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2019-11-16modules/rtv: conslidate time() callsVito Caputo
Consolidate the time() calls in setup_next_module() by using a now variable.
2019-11-16modules/rtv: fix repeat preventionVito Caputo
This broke when snow was added.
2019-11-16modules/rtv: add captionsVito Caputo
The idea is to have captions similar to how MTV did back in the 80s. It'd be nice to make the text resolution independent, but this is a good first stab for an afternoon of tooling around.
2019-11-16sparkler: use chunker in bspVito Caputo
This simplifies the bsp code while addressing cleanup
2019-11-16sparkler: remove assert from chunker_free_chunker()Vito Caputo
This assert prevents using the chunker for efficient freeing, maybe in the future add a flag for toggling this but for now it can just be commented out.
2019-11-16sparkler: plug some memory leaksVito Caputo
particles_free() didn't do all the necessary cleanup. bsp_free() remains mostly unimplemented. I think this wasn't done at the time because I was thinking bsp.c should use the chunker, then cleanup is just a matter of freeing the chunker instead of traversing the bsp.
2019-11-14rtv: add some snow between module switchesVito Caputo
This uses the newly added snow module as a transition between modules
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.
2019-11-13ray: add rudimentary gamma correctionVito Caputo
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.
2019-11-10roto: drop roto64, turning roto32 back into rotoVito Caputo
Initially I was going to make 32 vs. 64 be a setting, but decided now that SDL is supported it's fairly likely there will be odd fb dimensions (arbitrary window sizes). Since this never really brought anything of significant value, just drop the version that mostly just demonstrated how to pack multiple pixels into a single u64 write to the framebuffer more than anything else.
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.
2019-11-10build: build contributed pixbounce moduleVito Caputo
2019-11-10pixbounce: add pixbounce modulePhilip J Freeman
2019-11-10flui2d: add some rudimentary settingsVito Caputo
Viscosity and diffusion are supported, it'd be neat to add a configurable size (the ROOT define) for the flow field in the future. I didn't go crazy here, it's just a list of orders of magnitude you choose from for each. It'd probably be more interesting to change this into a single knob with descriptive names like "smoke" "goop" "water" mapping to a LUT.
2019-10-16modules/flui2d: fix spelling of paper's authorVito Caputo
s/Joe/Jos/, I should wear my glasses more.
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...
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/stars: capitalize descriptionVito Caputo
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
2018-03-19modules/ray: #include libray headers w/subdirsVito Caputo
Rather than require adding -Isrc/libs/$lib to every Makefile.am for every lib used, just add -Ilibs to those makefiles and prefix the lib dir in the #include <> header paths. Later I'll probably just move the -Isrc/libs someplace common so the per-module Makefile.am doesn't need to bother with this stuff.
2018-03-19ray: libize raytracer core, introduces src/libsVito Caputo
This is the first step of breaking out all the core rendering stuffs into reusable libraries and making modules purely compositional, consumers of various included rendering/effects libraries. Expect multiple modules leveraging libray for a variety of scenes and such. Also expect compositions mixing the various libraries for more interesting visuals.
2018-02-28ray: implement distance-based light brightnessVito Caputo
2018-02-27autotools: remove vestigial ROTOTILLER_* varsVito Caputo
Fixes silly cosmetic error in configure output for checking libdrm...
2017-12-23ray: constify input scene and camera parametersVito Caputo
also const the ray_euler_t basis
2017-12-23ray: constify all ray_3f_t method parametersVito Caputo
2017-12-23ray: split object render from object descriptionVito Caputo
This moves the per-object _prepared state into ray_render_object_$type structs with all the rendering-related object methods switched to operate on the new render structs. Since the current rendering code just makes all these assumptions about light objects being point lights, I've just dropped all the stuff associated with rendering light objects for now. I think it will be refactored a bit later on when the rendering code stops hard-coding the point light stuff. These changes open up the possibility of constifying the scene and constituent objects, now that rendering doesn't shove the prepared state into the embedded _prepared object substructs.
2017-12-10ray: split scene data from render stateVito Caputo
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.
2017-12-10ray: add module context ray_context_tVito Caputo
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.
2017-12-10ray: trivial formatting changesVito Caputo
Remove some extraneous indentation
2017-09-29ray: remove unused ray_scene_t.n_{lights,objects}Vito Caputo
Commit 445e94 switched to using sentinel objects, but missed removal of these obsoleted object counts.
2017-09-17ray: stop recurring below a relevance thresholdVito Caputo
There's no point computing more reflections if they're not going to contribute substantially to the resulting sample. Previously the max depth threshold solely controlled how many times a given ray could reflect, this commit introduces a minimum relevance as well. Value may require tuning, may actually make sense to move into the scene description as a parameter. Brings a minor frame rate improvement.
2017-09-15modules/*: cease dividing stride by 4Vito Caputo
Just cast buf to (void *) for the pointer arithmetic, stride is in units of bytes and no assumptions should be made about its value such as divisability by 4.
2017-09-14fb: s/fb_fragment_divide_single/fb_fragment_slice_single/Vito Caputo
Mechanical cosmetic change
2017-09-14ray: switch to the tiling fragmenterVito Caputo
2017-09-14*: use fragment generatorVito Caputo
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.
2017-09-14ray: simplify object iterators using sentinel typeVito Caputo
Trivial optimization eliminates some instructions from the hot path, no need to maintain a separate index from the current object pointer.
2017-09-13ray: cleanup ray_camera_frame_t fragmentsVito Caputo
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...)
2017-09-12ray: don't assume x_alpha is 0 at begin or y_stepVito Caputo
Currently fragments always start at the left edge of the frame, but when switching to a tiling fragmenter this is no longer true and causes visible errors.
2017-08-15ray: misc computational fixupsVito Caputo
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.
2017-08-07ray: more fragments for better thread utilizationVito Caputo
For now, a simple cpu multiplier of 64 is used. fb_fragment_t needs a tiling fragment divider added...
2017-06-03ray: convert from recursive to iterative tracingVito Caputo
Small speedup, I personally find the code cleaner this way too. Everything in the hot path should now be inlined, no function calls.
2017-06-02ray: skip intersection tests on reflector objectsVito Caputo
We can just assume the object which reflected the ray being tracing isn't going to be intersected. Maybe later this assumption no longer holds true, but it is true for now.
2017-06-02ray: precompute primary ray for ray_object_sphere_tVito Caputo
This gets rid of some computation on the primary ray:plane intersection tests The branches on depth suck though... I'm leaning towards specialized primary ray intersection test functions.
2017-06-02ray: precompute primary ray for ray_object_plane_tVito Caputo
This gets rid of some computation on the primary ray:plane intersection tests
2017-06-02ray: plumb depth and camera to objectsVito Caputo
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.
2017-06-02ray: separate lights from objectsVito Caputo
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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