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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.
2021-01-18modules/drizzle: low-hanging fruit optimizationsVito Caputo
- switch puddle_sample() to 0..1 coordinates to avoid some pointless extra arithmetic on every pixel - avoid redundant ->w multiplies in puddle_sample() - avoid multiplies in inner loops of drizzle_render_fragment() by accumulating coordinates w/addition instead I noticed full-screen 'compose' was struggling to keep a full frame rate on my laptop when testing with the new 'plato' layer. valgrind profiles showed drizzle as the big hog, mostly the puddle_sample() function. These changes help but it's still not great, getting much better will likely become invasive and crufty. It would be nice to cache the vertical lerp results and reuse them across puddle_sample() calls when valid, that might be a useful TODO. The runner-up is spiro, prolly some low-hanging fruit there as well, I haven't looked yet.
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.
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