A Tiny Fixed Function Rendering library for C#/.NET 9+.
- Delivered via NuGet
- Supports Windows, MacOS (Apple Silicon only), Linux (Debian/Ubuntu)
- Standalone or integrated with WPF, Avalonia, Winforms
- Free for commercial and non-commercial use (see license)
- Physically-based rendering (via filament)
- Asset loading (via assimp and stb_image)
- Window management and input handling (via SDL)
- Fully-abstracted math & geometry API - no pre-existing 3D or linear algebra knowledge required
- Zero-GC design
Manual is available at tinyffr.dev.
// Tutorial: https://tinyffr.dev/tutorials/hello_cube/
using Egodystonic.TinyFFR;
using Egodystonic.TinyFFR.Factory.Local;
using Egodystonic.TinyFFR.Environment.Input;
using var factory = new LocalTinyFfrFactory();
using var cubeMesh = factory.MeshBuilder.CreateMesh(Cuboid.UnitCube);
using var cubeMaterial = factory.MaterialBuilder.CreateTestMaterial();
using var cube = factory.ObjectBuilder.CreateModelInstance(cubeMesh, cubeMaterial, initialPosition: (0f, 0f, 1.5f));
using var light = factory.LightBuilder.CreatePointLight(Location.Origin);
using var scene = factory.SceneBuilder.CreateScene();
scene.Add(cube);
scene.Add(light);
using var window = factory.WindowBuilder.CreateWindow(factory.DisplayDiscoverer.Primary!.Value);
using var camera = factory.CameraBuilder.CreateCamera(initialPosition: Location.Origin, initialViewDirection: Direction.Forward);
using var renderer = factory.RendererBuilder.CreateRenderer(scene, camera, window);
using var loop = factory.ApplicationLoopBuilder.CreateLoop(60);
while (!loop.Input.UserQuitRequested) {
var deltaTime = (float) loop.IterateOnce().TotalSeconds;
if (loop.Input.KeyboardAndMouse.KeyIsCurrentlyDown(KeyboardOrMouseKey.Space)) cube.RotateBy(90f % Direction.Down * deltaTime);
renderer.Render();
}// Tutorial: https://tinyffr.dev/tutorials/loading_assets/
using var sceneBackdrop = assetLoader.LoadBackdropTexture(@"belfast_sunset_puresky_4k.hdr");
using var treasureChestMesh = assetLoader.LoadMesh(@"treasure_chest_4k.gltf");
using var treasureChestColorMap = assetLoader.LoadColorMap(@"treasure_chest_diff_4k.jpg");
using var treasureChestNormalMap = assetLoader.LoadNormalMap(@"treasure_chest_nor_gl_4k.jpg");
using var treasureChestOrmMap = assetLoader.LoadOcclusionRoughnessMetallicMap(@"treasure_chest_arm_4k.jpg");
using var treasureChestMaterial = materialBuilder.CreateStandardMaterial(
colorMap: treasureChestColorMap,
normalMap: treasureChestNormalMap,
ormOrOrmrMap: treasureChestOrmMap
);
using var treasureChest = objectBuilder.CreateModelInstance(
treasureChestMesh,
treasureChestMaterial,
initialPosition: (0f, -0.3f, 1f)
);
scene.SetBackdrop(sceneBackdrop);
scene.Add(treasureChest);