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2022-04-01modules/*: instantiate and use setupsVito Caputo
Now modules allocate and return an opaque setup pointer in res_setup when they implement a setup method. Defaults are utilized when ${module}_create_context() receives a NULL setup. The default setup used in this case should match the defaults/preferred values emitted by the module's setup method. But performing setup should always be optional, so a NULL setup provided to create_context() is to be expected. No cleanup of these setup instances is currently performed, so it's a small memory leak for now. Since these are opaque and may contain nested references to other allocations, simply using free() somewhere in the frontend is insufficient. There will probably need to be something like a til_module_t.setup_free() method added in the future which modules may assign libc's free() to when appropriate, or their own more elaborate version. Lifecycle for the settings is very simple; the setup method returns an instance, the caller is expected to free it when no longer needed (once free is implemented). The create_context consumer of a given setup must make its own copy of the settings if necessary, and may not keep a reference - it must assume the setup will be freed immediately after create_context() returns. This enables the ability to reuse a setup instance across multiple create_context() calls if desired, one can imagine something like running the same module with the same settings multiple times across multiple displays for instance. If the module has significant entropy the output will differ despite being configured identically... With this commit one may change settings for any of the modules *while* the modules are actively rendering a given context, and the settings should *not* be visible. They should only affect the context they're supplied to.
2022-03-30*: wire up context-specific setup instancesVito Caputo
This is a preparatory commit for cleaning up the existing sloppy global-ish application of settings during the iterative _setup() call sequences. Due to how this has evolved from a very rudimentary thing enjoying many assumptions about there ever only being a single module instance being configured by the settings, there's a lot of weirdness and inconsistency surrounding module setup WRT changes being applied instantaneously to /all/ existing and future context's renderings of a given module vs. requiring a new context be created to realize changes. This commit doesn't actually change any of that, but puts the plumbing in place for the setup methods to allocate and initialize a private struct encapsulating the parsed and validated setup once the settings are complete. This opaque setup pointer will then be provided to the associated create_context() method as the setup pointer. Then the created context can configure itself using the provided setup when non-NULL, or simply use defaults when NULL. A future commit will update the setup methods to allocate and populate their respective setup structs, adding the structs as needed, as well as updating their create_context() methods to utilize those setups. One consequence of these changes when fully realized will be that every setting change will require a new context be created from the changed settings for the change to be realized. For settings appropriately manipulated at runtime the concept of knobs was introduced but never finished. That will have to be finished in the future to enable more immediate/interactive changing of settings-like values appropriate for interactive manipulation
2022-03-19*: de-constify til_setting_t throughoutVito Caputo
Now that til_setting_t.desc is not only a thing, but a thing that is intended to be refreshed regularly in the course of things like GUI interactive settings construction, it's not really appropriate to try even act like this these are const anymore.
2022-03-19*: normalize setting description capitalizationsVito Caputo
Always only capitalize the first letter, never capitalize like titles.
2022-03-19*: drop til_module_t.licenseVito Caputo
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.
2022-03-12til_settings: always describe relevant settingsVito Caputo
The existing iterative *_setup() interface only described settings not found, quietly accepting usable settings already present in the til_settings_t. This worked fine for the existing interactive text setup thing, but it's especially problematic for providing a GUI setup frontend. This commit makes it so the *_setup() methods always describe undescribed settings they recognize, leaving the setup frontend loop calling into the *_setup() methods to both apply the description validation if wanted and actually tie the description to respective setting returned by the _setup() methods as being related to the returned description. A new helper called til_settings_get_and_describe_value() has been introduced primarily for use of module setup methods to simplify this nonsense, replacing the til_settings_get_value() calls and surrounding logic, but retaining the til_setting_desc_t definitions largely verbatim. This also results in discarding of some ad-hoc til_setting_desc_check() calls, now that there's a centralized place where settings become "described" (setup_interactively in the case of rototiller). Now a GUI frontend (like glimmer) would just provide its own setup_interactively() equivalent for constructing its widgets for a given *_setup() method's chain of returned descs. Whereas in the past this wasn't really feasible unless there was never going to be pre-supplied settings. I suspect the til_setting_desc_check() integration into setup_interactively() needs more work, but I think this is good enough for now and I'm out of spare time for the moment.
2021-10-01*: librototiller->libtilVito Caputo
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_.
2021-02-14*: split rototiller.[ch] into lib and mainVito Caputo
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.
2020-01-25rototiller: introduce ticks and wire up to modulesVito Caputo
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.
2019-11-24rototiller: rototiller_fragmenter_t s/num/number/Vito Caputo
Mechanical change removing abbreviation for consistency
2019-11-23rototiller: pass cpu to .render_fragment()Vito Caputo
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().
2019-11-23rototiller: pass num_cpus to .create_context()Vito Caputo
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.
2019-11-10submit: replace submit-softly with bilerp settingVito Caputo
This removes the submit-softly module, instead using a runtime setting to toggle bilinear interpolation on the submit module.
2019-01-01modules/submit-softly: bilerp peripheral cellsVito Caputo
Remove the silly kludge avoiding peripheral cells
2018-12-31modules/submit-softly: shorten descriptionVito Caputo
2018-12-31modules/submit: add bilinearly-interpolated variantVito Caputo
This substantially reworks the cell sampling in submit. As a result, it's now threaded in the rendering phase which now resembles a texture mapper sans transformations. This produces a full-screen rendering rather than a potentially smaller one when the resolution wasn't cleanly divisable by the grid size. A new module, named submit-softly has also been added to expose the bilinearly interpolated variant. The transition between cells is also employing a smoothstep so it's not actually linear. The original non-interpolated version is retained as well, at the same submit module name. Some minor cleanups happened as well, nothing worth mentioning, except perhaps that the cells are now a uint8_t which is fine unless someone tries to redefine NUM_PLAYERS > 255.
2018-12-31libs/grid: fix grid_ops_t.taken player typeVito Caputo
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.
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
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