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2023-06-11build: move -D_GNU_SOURCE to CFLAGSVito Caputo
drm_fb.c did this locally for asprintf() but since then rand_r and open_memstream have entered the picture as well... this hasn't been a problem on gnu/linux builds but let's just globally go _GNU_SOURCE for now. In mingw land I suspect open_memstream in particular is going to be a PITA and require replacement, judging from search results anyways
2023-06-11modules/mixer: add rudimentary mixer meta moduleVito Caputo
this is very early/unfinished, hence experimental flag
2023-03-13modules/rocket: mv modules/rocket modules/rktVito Caputo
Finishes build/fs part of modules/rocket->modules/rkt rename started in previous commit.
2023-01-21modules/rocket: preliminary rocket moduleVito Caputo
This just stubs out a rocket meta module that renders with another module. Future commits will integrate GNU Rocket here. When recursive settings formally lands you'll be able to nest as much settings content as necessary for the underlying module used, as part of the rocket settings. That should enable describing stuff like complex compose scenarios for rocket to sequence.
2023-01-20libs/rocket: add GNU Rocket submoduleVito Caputo
Preparatory commit for experimenting with a GNU Rocket integration for controlling the stream pipes on a timeline. Since rocket doesn't support things like arbitrary strings, it's not a natural fit for rototiller where the obvious thing would be to describe scene compositions as settings strings as if you were invoking rototiller. But a temporary hack might be to just tell a rocket module up-front all the scenes as settings strings you provide to its setup. Those get assigned numeric identifiers, then rocket tracks can control when they come on/off numerically. It just requires describing all the scenes up front rather than in the pattern editor which is less than ideal. Being able to experiment with this half-ass solution may prove useful anyways, and shouldn't be too much work.
2022-09-04modules/strobe: add rudimentary strobe light moduleVito Caputo
After reading about the Dreamachine[0], I wanted to experience this phenomenon. The javascript-based web implementations struggled to hold a steady 10Hz rate and would flicker like crazy, so here we are. Only setting right now is period=float_seconds, defaults to .1 for 10Hz. One limitation in the current implementation is when the frame rate can't keep up with the period the strobe will just stick on without ever going off, because the period will always be expired. There should probably be a setting to force turning off for at least one frame when it can't keep up. [0] https://en.wikipedia.org/wiki/Dreamachine
2022-06-07modules/moire: implement rudimentary moire moduleVito Caputo
This introduces a very naive unoptimized moire interference pattern module, it's rather slow complete with a sqrtf() per pixel per center.
2022-05-21modules/shapes: add procedural 2D shapes moduleVito Caputo
Mostly for compositing purposes, here will be a corpus of 2D shapes, parameterized/procedurally generated and able to rotate and perhaps have other dynamics added. What shapes are there presently I had started implementing in checkers as "styles", before realizing they really should just be a separate module checkers can call into. Not terribly interesting by itself, but as blinds and checkers demonstrated, these things deliver a lot of value in compositional situations. They're creating the palette to draw from.
2022-04-29modules/voronoi: voronoi diagram moduleVito Caputo
This adds a voronoi diagram module, which when used as an overlay produces a mosaic effect. Some settings: cells=N number of voronoi cells randomize={on,off} randomizes the cell locations every frame dirty={on,off} uses a faster sloppy/dithery-looking method Some TODO items: - use a more space efficient representation of the distance buffer, maybe use uint16_t relative offsets into the cells rather than pointers - capping their quantity to 64KiB - anti-alias edges between cells
2022-04-22modules/checkers: experimenting with a checkers overlayVito Caputo
This adds a checkers style overlay module, it's not terribly interesting but may be made more useful if modules start differentiating themselves as substantial vs. overlay effects. It'd be nice if rtv/compose could automagically apply and randomize overlay modules atop others, which would make use of this type of thing as well as encourage more small modules like these be written.
2022-04-19modules/blinds: add simple 80s-aesthetic window blindsVito Caputo
This isn't super interesting but I might just start adding simplistic overlay style modules for compositing/transition use.
2022-03-29build: make sdl2 and rototiller bin optionalVito Caputo
Now that there's a decoupled libtil usable by alternative frontends by vendoring rototiller, the build should support fb-less rototiller-less configurations. In lieu of this change glimmer's build requires sdl2 despite not actually utilizing sdl_fb. Now that shouldn't be necessary, should there be neither libdrm or sdl2 present we'll only produce libtil and no rototiller binary at all.
2021-02-14*: split rototiller.[ch] into lib and mainVito Caputo
This is a first approximation of separating the core modules and threaded rendering from the cli-centric rototiller program and its sdl+drm video backends. Unfortunately this seemed to require switching over to libtool archives (.la) to permit consolidating the per-lib and per-module .a files into the librototiller.a and linking just with librototiller.a to depend on the aggregate of libs+modules+librototiller-glue in a simple fashion. If an alternative to .la comes up I will switch over to it, using libtool really slows down the build process. Those are implementation/build system details though. What's important in these changes is establishing something resembling a librototiller API boundary, enabling creating alternative frontends which vendor this tree as a submodule and link just to librototiller.{la,a} for all the modules+threaded rendering of them, while providing their own fb_ops_t for outputting into, and their own settings applicators for driving the modules setup.
2021-02-08modules/swarm: implement a particles swarm moduleVito Caputo
Just a fun little swarm based loosely on 80s-era boids It would be interesting to make stuff like the # of particles and the weights runtime configurable, or exposed as knobs. Using a Z-buffer for occlusions and perhaps shading by depth might make a significant improvement on the visual quality. It might also be interesting to draw the particles as lines connecting their current position with their previous, instead as pixels. Or fat pixels like stars...
2021-01-17plato: regular convex polyhedrons in 3DVito Caputo
plato implements very simple software-rendered 3D models of the five convex regular polyhedra / Platonic solids Some TODO items: - procedurally generate vertices at runtime - add hidden surface removal setting (Z-buffer?) - add flat shaded rendering setting - add gouraud shading, maybe phong too? - show dual polyhedra This was more about slapping together a minimal 3D wireframe software renderer than anything to do with polyhedra, convex regular polyhedra just seemed like an excellent substrate since they're so simple to model.
2020-09-25modules/compose: add a rudimentary compositing moduleVito Caputo
--module=compose,layers=first:second:third:... this draws the named modules in the order listed, overdrawing the output of the previous layers in a cumulative fashion.
2020-09-13build: lower minimum SDL_VERSION to 2.0Vito Caputo
I'm pretty sure the remaining SDL2 API usage is fulfilled by all SDL2 versions now that the SDL_CreateRGBSurfaceWithFormat() call is gone.
2020-02-03libs/sig: introduce a signal generator abstractionVito Caputo
This adds a small framework of sorts for creating and composing signal generators. Two generators are implemented at this time; sig_ops_sin and sig_ops_mult sig_ops_sin accepts a hz variable and will produce a sine wave of that frequency. sig_ops_mult accepts two sig_t generators and multiplies their outputs Callers may construct their own sig_ops_t ops structs and supply them to sig_new(), but it's expected that libs/sig will grow a collection of commonly used generators which can then be used by simply passing their sig_ops_$foo to sig_new(). See the test code at the bottom of libs/sig/sig.c for some contrived sample usage. Note by composing multiple sig_ops_sin generators with a sig_ops_mult generator, one can already easily construct a synth-like LFO generator. Some obvious todos are to add triangle/sawtooth/square wave generators. More compositional generators may be interesting as well, like additive and subtractive for example. Those will need to implement clipping, as it's expected that the generators *always* stay within unity (0-1). No modules use this yet, but I expect to wire this up to rtv for driving knobs.
2020-01-08modules/drizzle: add a classic 2D raindrops visVito Caputo
Using the new puddle lib throw some raindrops on the framebuffer
2020-01-08libs/puddle: add a classic 2D raindrop sim libVito Caputo
These were commonish in the 90s demo days, done as a library to encourage use by different modules. You can simply render this directly onto a frame buffer like the old days, or sample it as a height map or density field for more complex compositions.
2020-01-06spiro: spirograph emulatorPhilip J Freeman
This commit adds a module that emulates a spirograph
2019-11-25meta2d: add a classic 2D metaballs moduleVito Caputo
2019-11-24montage: add montage moduleVito Caputo
This is somewhat unfinished as it uses the generic tiled fragmenter that's not interested in appearances but prioritizes total coverage and simplicity. Montage should have its own tiler that can produce non-square and even non-uniform tile dimensions, prioritizing filling the screen with mostly-uniform tiles. But that's a TODO item, this is good enough for now and exercises some fragment details previously irrelevant and often ignored/broken in modules. The pixbounce module in particular seems completely broken with small fragment sizes.
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.
2019-11-16libs/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.
2019-11-14snow: 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.
2019-11-14rtv: 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.
2019-11-10build: build contributed pixbounce moduleVito Caputo
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...
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.
2018-03-19ray: libize raytracer core, introduces src/libsVito Caputo
This is the first step of breaking out all the core rendering stuffs into reusable libraries and making modules purely compositional, consumers of various included rendering/effects libraries. Expect multiple modules leveraging libray for a variety of scenes and such. Also expect compositions mixing the various libraries for more interesting visuals.
2018-02-27build: make drm optionalChristian Hergert
2018-02-27autotools: remove vestigial ROTOTILLER_* varsVito Caputo
Fixes silly cosmetic error in configure output for checking libdrm...
2018-02-22rototiller: wire up sdl video backendVito Caputo
2017-02-12julia: add a morphing Julia set rendererVito Caputo
This is unoptimized, with a palette slapped together in vim, but still pretty neat!
2017-02-07plasma: add a plasma rendererVito Caputo
2017-01-18*: move source into src/ subdirVito Caputo
Restoring some organizational sanity since adopting autotools.
2017-01-10*: preliminary autotools adoptionVito Caputo
Builds were getting too time consuming, autotools is a very simple way to get incremental builds without having to dick with Makefiles myself.
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