|
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.
|
|
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...
|