/fogleman/fauxgl go run examples/hello.go https://godoc.org/github.com/fogleman/fauxgl
package main import ( . "github.com/fogleman/fauxgl" "github.com/nfnt/resize" ) const ( scale = 1 // optional supersampling width = 1920 // output width in pixels height = 1080 // output height in pixels fovy = 30 // vertical field of view in degrees near = 1 // near clipping plane far = 10 // far clipping plane ) var ( eye = V(-3, 1, -0.75) // camera position center = V(0, -0.07, 0) // view center position up = V(0, 1, 0) // up vector light = V(-0.75, 1, 0.25).Normalize() // light direction color = HexColor("#468966") // object color ) func main() { // load a mesh mesh, err := LoadOBJ("examples/dragon.obj") if err != nil { panic(err) } // fit mesh in a bi-unit cube centered at the origin mesh.BiUnitCube() // smooth the normals mesh.SmoothNormalsThreshold(Radians(30)) // create a rendering context context := NewContext(width*scale, height*scale) context.ClearColorBufferWith(HexColor("#FFF8E3")) // create transformation matrix and light direction aspect := float64(width) / float64(height) matrix := LookAt(eye, center, up).Perspective(fovy, aspect, near, far) // use builtin phong shader shader := NewPhongShader(matrix, light, eye) shader.ObjectColor = color context.Shader = shader // render context.DrawMesh(mesh) // downsample image for antialiasing image := context.Image() image = resize.Resize(width, height, image, resize.Bilinear) // save image SavePNG("out.png", image) }
