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authorVito Caputo <vcaputo@pengaru.com>2022-08-07 05:59:08 -0700
committerVito Caputo <vcaputo@pengaru.com>2022-08-07 06:54:59 -0700
commitabd93adab83bc2573b052f0c1181c3e638e88537 (patch)
tree836279ca673296447c4aa7fcaa04d0d2f6c597b5 /src/modules/drizzle
parent8d990b8929964fcf88a023128dc26f27a13f264c (diff)
modules/drizzle: add a mapped overlay style
this introduces a style= setting with values: style=mask simple alpha mask overlay style=map displacement mapped overlay I might add a lighting option for the style=map mode with a moving light source or something like that, but it's already pretty slow as-is. This is mostly just for more testing of the snapshotting, but there's some interesting compositions enabled like: module=compose,layers=submit:moire:drizzle or just moire:drizzle, when style=map happens.
Diffstat (limited to 'src/modules/drizzle')
-rw-r--r--src/modules/drizzle/drizzle.c186
1 files changed, 171 insertions, 15 deletions
diff --git a/src/modules/drizzle/drizzle.c b/src/modules/drizzle/drizzle.c
index 57b2664..f8aabcd 100644
--- a/src/modules/drizzle/drizzle.c
+++ b/src/modules/drizzle/drizzle.c
@@ -15,6 +15,7 @@
*/
#include <errno.h>
+#include <math.h>
#include <stdlib.h>
#include <unistd.h>
@@ -24,9 +25,16 @@
#include "puddle/puddle.h"
+/* TODO: make size a setting from like 128-1024, and cnt something settable for a fraction per frame (one every Nth frame) up to 20 per frame, though it should probably be less framerate dependent */
#define PUDDLE_SIZE 512
#define DRIZZLE_CNT 20
#define DEFAULT_VISCOSITY .01
+#define DEFAULT_STYLE DRIZZLE_STYLE_MASK
+
+typedef enum drizzle_style_t {
+ DRIZZLE_STYLE_MASK,
+ DRIZZLE_STYLE_MAP,
+} drizzle_style_t;
typedef struct v3f_t {
float x, y, z;
@@ -39,6 +47,7 @@ typedef struct v2f_t {
typedef struct drizzle_setup_t {
til_setup_t til_setup;
float viscosity;
+ drizzle_style_t style;
} drizzle_setup_t;
typedef struct drizzle_context_t {
@@ -50,6 +59,7 @@ typedef struct drizzle_context_t {
static drizzle_setup_t drizzle_default_setup = {
.viscosity = DEFAULT_VISCOSITY,
+ .style = DEFAULT_STYLE,
};
@@ -156,6 +166,89 @@ static inline uint32_t pixel_mult_scalar(uint32_t pixel, float t)
}
+/* TOD: libs should probably just get v[23]f.h added already instead of constantly
+ * duplicating these
+ */
+static inline float v3f_dot(const v3f_t *a, const v3f_t *b)
+{
+ return (a->x * b->x + a->y * b->y + a->z * b->z);
+}
+
+
+static inline float v3f_len(const v3f_t *v)
+{
+ return sqrtf(v3f_dot(v, v));
+}
+
+
+static inline v3f_t * v3f_mult_scalar(v3f_t *res, const v3f_t *v, float s)
+{
+ res->x = v->x * s;
+ res->y = v->y * s;
+ res->z = v->z * s;
+
+ return res;
+}
+
+
+static inline v3f_t * v3f_norm(v3f_t *res, const v3f_t *v)
+{
+ return v3f_mult_scalar(res, v, 1.f / v3f_len(v));
+}
+
+
+static inline v3f_t * v3f_cross(v3f_t *res, const v3f_t *a, const v3f_t *b)
+{
+ res->x = a->y * b->z - a->z * b->y;
+ res->y = a->z * b->x - a->x * b->z;
+ res->z = a->x * b->y - a->y * b->x;
+
+ return res;
+}
+
+
+/* Similar to puddle_sample() except instead of returning an interpolated scalar
+ * a 3d normal vector is produced by treating the normally interpolated values as
+ * gradient samples on a 2d height map.
+ */
+static void puddle_sample_normal(const puddle_t *puddle, const v2f_t *coordinate, v3f_t *res_normal)
+{
+ float s0, sa, sb;
+
+ /* take three samples surrounding coordinate to create gradient vectors */
+ s0 = puddle_sample(puddle, &(v2f_t){
+ .x = coordinate->x,
+ .y = coordinate->y - .0001f /* TODO: when PUDDLE_SIZE is small these need to be larger, revisit when size becomes runtime settable */
+ });
+
+ sa = puddle_sample(puddle, &(v2f_t){
+ .x = coordinate->x - .0001f,
+ .y = coordinate->y + .0001f
+ });
+
+ sb = puddle_sample(puddle, &(v2f_t){
+ .x = coordinate->x + .0001f,
+ .y = coordinate->y + .0001f
+ });
+
+ /* cross product them to produce a normal */
+ (void) v3f_norm(res_normal,
+ v3f_cross(&(v3f_t){},
+ &(v3f_t){
+ .x = -.0001f,
+ .y = .0002f,
+ .z = sa - s0
+ },
+ &(v3f_t){
+ .x = .0001f,
+ .y = .0002f,
+ .z = sb - s0
+ }
+ )
+ );
+}
+
+
static void drizzle_render_fragment(til_module_context_t *context, unsigned ticks, unsigned cpu, til_fb_fragment_t **fragment_ptr)
{
drizzle_context_t *ctxt = (drizzle_context_t *)context;
@@ -165,7 +258,30 @@ static void drizzle_render_fragment(til_module_context_t *context, unsigned tick
float yf = 1.f / (float)fragment->frame_height;
v2f_t coord;
- if (ctxt->snapshot) {
+ if (!ctxt->snapshot) {
+ coord.y = yf * (float)fragment->y;
+ for (int y = fragment->y; y < fragment->y + fragment->height; y++) {
+
+ coord.x = xf * (float)fragment->x;
+ for (int x = fragment->x; x < fragment->x + fragment->width; x++) {
+ v3f_t color = {};
+ uint32_t pixel;
+
+ color.z = puddle_sample(ctxt->puddle, &coord);
+
+ pixel = color_to_uint32(color);
+ til_fb_fragment_put_pixel_unchecked(fragment, 0, x, y, pixel);
+
+ coord.x += xf;
+ }
+
+ coord.y += yf;
+ }
+ return;
+ }
+
+ switch (ctxt->setup.style) {
+ case DRIZZLE_STYLE_MASK:
coord.y = yf * (float)fragment->y;
for (int y = fragment->y; y < fragment->y + fragment->height; y++) {
@@ -183,26 +299,33 @@ static void drizzle_render_fragment(til_module_context_t *context, unsigned tick
}
return;
- }
- coord.y = yf * (float)fragment->y;
- for (int y = fragment->y; y < fragment->y + fragment->height; y++) {
+ case DRIZZLE_STYLE_MAP:
+ coord.y = yf * (float)fragment->y;
+ for (int y = fragment->y; y < fragment->y + fragment->height; y++) {
+
+ coord.x = xf * (float)fragment->x;
+ for (int x = fragment->x; x < fragment->x + fragment->width; x++) {
+ v3f_t norm;
+ uint32_t pixel;
- coord.x = xf * (float)fragment->x;
- for (int x = fragment->x; x < fragment->x + fragment->width; x++) {
- v3f_t color = {};
- uint32_t pixel;
+ puddle_sample_normal(ctxt->puddle, &coord, &norm);
+ //printf("norm.x=%f norm.y=%f norm.z=%f\n", norm.x, norm.y, norm.z);
- color.z = puddle_sample(ctxt->puddle, &coord);
+ pixel = til_fb_fragment_get_pixel_clipped(ctxt->snapshot, x + (norm.x * 10.f), y + (norm.y * 10.f));
+ pixel = pixel_mult_scalar(pixel, 1.f - v3f_dot(&norm, &(v3f_t){.x = 0.f, .y = 0, .z = -1.f}));
- pixel = color_to_uint32(color);
- til_fb_fragment_put_pixel_unchecked(fragment, 0, x, y, pixel);
+ til_fb_fragment_put_pixel_unchecked(fragment, 0, x, y, pixel);
+
+ coord.x += xf;
+ }
- coord.x += xf;
+ coord.y += yf;
}
- coord.y += yf;
+ return;
}
+
}
@@ -218,13 +341,19 @@ static void drizzle_finish_frame(til_module_context_t *context, unsigned int tic
static int drizzle_setup(const til_settings_t *settings, til_setting_t **res_setting, const til_setting_desc_t **res_desc, til_setup_t **res_setup)
{
const char *viscosity;
- const char *values[] = {
+ const char *style;
+ const char *viscosity_values[] = {
".005",
".01",
".03",
".05",
NULL
};
+ const char *style_values[] = {
+ "mask",
+ "map",
+ NULL
+ };
int r;
r = til_settings_get_and_describe_value(settings,
@@ -233,7 +362,7 @@ static int drizzle_setup(const til_settings_t *settings, til_setting_t **res_set
.key = "viscosity",
.regex = "\\.[0-9]+",
.preferred = TIL_SETTINGS_STR(DEFAULT_VISCOSITY),
- .values = values,
+ .values = viscosity_values,
.annotations = NULL
},
&viscosity,
@@ -242,8 +371,24 @@ static int drizzle_setup(const til_settings_t *settings, til_setting_t **res_set
if (r)
return r;
+ r = til_settings_get_and_describe_value(settings,
+ &(til_setting_desc_t){
+ .name = "Overlay style",
+ .key = "style",
+ .regex = "[a-z]+",
+ .preferred = style_values[DEFAULT_STYLE],
+ .values = style_values,
+ .annotations = NULL
+ },
+ &style,
+ res_setting,
+ res_desc);
+ if (r)
+ return r;
+
if (res_setup) {
drizzle_setup_t *setup;
+ int i;
setup = til_setup_new(sizeof(*setup), (void(*)(til_setup_t *))free);
if (!setup)
@@ -251,6 +396,17 @@ static int drizzle_setup(const til_settings_t *settings, til_setting_t **res_set
sscanf(viscosity, "%f", &setup->viscosity);
+ /* TODO: til should prolly have a helper for this */
+ for (i = 0; i < nelems(style_values); i++) {
+ if (!strcasecmp(style_values[i], style)) {
+ setup->style = i;
+ break;
+ }
+ }
+
+ if (i >= nelems(style_values))
+ return -EINVAL;
+
*res_setup = &setup->til_setup;
}
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