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Ne var bu PR'da
WebGL kullanmayan, ba\u011f\u0131ml\u0131l\u0131\u011f\u0131 olmayan bir software rasterizer. Her piksel d\u00fcz JavaScript'te hesaplan\u0131yor;
canvassadeceputImageDatai\u00e7in kullan\u0131l\u0131yor.Pipeline: vertex transform \u2192 near-plane clipping (Sutherland\u2013Hodgman, homojen uzayda) \u2192 perspective divide \u2192 backface cull \u2192 edge-function scan \u2192 perspective-correct interpolation \u2192 z-buffer \u2192 3\u00d73 PCF shadow map \u2192 Blinn-Phong + hemisphere ambient + fresnel rim \u2192 ACES tonemap + gamma 2.2.
Dosyalar
src/math.js,src/framebuffer.js,src/geometry.js\u2014 matematik, render hedefleri, prosed\u00fcrel mesh'lersrc/raster.js\u2014 rasterizer \u00e7ekirde\u011fisrc/scene.js\u2014 sahne, \u0131\u015f\u0131k, g\u00f6lge pass'i, shadingsrc/main.js+index.html\u2014 etkile\u015fimli aray\u00fcz (orbit, HUD, 4 render modu, wireframe, \u00e7\u00f6z\u00fcn\u00fcrl\u00fck/pozlama kontrol\u00fc, PNG kaydet)tools/*.mjs\u2014 headless render, PNG encoder, testler, tek-dosya build ve bundle do\u011frulama.github/workflows/\u2014 CI ve Pages deployDo\u011frulama
npm run ci\u015funlar\u0131 s\u0131ras\u0131yla \u00e7al\u0131\u015ft\u0131r\u0131r:| Ad\u0131m | Ne kan\u0131tl\u0131yor |\n| --- | --- |\n|
test| 18 matematik assertion'\u0131 (projeksiyon near/far e\u015fleme, normalMatrix ortogonalli\u011fi, tekil matris fallback'i) |\n|still| Headless kare render edilir; \u00fc\u00e7gen/fragment say\u0131s\u0131, parlakl\u0131k ve kapsama e\u015fikleri kontrol edilir \u2014 siyah kare CI'\u0131 d\u00fc\u015f\u00fcr\u00fcr |\n|modes| D\u00f6rt render modunun hash'i farkl\u0131 m\u0131 |\n|build| Alt\u0131 ES mod\u00fcl\u00fc tek HTML'e g\u00f6m\u00fcl\u00fcr; artakalanimport/exportvarsa hata |\n|verify| \u00dcretilen bundle Nodevmi\u00e7inde DOM stub'\u0131yla \u00e7al\u0131\u015ft\u0131r\u0131l\u0131r;putImageData'ya giden ger\u00e7ek pikseller yakalan\u0131p kapsama/luma e\u015fi\u011fi denetlenir |Yerel \u00f6l\u00e7\u00fcm (1000\u00d7620, 20.485 \u00fc\u00e7gen, 556.189 fragment): shadow ~36 ms, geometry ~174 ms, resolve ~57 ms.