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2023-11-14modules/playit: add an .IT file music player moduleVito Caputo
Rudimentary .IT file music playback via libplayit. When seekable=on, the file is 100% pre-rendered at context create, then simply copied into the audio queue @ render_audio. When seekable=off, the file is mixed incrementally per-frame @ render_audio in max of bufsize=N_frames increments. The bufsize here basically just determines the maximum time spent rendering audio in a single go, and how much tolerance of frame delays due to slow rendering there will be before dropouts occur.
2023-10-23build: tidy up some Makefile.am filesVito Caputo
Been ignoring this mess for too long, just whitespace changes - nothing functionally different. This makes diffs far easier to read when libs or modules get added/removed etc. Some of the other Makefile.am files could use similar tidying, but these are the most commonly messed with in the course of rototiller development.
2023-10-19modules/stub: add a stub sample moduleVito Caputo
Intended as a bootstrap for new module creation, particularly aimed at new contributors. No module context, fragmenting, taps, or settings are implemented, to keep things as simple as possible.
2023-10-03modules/asc: implement a simple ascii text moduleVito Caputo
This just binds the simple libs/txt/txt.c stuff to a rendering module, exposing the minimal options as settings. It's handy for testing libs/txt/txt.c, and introduces a module requiring free-form strings potentially including newlines be handled properly as settings values. This latter aspect is important for improving settings syntax, any improvements must handle these more complicated scenarios and now there's a good test case for exercising those nuances. I suppose there might also be use in the creative process if you want a text element but haven't got around to hacking up a prettier module for it yet. Just use this one temporarily. See commit for some remaining TODO items.
2023-09-02flow: implement a 3D flow field moduleVito Caputo
This is kind of a particle system, where the particles are pushed around through a 3D vector space treated as a flow field. No physics are being simulated here, it's just treating the flow field as direction vectors that are trilinearly interpolated when sampled to produce a single direction vector. That direction vector gets applied to particles near it. To keep things interesting the flow field evolves by having two distinct flow fields which the simulation progressively alternates sampling from. For every frame, both flow fields are sampled for every particle, but how much weight is given to the influence of one vs. the other varies by a triangle wave over time. When the weight is biased enough to one of the flow fields near a peak/valley in the triangle wave, the other gets re-populated while its influence is negligible, also interpolating its new values with 25% influence from the active field. The current flow field population routine is completely random. Yet there's a surprising amount of emergent order despite being totally randomized direction vectors. Currently supported settings include: size= the width of the 3D flow field cube in direction vectors (the number of vectors is size*size*size) count= the number of particles/elements speed= how far a particle is moved along the current sample's direction vector This was first implemented in 2017, but sat unfinished in a topic branch for myriad reasons. Now that rototiller has much more robust settings infrastructure, among other things, it seemed worth finishing this up and merging.
2023-07-31modules/signals: experimental signals moduleVito Caputo
Playing with libs/sig in 2D, this isn't really an interesting module by itself in terms of visual output. But it might have utility as a diagnostic thing if libs/sig becomes a more used thing. At the very least, for now, it's useful for observing affects of and iterating on libs/sig development. So I'm merging this, just gated behind TIL_MODULE_EXPERIMENTAL so it's not in rtv rotation or presented as something in the usual modules list.
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.
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.
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.
2020-01-08modules/drizzle: add a classic 2D raindrops visVito Caputo
Using the new puddle lib throw some raindrops on the framebuffer
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.
2019-11-14snow: 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
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.
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