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Tiny3D

<p align="center"> <img src="logo.png" width="530"> </p>

3D ucode/library for the N64 using libdragon.<br> The motivation of this project is to provide a fast and minimal API while having all the features needed for 3D applications.<br>

Features

Tiny3D comes with both RSP microcode and an easy to use C-API around it.<br> Features include:

Usage

Checkout this repository and build it first (see the Build section), no prebuilts are provided.<br> To use Tiny3D in your project, add the following line in your Makefile:

include $(T3D_INST)/t3d.mk

Where T3D_INST points to the path of this repository.<br> Internally this will handle adding the correct include path and linking Tiny3D itself into you project.<br>

In general, it's easier to simply take one of the included example projects as a starting point.<br> These can be found in the examples directory, where each of them goes into details about different features.<br>

To start out, take a look at examples/01_quad which is the most basic setup drawing a single 3D quad.<br>

API Reference

(@TODO: generate docs from comments, add github page for it)

GLTF Model import

Tiny3D comes with a build-in model format and an importer for GLTF files.<br> In order to best use the N64 hardware, it is recommended to use Fast64.<br>

Note: Due to internal changes in the GLTF exporter, only blender up to version 4.0 is supported at the moment.<br> Exporting embedded texture may also cause issues, so it's recommended to use files.

At the moment only fast64 materials are supported.<br> For this to work, custom properties export must be enabled.<br> This can be set during export:

<img src="docs/fast64_export.png" height="200">

For a full list of supported settings, see docs/fast64Settings.md.<br>

Build

Tiny3D requires libdragon, specifically the preview branch.<br> Make sure you have that project setup first.

To build Tiny3D, simply run the build.sh script in the root directory of the project.

./build.sh

This will build the library itself, tools related to it, and all examples.<br> If you need to build specific parts, run the Makefile present in each directory.<br> After building, you can use the project as described in the Usage section.

If you want to perform a clean build for everything, run:

./build.sh clean

Customization

You will notice that Tiny3D does not install itself in any system-wide location.<br> This is done on purpose, as it allows you to easily modify the library.<br> Use-cases can be wanting to specialize the API for your project, or to modify the ucode.<br>

RSP ucode

The ucode of Tiny3D is written in RSPL, a high level language that has been worked on in parallel with this project.<br> By default, the generated ASM is included to avoid any additional dependencies.<br> If you plan on modifying the ucode, you will need to either install the RSPL transpiler or use the WebUI.<br> Keep in mind to enable reordering within RSPL to get maximum performance.<br>

Differences to OpenGL

If you are already familiar with OpenGL in libdragon, you will notice some key differences in Tiny3D.<br> With an existing codebase, this may require changes to the way models are handled and drawn.<br> Here are the most important ones:

Matrices and Vertices are DMA'd in

Even when recorded into a display-list, matrices and vertices are DMA'd into the RSP each time.<br> Meaning you have keep both around in RDRAM the entire time you want to render them.<br> However, this also means you can easily modify them at any time without having to re-record the display-list.<br> Same is true for matrices: you can record a matrix load without losing the ability to modify it later.

No Abstract Materials

Beside being able to enable/disable textures & lighting, there are no abstract materials in Tiny3D.<br> Everything needs to be set either manually via the RSPQ API or by using the builtin model format which can do it for you.<br> In other words, Tiny3D is the equivalent of always running in GL_RDPQ_MATERIAL_N64 mode.

No Texture abstraction

Tiny3D does not know about textures, for loads and related settings the RDPQ API & sprite_load must be used.<br> This also removes the need for special functions like glSpriteTextureN64 & glTexParameteri like in OpenGL.<br> Due to all of this, UVs must be set in pixel-coordinates (10.5 fixed point), not normalized ones.<br> Multi-Textures are therefore also directly supported.<br>

Fixed Layout

Tiny3D uses a fixed and interleaved layout for its vertices.<br> This is done to maximize performance and to simplify the API.<br> A matching C struct T3DVertPacked can be found in t3d.h.<br>

If you plan on using your own custom model format, take a look at the GLTF importer on how to normalize data properly.<br> A full description of the builtin model-format layout can be found in docs/modelFormat.md too.<br>

Support

If you need any help, feel free to ask me (@HailToDodongo) in the N64brew Discord.

Contributing

Contributions via PRs or any feedback is welcome.<br> Same as above, feel free to talk about changes on Discord.<br>

Credits & License

© 2023-2024 - Max Bebök (HailToDodongo)<br>

Tiny3D is licensed under the MIT License, see the LICENSE file for more information.<br>

External Libraries