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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.
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--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.
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Missed this!
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Make naming consistent
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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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Using the new puddle lib throw some raindrops on the framebuffer
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This commit adds a module that emulates a spirograph
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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.
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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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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.
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Also sort the modules alphabetically.
Now that the major memory leaks are addressed (sparkler), make
the rtv module the default since it gives the user an automated
tour of all the modules. Explicit module use is more aimed at
tinkerers playing with a specific module's code either creating
their own or modifying an existing one, but isn't really desirable
as the default flow.
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This area needs more work, but this helps a little.
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More accurate name, this variable doesn't contain defaults, it
controls the use of defaults.
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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.
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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.
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Adds:
rototiller_lookup_module()
rototiller_get_modules()
rototiller_module_render()
there should probably be more helpers for dealing with context create
and destroy, but this is enough for some experimentation.
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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.
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This removes the submit-softly module, instead using a runtime
setting to toggle bilinear interpolation on the submit module.
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Wire up support for module settings, yes it's that small a change.
I've forward-declared the settings related types in rototiller.h, if
a module wants to actually wire up the .setup() method they'll need
to include settings.h.
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Slight refactor to make call sites less annoying.
Now takes a (setting_desc_t *) instead of the members as discrete
parameters, and returns an errno on error so callers can simply
propagate error codes out rather than having to get access to errno
defines, check for NULL and return -ENOMEM etc.
It also makes the call sites self documenting by employing designated
initializers in compound literals for the supplied setting_desc_t.
This is in prep for runtime-configurable module settings.
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I think passing this separately is vestigial from before there was an
args struct encapsulating everything.
In the future there might be some defaults discretion supported to say
use defaults for module settings but not video, or vice versa. So get
rid of this pointless parameter in prep for that, just use the args
struct.
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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...
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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.
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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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For the sake of sdl_fb, move page flipping into the main thread
and run module render dispatch from another thread instead.
This eliminates the fb flipper thread, moving its functionality
into fb_flip() which synchronously consumes and performs a single
flip from the same queue as before - the function is verbatim
the loop body of the flipper thread.
Now main() calls fb_flip() in a loop where it previously dispatched
pages for rendering.
Rendering dispatch is now performed in a created thread.
See the comment in fb.c for more explanation of this shuffle.
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With fb backends entirely abstracted behind fb_ops_t, this is
no longer necessary.
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Since people are more likely to first run this from a GUI environment,
default to SDL which should work in most situations.
Then if they want they can switch to a linux console and explicitly use
the drm video backend.
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This should probably be split into multiple commits, but
for simplicity sake it's all cut over at once.
drm_fb.c sees major changes, migrating the remaining drm-specific bits
from drmsetup into it, behind the settings API.
rototiller.c sees a bunch of scaffolding surrounding the settings API
and wiring it up into the commandline handling and renderers and video
backends.
fb.[ch] see minor changes as settings get plumbed to the backend
drmsetup.[ch] goes bye bye
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Nothing wired up yet.
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Remove everything drm-related from fb.c, utilizing the implementation in
drm_fb.c instead.
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Add a hook for post-render serialized frame completion,
some of the renderers may have state to cleanup after rendering
a frame.
A future commit may change add a return value to control flow for
features like multi-pass rendering within a given module.
The raytracer for example may want to add concurrently executed
post filters, and having a non-void return from finish_frame()
would be a tidy way to tell rototiller "go back to prepare->render
for this context" as many times as necessary, keeping the pass state
in the context.
For now its return is void however, as I just need a cleanup hook
as the raytracer becomes more stateful per frame with a BIH spatial
index in the works.
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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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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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This is a simple worker thread implementation derived from the ray_threads
code in the ray module. The ray_threads code should be discarded in a
future commit now that rototiller can render fragments using threads.
If a module supplies a prepare_frame() method, then it is called
per-frame to prepare a rototiller_frame_t which specifies how to divvy
up the page into fragments. Those fragments are then dispatched to a
thread per CPU which call the module's rendering function in parallel.
There is no coupling of the number of fragments in a frame to the number of
threads/CPUs. Some modules may benefit from the locality of tile-based
rendering, so the fragments are simply dispatched across the available CPUs
in a striped fashion.
Helpers will be added later to the fb interface for tiling fragments, which
modules desiring tiled rendering may utilize in their prepare_frame()
methods.
This commit does not modify any modules to become threaded, it only adds
the scaffolding.
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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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This is unoptimized, with a palette slapped together in vim, but still
pretty neat!
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Restoring some organizational sanity since adopting autotools.
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