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-rw-r--r--src/modules/flow/flow.c263
1 files changed, 211 insertions, 52 deletions
diff --git a/src/modules/flow/flow.c b/src/modules/flow/flow.c
index 936bafe..ddbae52 100644
--- a/src/modules/flow/flow.c
+++ b/src/modules/flow/flow.c
@@ -17,8 +17,8 @@
/* Copyright (C) 2017 Vito Caputo <vcaputo@pengaru.com> */
/* TODO:
- * - make threaded
- * - make colorful
+ * - improve the second pass's element rejection efficiency, a spatial data structure
+ * could probably help here.
*/
#define FLOW_DEFAULT_SIZE "8"
@@ -29,7 +29,9 @@
typedef struct flow_element_t {
float lifetime;
- v3f_t position;
+ v3f_t position_a, position_b;
+ v3f_t velocity; /* per-iter step + direction applicable directly to position_a */
+ v3f_t color;
} flow_element_t;
typedef struct flow_context_t {
@@ -50,6 +52,9 @@ typedef struct flow_context_t {
unsigned last_populate_idx;
unsigned n_iters;
unsigned n_elements;
+ unsigned n_elements_per_cpu;
+ unsigned pass;
+ float w;
flow_element_t elements[];
} flow_context_t;
@@ -62,7 +67,7 @@ typedef struct flow_setup_t {
} flow_setup_t;
-static void populator(void *context, unsigned size, const ff_data_t *other, ff_data_t *field)
+static void flow_ff_populator(void *context, unsigned size, const ff_data_t *other, ff_data_t *field)
{
flow_context_t *ctxt = context;
unsigned *seedp = &ctxt->til_module_context.seed;
@@ -91,10 +96,12 @@ static inline float rand_within_range(unsigned *seed, float min, float max)
static inline flow_element_t rand_element(unsigned *seed)
{
- flow_element_t e;
+ flow_element_t e = {
+ .lifetime = rand_within_range(seed, .5f, 20.f),
+ .position_a = v3f_rand(seed, -1.f, 1.f),
+ };
- e.lifetime = rand_within_range(seed, 0.5f, 20.0f);
- e.position = v3f_rand(seed, 0.0f, 1.0f);
+ e.position_b = e.position_a;
return e;
}
@@ -121,20 +128,22 @@ static til_module_context_t * flow_create_context(const til_module_t *module, ti
{
flow_setup_t *s = (flow_setup_t *)setup;
flow_context_t *ctxt;
- unsigned i;
+ unsigned elements_per_cpu;
- ctxt = til_module_context_new(module, sizeof(flow_context_t) + sizeof(ctxt->elements[0]) * s->count, stream, seed, ticks, n_cpus, setup);
+ elements_per_cpu = s->count / n_cpus;
+ ctxt = til_module_context_new(module, sizeof(flow_context_t) + sizeof(ctxt->elements[0]) * elements_per_cpu * n_cpus, stream, seed, ticks, n_cpus, setup);
if (!ctxt)
return NULL;
- ctxt->ff = ff_new(s->size, populator, ctxt);
+ ctxt->ff = ff_new(s->size, flow_ff_populator, ctxt);
if (!ctxt->ff)
return til_module_context_free(&ctxt->til_module_context);
- for (i = 0; i < s->count; i++)
+ for (unsigned i = 0; i < s->count; i++)
ctxt->elements[i] = rand_element(&ctxt->til_module_context.seed);
- ctxt->n_elements = s->count;
+ ctxt->n_elements_per_cpu = elements_per_cpu;
+ ctxt->n_elements = elements_per_cpu * n_cpus;
ctxt->taps.speed = til_tap_init_float(ctxt, &ctxt->speed, 1, &ctxt->vars.speed, "speed");
flow_update_taps(ctxt, stream);
@@ -169,65 +178,213 @@ static inline uint32_t color_to_uint32_rgb(v3f_t color) {
}
+static void flow_prepare_frame(til_module_context_t *context, til_stream_t *stream, unsigned ticks, til_fb_fragment_t **fragment_ptr, til_frame_plan_t *res_frame_plan)
+{
+ flow_context_t *ctxt = (flow_context_t *)context;
+
+ switch (ctxt->pass) {
+ case 0:
+ flow_update_taps(ctxt, stream);
+
+ ctxt->w = (M_2_PI * asinf(fabsf(sinf((ticks * .001f))))) * 2.f - 1.f;
+ /* ^^ this approximates a triangle wave,
+ * a sine wave dwells too long for the illusion of continuously evolving
+ */
+
+ *res_frame_plan = (til_frame_plan_t){ .fragmenter = til_fragmenter_noop_per_cpu };
+ return;
+
+ case 1:
+ *res_frame_plan = (til_frame_plan_t){ .fragmenter = til_fragmenter_slice_per_cpu };
+ return;
+
+ default:
+ assert(0);
+ }
+}
+
+
static void flow_render_fragment(til_module_context_t *context, til_stream_t *stream, unsigned ticks, unsigned cpu, til_fb_fragment_t **fragment_ptr)
{
flow_context_t *ctxt = (flow_context_t *)context;
til_fb_fragment_t *fragment = *fragment_ptr;
- float w;
- flow_update_taps(ctxt, stream);
+ switch (ctxt->pass) {
+ case 0: {
+ flow_element_t *e = &ctxt->elements[fragment->number * ctxt->n_elements_per_cpu];
+ unsigned n = ctxt->n_elements_per_cpu;
+ float w = ctxt->w * .5f + .5f;
+
+ /* XXX: note the fragment->number is used above as the cpu number, this is to ensure all cpu #s
+ * are actually used. Since our noop_fragmenter_per_cpu always produces a fragment per cpu,
+ * the fragment->number should exhaust the cpu space. Relying on the actual cpu number could
+ * skip entire regions of the elements, since there's no guarantee we get scheduled on all CPUs
+ * in a given frame, despite having a fragment per cpu. An alternative would be to set the
+ * .cpu_affinity flag in the frame_plan, but that just slows things down pointlessly.
+ */
+
+ /* sample the flow-field and update the elements accordingly, splitting ctxt->elements
+ * into elements_per_cpu chunks indexed by cpu, only working on the chunk for this cpu
+ */
+ for (unsigned i = 0; i < n; e++, i++) {
+ v3f_t pos;
+ ff_data_t d;
+
+ e->lifetime -= .1f;
+ if (e->lifetime <= 0.0f)
+ *e = rand_element(&ctxt->til_module_context.seed);
+
+ if (e->position_b.x < -1.f || e->position_b.x > 1.f ||
+ e->position_b.y < -1.f || e->position_b.y > 1.f ||
+ e->position_b.z < -1.f || e->position_b.z > 1.f)
+ *e = rand_element(&ctxt->til_module_context.seed);
+
+ pos = e->position_a = e->position_b;
+
+ d = ff_get(ctxt->ff,
+ &(v3f_t){ /* FIXME TODO: just make ff.[ch] use a -1..+1 coordinate system */
+ .x = pos.x * .5f + .5f,
+ .y = pos.y * .5f + .5f,
+ .z = pos.z * .5f + .5f,
+ }, w);
+ e->color = d.color;
+ d.direction = v3f_mult_scalar(&d.direction, .001f); /* XXX FIXME: magic number alert! */
+ e->velocity = d.direction;
+
+ /* Compute the final position now for the next go-round.
+ * The second pass can't just write it back willy-nilly while racing with others,
+ * despite doing the same thing iteratively as it draws n_iters pixels. Hence
+ * this position_b becomes position_a situation above.
+ */
+ d.direction = v3f_mult_scalar(&d.direction, (float)ctxt->n_iters);
+ e->position_b = v3f_add(&pos, &d.direction);
+ }
+
+ return;
+ }
- til_fb_fragment_clear(fragment);
+ case 1: {
+ unsigned ffw = fragment->frame_width,
+ ffh = fragment->frame_height;
+ unsigned fx1 = fragment->x,
+ fy1 = fragment->y,
+ fx2 = fragment->x + fragment->width,
+ fy2 = fragment->y + fragment->height;
+
+ til_fb_fragment_clear(fragment);
+
+ /* render elements overlapping with this fragment's tile */
+ for (unsigned i = 0; i < ctxt->n_elements; i++) {
+ flow_element_t *e = &ctxt->elements[i];
+ v3f_t pos = e->position_a;
+ v3f_t v = e->velocity;
+ unsigned x1, y1, x2, y2;
+ uint32_t pixel;
+
+ /* Perspective-project the endpoints of the element's travel, this is
+ * the part we can't currently avoid doing per-element per-fragment.
+ */
+#define ZCONST 1.0f
+ x1 = pos.x / (pos.z + ZCONST) * ffw + (ffw >> 1);
+ y1 = pos.y / (pos.z + ZCONST) * ffh + (ffh >> 1) ;
+ x2 = e->position_b.x / (e->position_b.z + ZCONST) * ffw + (ffw >> 1);
+ y2 = e->position_b.y / (e->position_b.z + ZCONST) * ffh + (ffh >> 1) ;
- w = (M_2_PI * asinf(fabsf(sinf((ticks * .001f))))) * 2.f - 1.f;
- /* ^^ this approximates a triangle wave,
- * a sine wave dwells too long for the illusion of continuously evolving
- */
+ /* for cases obviously outside the fragment, don't draw anything */
- for (unsigned j = 0; j < ctxt->n_elements; j++) {
- flow_element_t *e = &ctxt->elements[j];
- v3f_t pos = e->position;
- ff_data_t d = ff_get(ctxt->ff, &pos, w * .5f + .5f);
+ /* totally outside (above) */
+ if (y1 < fy1 && y2 < fy1)
+ continue;
- d.direction = v3f_mult_scalar(&d.direction, .001f);
+ /* totally outside (below) */
+ if (y1 > fy2 && y2 > fy2)
+ continue;
- for (unsigned k = 0; k < ctxt->n_iters; k++) {
- unsigned x, y;
+ /* totally outside (left) */
+ if (x1 < fx1 && x2 < fx1)
+ continue;
- pos = v3f_add(&pos, &d.direction);
-#define ZCONST 1.0f
- x = (pos.x * 2.f - 1.f) / (pos.z + ZCONST) * fragment->width + (fragment->width >> 1);
- y = (pos.y * 2.f - 1.f) / (pos.z + ZCONST) * fragment->height + (fragment->height >> 1) ;
+ /* totally outside (right) */
+ if (x1 > fx2 && x2 > fx2)
+ continue;
- (void) til_fb_fragment_put_pixel_checked(fragment, TIL_FB_DRAW_FLAG_TEXTURABLE, x, y, color_to_uint32_rgb(d.color));
+ /* remaining cases draw something, get the pixel ready */
+ pixel = color_to_uint32_rgb(e->color);
- if (pos.x < 0.f || pos.x > 1.f ||
- pos.y < 0.f || pos.y > 1.f ||
- pos.z < 0.f || pos.z > 1.f)
- *e = rand_element(&ctxt->til_module_context.seed);
- else
- e->position = pos;
+ /* totally inside, render unchecked */
+ if (y1 >= fy1 && y1 < fy2 && y2 >= fy1 && y2 < fy2 &&
+ x1 >= fx1 && x1 < fx2 && x2 >= fx1 && x2 < fx2) {
+
+ (void) til_fb_fragment_put_pixel_unchecked(fragment, TIL_FB_DRAW_FLAG_TEXTURABLE, x1, y1, pixel);
+ (void) til_fb_fragment_put_pixel_unchecked(fragment, TIL_FB_DRAW_FLAG_TEXTURABLE, x2, y2, pixel);
+
+ if (!ctxt->n_iters)
+ continue;
+
+ for (unsigned j = 1; j < ctxt->n_iters - 1; j++) {
+
+ pos = v3f_add(&pos, &v);
+
+ x1 = pos.x / (pos.z + ZCONST) * ffw + (ffw >> 1);
+ y1 = pos.y / (pos.z + ZCONST) * ffh + (ffh >> 1);
+
+ (void) til_fb_fragment_put_pixel_unchecked(fragment, TIL_FB_DRAW_FLAG_TEXTURABLE, x1, y1, pixel);
+ }
+
+ continue;
+ }
+
+ /* may partially overlap, do same as above but w/checking */
+ (void) til_fb_fragment_put_pixel_checked(fragment, TIL_FB_DRAW_FLAG_TEXTURABLE, x1, y1, pixel);
+ (void) til_fb_fragment_put_pixel_checked(fragment, TIL_FB_DRAW_FLAG_TEXTURABLE, x2, y2, pixel);
+
+ if (!ctxt->n_iters)
+ continue;
+
+ for (unsigned j = 1; j < ctxt->n_iters - 1; j++) {
+
+ pos = v3f_add(&pos, &v);
+
+ x1 = pos.x / (pos.z + ZCONST) * ffw + (ffw >> 1);
+ y1 = pos.y / (pos.z + ZCONST) * ffh + (ffh >> 1) ;
+
+ (void) til_fb_fragment_put_pixel_checked(fragment, TIL_FB_DRAW_FLAG_TEXTURABLE, x1, y1, pixel);
+ }
}
- e->lifetime -= .1f;
- if (e->lifetime <= 0.0f)
- *e = rand_element(&ctxt->til_module_context.seed);
+ return;
}
- /* Re-populate the other field before changing directions.
- * note if the frame rate is too low and we miss a >.95 sample
- * this will regress to just revisiting the previous field which
- * is relatively harmless.
- */
- if (fabsf(w) > .95f) {
- unsigned other_idx;
-
- other_idx = rintf(-w * .5f + .5f);
- if (other_idx != ctxt->last_populate_idx) {
- ff_populate(ctxt->ff, other_idx);
- ctxt->last_populate_idx = other_idx;
+ default:
+ assert(0);
+ }
+}
+
+
+static int flow_finish_frame(til_module_context_t *context, til_stream_t *stream, unsigned int ticks, til_fb_fragment_t **fragment_ptr)
+{
+ flow_context_t *ctxt = (flow_context_t *)context;
+
+ ctxt->pass = (ctxt->pass + 1) % 2;
+
+ if (!ctxt->pass) {
+ /* Re-populate the other field before changing directions.
+ * note if the frame rate is too low and we miss a >.95 sample
+ * this will regress to just revisiting the previous field which
+ * is relatively harmless.
+ */
+ if (fabsf(ctxt->w) > .95f) {
+ unsigned other_idx;
+
+ other_idx = rintf(-ctxt->w * .5f + .5f);
+ if (other_idx != ctxt->last_populate_idx) {
+ ff_populate(ctxt->ff, other_idx);
+ ctxt->last_populate_idx = other_idx;
+ }
}
}
+
+ return ctxt->pass;
}
@@ -237,7 +394,9 @@ static int flow_setup(const til_settings_t *settings, til_setting_t **res_settin
til_module_t flow_module = {
.create_context = flow_create_context,
.destroy_context = flow_destroy_context,
+ .prepare_frame = flow_prepare_frame,
.render_fragment = flow_render_fragment,
+ .finish_frame = flow_finish_frame,
.setup = flow_setup,
.name = "flow",
.description = "3D flow field",
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