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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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Largely mechanical rename of librototiller -> libtil, but
introducing a til_ prefix to all librototiller (now libtil)
functions and types where a rototiller prefix was absent.
This is just a step towards a more libized librototiller, and til
is just a nicer to type/read prefix than rototiller_.
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Most modules find themselves wanting some kind of "t" value increasing
with time or frames rendered. It's common for them to create and
maintain this variable locally, incrementing it with every frame
rendered.
It may be interesting to introduce a global notion of ticks since
rototiller started, and have all modules derive their "t" value from
this instead of having their own private versions of it.
In future modules and general innovations it seems likely that playing
with time, like jumping it forwards and backwards to achieve some
visual effects, will be desirable. This isn't applicable to all
modules, but for many their entire visible state is derived from their
"t" value, making them entirely reversible.
This commit doesn't change any modules functionally, it only adds the
plumbing to pull a ticks value down to the modules from the core.
A ticks offset has also been introduced in preparation for supporting
dynamic shifting of the ticks value, though no API is added for doing
so yet.
It also seems likely an API will be needed for disabling the
time-based ticks advancement, with functions for explicitly setting
its value. If modules are created for incorporating external
sequencers and music coordination, they will almost certainly need to
manage the ticks value explicitly. When a sequencer jumps
forwards/backwards in the creative process, the module glue
responsible will need to keep ticks synchronized with the
sequencer/editor tool.
Before any of this can happen, we need ticks as a first-class core
thing shared by all modules.
Future commits will have to modify existing modules to use the ticks
appropriately, replacing their bespoke variants.
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The existing code conflated the rendered frame dimensions with
what's essentially the virtual camera's film dimensions. That
resulted in a viewing frustum depending on the rendered frame
dimensions. Smaller frames (like in the montage module) would
show a smaller viewport into the same scene.
Now the view into the scene always shows the same viewport in
terms of the frustum dimensions for a given combination of
focal_length and film_{width,height}.
The rendered frame is essentially a sampling of the 2D plane
(the virtual film) intersecting the frustum.
Nothing is done to try enforce a specific aspect ratio or any
such magic. The caller is expected to manage this for now, or
just ignore it and let the output be stretched when the aspect
ratio of the output doesn't match the virtual film's aspect
ratio.
In the future it might be interesting to support letter boxing or
such things for preserving the film's aspect ratio.
For now the ray module just lets things be stretched, with
hard-coded film dimensions of something approximately consistent
with the past viewport.
The ray module could make some effort to fit the hard-coded film
dimensions to the runtime aspect ratio for the frame to be
rendered, tweaking things as needed but generally preserving the
general hard-coded dimensions. Allowing the frustum to be
minimally adjusted to fit the circumstances... that might also be
worth shoving into libray. Something of a automatic fitting
mode for the camera.
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Mechanical change removing abbreviation for consistency
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Mostly mechanical change, though threads.c needed some jiggering to
make the logical cpu id available to the worker threads.
Now render_fragment() can easily addresss per-cpu data created by
create_context().
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Back in the day, there was no {create,destroy}_context(), so passing
num_cpus to just prepare_frame made sense. Modules then would
implicitly initialize themselves on the first prepare_frame() call
using a static initialized variable.
Since then things have been decomposed a bit for more sophisticated
(and cleaner) modules. It can be necessary to allocate per-cpu data
structures and the natural place to do that is @ create_context(). So
this commit wires that up.
A later commit will probably have to plumb a "current cpu" identifier
into the render_fragment() function. Because a per-cpu data structure
isn't particularly useful if you can't easily address it from within
your execution context.
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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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Rather than require adding -Isrc/libs/$lib to every Makefile.am for
every lib used, just add -Ilibs to those makefiles and prefix the lib
dir in the #include <> header paths.
Later I'll probably just move the -Isrc/libs someplace common so the
per-module Makefile.am doesn't need to bother with this stuff.
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This introduces ray_render_t, and ray_render.[ch].
The _prepared member of ray_scene_t has been moved to ray_render_t,
and the other _prepared members (e.g. objects) will follow.
Up until now I've just been sticking the precomputed state under
_prepared members of their associated structures, and simply using
convention to enforce anything resembling an api boundary. It's
been convenient without being inefficient, but I'd like to move
the ray code into more of a reusable library and this wart needs
to be addressed.
The render state is also where any spatial indexes will be built
and maintained, another thing I've been experimenting with.
Note most of the churn here is just renaming ray_scene.c to
ray_render.c. A nearly global s/ray_scene/ray_render/ has occurred,
now that ray_scene_t really only serves as glue to bind objects,
lights, and scene-global properties into a cohesive unit.
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Before I can clean up the ray_scene_t._prepared kludge I need a
place to keep state from frame prepare to render, enter context.
Future commits will migrate the _prepared stuff into a separate
ray_render_t which is constructed on prepare then acted on in
fragment render.
Then spatial acceleration structures may be added, constructed
at prepare phase and shared across the concurrent rendering.
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Remove some extraneous indentation
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Rather than laying out all fragments in a frame up-front in
ray_module_t.prepare_frame(), return a fragment generator
(rototiller_fragmenter_t) which produces the numbered fragment
as needed.
This removes complexity from the serially-executed
prepare_frame() and allows the individual fragments to be
computed in parallel by the different threads. It also
eliminates the need for a fragments array in the
rototiller_frame_t, indeed rototiller_frame_t is eliminated
altogether.
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Trivial optimization eliminates some instructions from the hot path,
no need to maintain a separate index from the current object pointer.
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Previously every fb_fragment_t (and thus thread) was constructing
its own ray_camera_frame_t view into the scene, duplicating some
work.
Instead introduce ray_camera_fragment_t to encapsulate the truly
per-fragment state and make ray_scene_render_fragment() operate
on just this stuff with a reference to a shared
ray_camera_frame_t prepared once per-frame.
Some minor ray_camera.c cleanups sneak in as well (prefer multiply
instead of divide, whitespace cleanups...)
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ray:object intersection coordinates were incorrectly being computed
relative to the ray origin using a subtraction instead of addition, a
silly mistake with surprisingly acceptable results. Those results
were a result of other minor complementary mistakes compensating to
produce reasonable looking results.
In the course of experimenting with an acceleration data structure it
became very apparent that 3d space traversal vectors were not behaving
as intended, leading to review and correction of this code.
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For now, a simple cpu multiplier of 64 is used.
fb_fragment_t needs a tiling fragment divider added...
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To enable prepare to precompute aspects of primary rays which all have a
common origin at the camera, bring the camera to ray_object*_prepare() and
bring the depth to ray_object*_intersects_ray() for primary ray detection.
This is only scaffolding, functionally unchanged.
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This may need to be undone in the future when more sophisticated lights,
like area lights, are implemented. For now I can avoid polluting the
objects list with the lights by strictly separating them.
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Just embed a _prepared struct in the object where precomputed stuff can be
cached. Gets called once before rendering, which ends up calling the
object-specific ray_object_$type_prepare() methods per object.
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introduces create_context() and destroy_context() methods, and adds a
'void *context' first parameter to the module methods.
If a module doesn't supply create_context() then NULL is simply passed
around as the context, so trivial modules can continue to only implement
render_fragment().
A subsequent commit will update the modules to encapsulate their global
state in module-specific contexts.
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Now that rototiller is generally threaded when a prepare_frame() method is
supplied, and modules/ray has been updated accordingly, discard the now
redundant ray-specific threading code and related stuff.
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The ray tracer was already threaded, so this required little change other
than making some state global like the previous commits, and calling the
underlying non-threaded single-fragment scene renderer function.
A future commit will discard the now vestigial ray_threads related code.
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Adding more context to the name in anticipation of adding a prepare_frame()
method to the module struct.
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Make consistent with the source directory structure naming.
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The highlight on the little green sphere was white-washing
the entire thing due to its high specular reflection value.
This produces more reasonable results...
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Was a constant at 20, this allows it to be specified per-object.
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Make spheres a little more diverse in terms of specular/diffusion,
and minor tweak to the plane color.
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Make the camera orbit around the origin at a varying radius, with kept aimed
facing the origin, with some vertical sweep+tilt thrown in.
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We should only consider dot products > 0 as intersected, or >= something
very close to 0 (epsilon).
As-is resulted in planes moving with camera movement along the plane normal
axis.
Also fixes plane distance to be non-negative in the current scene.
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Originally I only implemented pitch->yaw->roll, and being new to all this
didn't fully appreciate the limitation that resulted in.
This adds all six permutations of pitch/yaw/roll, the scene must specify
the desired order when setting up the camera with the euler angles, see
the enum in ray_euler.h.
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Restoring some organizational sanity since adopting autotools.
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