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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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Phil reported a crash in swab, illuminating an overflow in how the unit
cube was being scaled to the noise field dimensions.
Added some asserts enforcing critical assumptions as well, though it
will probably cost some FPS in din-heavy modules like swab.
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I'd like the output to fill the range -1..+1, but it's not doing that and I'm
uncertain on what exactly the scaling factor should be here.
In one reference a factor of 1/sqrt(.75) is specified, but in my tests that
doesn't seem to quite fill the range but it doesn't seem to blow it out so
it seems safe for now.
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This requires a forward declaration of v3f_t and changing din()
to take a v3f_t *.
The swab module needed updating to supply a pointer type and a
v3f_t definition.
This is being done so din.h users can have their own v3f
implementations. I might consolidate all the duplicated vector
code scattered throughout the libs and modules, but for now I'm
carrying on with the original intention of having modules be
largely self-contained. Though the introduction of libs like
ray and din has certainly violated that a bit already.
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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.
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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.
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The rtv module needs to show some captions, so I'm adding a minimal
bitmap ascii text renderer.
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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.
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Missed the sentinel, oops
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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.
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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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Oops! This should have made it into b5bc96, been sitting
in my tree.
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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.
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