# RasterIver, a Rendering Engine

animated

#### RasterIver? Rasterizer + Iver = RasterIver ## Features (todo: write features) ## RI_FLAG List - `RI_FLAG_DEBUG` Turns debugging on or off - `RI_FLAG_DEBUG_LEVEL` Indepth-ness of debugging - `RI_FLAG_SHOW_BUFFER` The "buffer" to render - `RI_FLAG_SHOW_FPS` Shows the FPS - `RI_FLAG_DEBUG_FPS` Prints FPS in the console - `RI_FLAG_CLEAN_POLYGONS` Clear the polygon array after RI_RequestPolyons is called - `RI_FLAG_POPULATE_POLYGONS` Sets random values in the polygon array - `RI_FLAG_BE_MASTER_RENDERER` Whether you want to use objects or to have direct access to the polygon array - `RI_FLAG_SHOW_FRAME` Shows the current frame # - `RI_FLAG_DEBUG_FRAME` Prints the current frame # in the console - `RI_FLAG_SHOW_INFO` Shows object info - `RI_FLAG_DEBUG_TICK` Turns debugging on or off for anything that would fill up the console when constantly ticking - `RI_FLAG_USE_CPU` Use the CPU over the GPU - `RI_FLAG_HANDLE_SDL_EVENTS` Whether RasterIver should handle SDL events ## Requirements #### To Run - SDL2 - SDL2 TTF - OpenCL Runtimes #### To Build - SDL2 - SDL2 TTF - OpenCL Developer Libraries - ROCm if using AMD - CUDA if using NVIDIA # Todo - [x] make todo list - [ ] function to request a mesh. I.E., request a number of polygons/verticies (maybe from presets? planes, cubes, idk) and be able to edit them on the fly. Useful for dynamic terrain or something like that - [x] texture support - [x] fix interpolation issue with UV maps (and probably normals and Z values too) - [ ] fix horribly named variables in request object functions - [ ] include rasteriver.h in the kernels for better code updatability - [ ] make kernels not be in strings (read the file at compile time and put it inside rasteriver.c as a string? put it in a header like how it is now?) - [x] change all iterator variables in for loops to have "i_" before it's variable name - [x] add descriptions to RI functions - [x] optimize object memory usage by not loading object data multiple times when the same object is requested - [x] add checks for invalid/nonexistant files (files like object files & texture files) - [x] perspective - [x] euler rotation - [ ] quaternion rotation - [ ] sheer transform (and other fancy ones?) - [ ] simple lighting using normals - [ ] complex lighting using rays for shadows and stuff - [ ] polygon clipping by subdividing (do we need this? I think the logic rn is fine without it) - [x] flag for using CPU instead of GPU - [ ] actually acurate FPS cap - [ ] make an option for multiple cameras, or defining a camera. I want to be able to write it to a "texture" in menory and have objects use it as their texture - [ ] add shaders. Maybe have shader kernels? I have no idea how you would implement that but it sounds cool - [x] make the returned array from RI_RequestObjects easier to write to I.E., not a 1D array. Maybe have it so you could do objects[obj #].x_position or something like that. I wonder if I could implement functions with that, too, so you could do objects.get_first_element() - [ ] object higherarchies (maybe not. This is moving towards game engine territory. Once I get this into a working release, I'll start working on a game engine) - [ ] deltaTime variable or function. (function that returns pointer? function that returns the last deltatime value?) - [x] make a function to set a custom debug prefix - [ ] add multiple texture support for objects - [ ] add support for normal maps - [ ] add support for bump/height/displacement maps - [ ] add support for transparent textures - [ ] allow objects to have no texture - [ ] make checks for objects trying to have a texture, but no UV coords (generate them?) - [x] FOV - [x] add materials - [x] make another kernel that calculated transforms & perspective before rasterizing - [ ] add ability to request objects multiple times - [ ] give objects IDs or some way to track them so that you can remove them dynamically - [ ] make CUDA version because OpenCL is slow with NVIDIA - [x] [this wasn't actually a problem. I had -999999999 for r_w but switched how the inputs are. It was rotatiing things -99999999 rad and looked like it was off] fix center of perspective being in the wrong spot - [ ] make function for world scale/master scale (scales everything. from origin? from object origins?) - [x] I think calculations for debugging memory usage are outdated/wrong - [ ] use correct types for stuff (like size_t) - [ ] add target resolution - [ ] find a faster way to draw pixels to the window - [ ] replace "RI_RequestObjects" with 2 functions, RI_CreateObject (which returns a pointer to the object) and RI_LoadObjectFile (which takes in an object file and a pointer). It'll be tough making the object data arrays basically dynamic, but it shouldn't be too hard. Maybe I'll make a termination sequence after each object's data points. Like [x, y, z..... NULL, 0, INFINITY, x, y, z......]. If I know the object I want to delete, I know the start and stopping points of all it's data points. All I have to do is cut them out. Is there a way to squish it back together though? Maybe I could shift all the other data points down, but if there is a substantial amount of them after the cut one, it could take forever. - [ ] antialiasing - [ ] fix gaps in thin lines - [ ] add "transformed" before verticies and normals memory buffers in main kernel to make it less confusing - [ ] add overdraw buffer