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2019-11-18swab: add a perlin noise visualizationVito Caputo
This maps a different Z-slice through the noise field to each color channel. The slices are moved up and down through the field over time, and the size of the area each color samples is tweaked a bit to make them less coherent with the noise field cells. It could be improved, but I think the output is already neat enough to be worth sharing.
2019-11-18libs/din: add a perlin noise implementationVito Caputo
This is a 3D noise field addressed as a unit cube. The caller supplies the resolution of the noise field in three dimensions. I've just pulled in my v3f.h here, but it probably makes sense to later on move vector headers into libs/ and share them. Later. It's called din as in noise, because it's shorter than perlin and noise.
2019-11-16threads: remove vestigial include from threads.hVito Caputo
2019-11-16rototiller: add missing pthread.h includeVito Caputo
2019-11-16modules/rtv: conslidate time() callsVito Caputo
Consolidate the time() calls in setup_next_module() by using a now variable.
2019-11-16modules/rtv: fix repeat preventionVito Caputo
This broke when snow was added.
2019-11-16modules/rtv: add captionsVito Caputo
The idea is to have captions similar to how MTV did back in the 80s. It'd be nice to make the text resolution independent, but this is a good first stab for an afternoon of tooling around.
2019-11-16libs/txt: add minimal ascii text rendererVito Caputo
This is as basic as it gets, the only fanciness is it recognizes newlines and supports horizontal and vertical justification. As this is intended to be run from potentially threaded fragmenter renderers, it receives a fragment and *frame* coordinates for the text to be rendered. If the text doesn't land in the given fragment, nothing gets drawn. Currently this is not optimized at all. There's a stubbed out rect overlap test function which could be used to avoid entering the text rendering loop for fragments with zero overlap, that's an obvious low-hanging fruit optimization. After that, skipping characters that don't overlap would be another obvious thing. As-is the text render loop is always entered and the bounds-checked put pixel helper is used. So every fragment will incur the cost of rendering the full string, even when it's not visible. For the rtv captions this isn't a particularly huge deal, but stuff to improve upon in the future.
2019-11-16libs/ascii: add a basic mono bitmap ascii charsetVito Caputo
The rtv module needs to show some captions, so I'm adding a minimal bitmap ascii text renderer.
2019-11-16rototiller: make rtv the default moduleVito Caputo
Also sort the modules alphabetically. Now that the major memory leaks are addressed (sparkler), make the rtv module the default since it gives the user an automated tour of all the modules. Explicit module use is more aimed at tinkerers playing with a specific module's code either creating their own or modifying an existing one, but isn't really desirable as the default flow.
2019-11-16sparkler: use chunker in bspVito Caputo
This simplifies the bsp code while addressing cleanup
2019-11-16sparkler: remove assert from chunker_free_chunker()Vito Caputo
This assert prevents using the chunker for efficient freeing, maybe in the future add a flag for toggling this but for now it can just be commented out.
2019-11-16sparkler: plug some memory leaksVito Caputo
particles_free() didn't do all the necessary cleanup. bsp_free() remains mostly unimplemented. I think this wasn't done at the time because I was thinking bsp.c should use the chunker, then cleanup is just a matter of freeing the chunker instead of traversing the bsp.
2019-11-15settings: check value in settings_apply_desc_generators()Vito Caputo
Use setting_desc_check() before storing a value.
2019-11-15rototiller: print setup error causeVito Caputo
This area needs more work, but this helps a little.
2019-11-15sdl_fb: use setting_desc_check()Vito Caputo
2019-11-15settings: add setting_desc_check() helperVito Caputo
Rudimentary setting value checking against the description. For now it just enforces the multiple-choice stuff, I'm undecided on the regex support for now. It'd just be nice to throw some more informative errors when cli arguments are incorrect for things like fullscreen=yes when it only knows fullscreen=on/off.
2019-11-15rototiller: s/defaults/use_defaults/gVito Caputo
More accurate name, this variable doesn't contain defaults, it controls the use of defaults.
2019-11-15setup: fix width of index columnVito Caputo
2019-11-14README: add snow to modules listVito Caputo
2019-11-14rtv: add some snow between module switchesVito Caputo
This uses the newly added snow module as a transition between modules
2019-11-14snow: add a simple tv snow / white noise moduleVito Caputo
I wanted to add some noise to the rtv module and figured why not just add a snow module and make rtv pass through it briefly when switching modules. It's not interesting by itself, but as more composite/meta modules like rtv get made it might be handy beyond rtv.
2019-11-14README: add rtv module to listVito Caputo
2019-11-14rtv: implement "Rototiller TV" rendererVito Caputo
This is sort of a meta renderer, as it simply renders other modules in its prepare_frame() stage. They're still threaded as the newly public rototiller_module_render() utilizes the threading machinery, it just needs to be called from the serial phase @ prepare_frame(). I'm pretty sure this module will leak memory every time it changes modules, since the existing cleanup paths for the modules hasn't needed to be thorough in the least. So that's something to fix in a later commit, go through all the modules and make sure their destroy_context() entrypoints actually cleans everything up. See the source for some rtv-specific TODOs.
2019-11-14rototiller: add some public module interfacesVito Caputo
Adds: rototiller_lookup_module() rototiller_get_modules() rototiller_module_render() there should probably be more helpers for dealing with context create and destroy, but this is enough for some experimentation.
2019-11-13ray: add rudimentary gamma correctionVito Caputo
color banding has been quite visible, and somewhat expected with a direct conversion from the linear float color space to the 8-bit integral rgb color components. A simple lookup table is used here to non-linearly map the values, table generation is taken from Greg Ward's REAL PIXELS gem in Graphics Gems II.
2019-11-10README: update modules listVito Caputo
2019-11-10roto: drop roto64, turning roto32 back into rotoVito Caputo
Initially I was going to make 32 vs. 64 be a setting, but decided now that SDL is supported it's fairly likely there will be odd fb dimensions (arbitrary window sizes). Since this never really brought anything of significant value, just drop the version that mostly just demonstrated how to pack multiple pixels into a single u64 write to the framebuffer more than anything else.
2019-11-10submit: replace submit-softly with bilerp settingVito Caputo
This removes the submit-softly module, instead using a runtime setting to toggle bilinear interpolation on the submit module.
2019-11-10rototiller: wire up contributed pixbounce moduleVito Caputo
2019-11-10build: build contributed pixbounce moduleVito Caputo
2019-11-10pixbounce: add pixbounce modulePhilip J Freeman
2019-11-10flui2d: add some rudimentary settingsVito Caputo
Viscosity and diffusion are supported, it'd be neat to add a configurable size (the ROOT define) for the flow field in the future. I didn't go crazy here, it's just a list of orders of magnitude you choose from for each. It'd probably be more interesting to change this into a single knob with descriptive names like "smoke" "goop" "water" mapping to a LUT.
2019-11-10settings: add a SETTINGS_STR() helper macroVito Caputo
Just a convenience thing as settings are all string-centric and callers like modules will probably have stuff like literal numbers defined for defaults which need to be stringified for setting_desc_t.
2019-11-10rototiller: add rototiller_module_t.setup()Vito Caputo
Wire up support for module settings, yes it's that small a change. I've forward-declared the settings related types in rototiller.h, if a module wants to actually wire up the .setup() method they'll need to include settings.h.
2019-11-10settings: s/setting_desc_new/setting_desc_clone/Vito Caputo
Slight refactor to make call sites less annoying. Now takes a (setting_desc_t *) instead of the members as discrete parameters, and returns an errno on error so callers can simply propagate error codes out rather than having to get access to errno defines, check for NULL and return -ENOMEM etc. It also makes the call sites self documenting by employing designated initializers in compound literals for the supplied setting_desc_t. This is in prep for runtime-configurable module settings.
2019-11-10rototiller: setup_from_args() has defaults alreadyVito Caputo
I think passing this separately is vestigial from before there was an args struct encapsulating everything. In the future there might be some defaults discretion supported to say use defaults for module settings but not video, or vice versa. So get rid of this pointless parameter in prep for that, just use the args struct.
2019-10-30README: add flui2d to modules listVito Caputo
2019-10-16modules/flui2d: fix spelling of paper's authorVito Caputo
s/Joe/Jos/, I should wear my glasses more.
2019-10-14modules/flui2d: add 2D fluid dynamics simulationVito Caputo
This implements near verbatim the code found in the paper titled: Real-Time Fluid Dynamics for Games By Jos Stam It sometimes has the filename GDC03.PDF, or Stam_fluids_GDC03.pdf The density field is rendered using simple linear interpolation of the samples, in a grayscale palette. No gamma correction is being performed. There are three configurable defines of interest: VISCOSITY, DIFFUSION, and ROOT. This module is only threaded in the drawing stage, so basically the linear interpolation uses multiple cores. The simulation itself is not threaded, the implementation from the paper made no such considerations. It would be nice to reimplement this in a threaded fashion with a good generalized API, then move it into libs. Something where a unit square can be sampled for interpolated densities would be nice. Then extend it into 3 dimensions for volumetric effects...
2019-05-19libs/ray: fix off by one error in prepared objectsVito Caputo
Missed the sentinel, oops
2019-05-18libs/ray: trivial indentation fixupVito Caputo
2019-01-01modules/submit-softly: bilerp peripheral cellsVito Caputo
Remove the silly kludge avoiding peripheral cells
2018-12-31modules/submit-softly: shorten descriptionVito Caputo
2018-12-31README: add mention of submit-softlyVito Caputo
2018-12-31modules/submit: add bilinearly-interpolated variantVito Caputo
This substantially reworks the cell sampling in submit. As a result, it's now threaded in the rendering phase which now resembles a texture mapper sans transformations. This produces a full-screen rendering rather than a potentially smaller one when the resolution wasn't cleanly divisable by the grid size. A new module, named submit-softly has also been added to expose the bilinearly interpolated variant. The transition between cells is also employing a smoothstep so it's not actually linear. The original non-interpolated version is retained as well, at the same submit module name. Some minor cleanups happened as well, nothing worth mentioning, except perhaps that the cells are now a uint8_t which is fine unless someone tries to redefine NUM_PLAYERS > 255.
2018-12-31libs/grid: fix grid_ops_t.taken player typeVito Caputo
Just making things consistent, also dropping unnecessary player assert from submit module. Future libs/grid may explore using the "unassigned" zero player in taken calls for unassigning cells like in simultaneously taken collision scenarios.
2018-12-30modules/stars: capitalize descriptionVito Caputo
2018-12-30modules/submit: add cellular automata game moduleVito Caputo
This module displays realtime battle for domination simulated as 2D cellular automata. This is just a test of the backend piece for a work-in-progress multiplayer game idea. The visuals were kind of interesting to watch so I figured may as well merge it as a module to share. Enjoy! PS: the results can vary a lot by tweaking the defines in submit.c
2018-12-30libs/grid: add grid cellular automata componentVito Caputo
Prep for adding a new module displaying a cellular automata based on the grid component from a multiplayer game I'm working on.
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