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Originally the thinking was that rototiller modules would become
dlopen()ed shared objects, and that it would make sense to let
them be licensed differently.
At this time only some modules I have written were gplv3, Phil's
modules are all gplv2, and I'm not inclined to pivot towards a
dlopen model.
So this commit drops the license field from til_module_t,
relicenses my v3 code to v2, and adds a gplv2 LICENSE file to the
source root dir. As of now rototiller+libtil and all its modules
are simply gplv2, and anything linking in libtil must use a gplv2
compatible license - the expectation is that you just use gplv2.
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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.
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- 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.
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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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