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/*
* Copyright (C) 2020 - Vito Caputo - <vcaputo@pengaru.com>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 as published
* by the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <errno.h>
#include <math.h>
#include <stdlib.h>
#include <unistd.h>
#include "til.h"
#include "til_fb.h"
#include "til_module_context.h"
#include "til_stream.h"
#include "til_tap.h"
#include "puddle/puddle.h"
/* TODO: make size a setting from like 128-1024, and cnt something settable for a fraction per frame (one every Nth frame) up to 20 per frame, though it should probably be less framerate dependent */
#define PUDDLE_SIZE 512
#define RAINFALL_CNT 20
#define DEFAULT_VISCOSITY .01
#define DEFAULT_STYLE DRIZZLE_STYLE_MASK
typedef enum drizzle_style_t {
DRIZZLE_STYLE_MASK,
DRIZZLE_STYLE_MAP,
} drizzle_style_t;
typedef struct v3f_t {
float x, y, z;
} v3f_t;
typedef struct v2f_t {
float x, y;
} v2f_t;
typedef struct drizzle_setup_t {
til_setup_t til_setup;
float viscosity;
drizzle_style_t style;
} drizzle_setup_t;
typedef struct drizzle_context_t {
til_module_context_t til_module_context;
struct {
til_tap_t viscosity, rainfall;
} taps;
struct {
float viscosity, rainfall;
} vars;
float *viscosity, *rainfall;
til_fb_fragment_t *snapshot;
puddle_t *puddle;
drizzle_setup_t *setup;
} drizzle_context_t;
/* convert a color into a packed, 32-bit rgb pixel value (taken from libs/ray/ray_color.h) */
static inline uint32_t color_to_uint32(v3f_t color) {
uint32_t pixel;
if (color.x > 1.0f) color.x = 1.0f;
if (color.y > 1.0f) color.y = 1.0f;
if (color.z > 1.0f) color.z = 1.0f;
if (color.x < .0f) color.x = .0f;
if (color.y < .0f) color.y = .0f;
if (color.z < .0f) color.z = .0f;
pixel = (uint32_t)(color.x * 255.0f);
pixel <<= 8;
pixel |= (uint32_t)(color.y * 255.0f);
pixel <<= 8;
pixel |= (uint32_t)(color.z * 255.0f);
return pixel;
}
static til_module_context_t * drizzle_create_context(const til_module_t *module, til_stream_t *stream, unsigned seed, unsigned ticks, unsigned n_cpus, til_setup_t *setup)
{
drizzle_context_t *ctxt;
ctxt = til_module_context_new(module, sizeof(drizzle_context_t), stream, seed, ticks, n_cpus, setup);
if (!ctxt)
return NULL;
ctxt->puddle = puddle_new(PUDDLE_SIZE, PUDDLE_SIZE);
if (!ctxt->puddle) {
free(ctxt);
return NULL;
}
ctxt->taps.viscosity = til_tap_init_float(ctxt, &ctxt->viscosity, 1, &ctxt->vars.viscosity, "viscosity");
ctxt->taps.rainfall = til_tap_init_float(ctxt, &ctxt->rainfall, 1, &ctxt->vars.rainfall, "rainfall");
ctxt->setup = (drizzle_setup_t *)setup;
return &ctxt->til_module_context;
}
static void drizzle_destroy_context(til_module_context_t *context)
{
drizzle_context_t *ctxt = (drizzle_context_t *)context;
puddle_free(ctxt->puddle);
free(ctxt);
}
static void drizzle_prepare_frame(til_module_context_t *context, til_stream_t *stream, unsigned ticks, til_fb_fragment_t **fragment_ptr, til_frame_plan_t *res_frame_plan)
{
drizzle_context_t *ctxt = (drizzle_context_t *)context;
if (!til_stream_tap_context(stream, context, NULL, &ctxt->taps.viscosity))
*ctxt->viscosity = ctxt->setup->viscosity;
if (!til_stream_tap_context(stream, context, NULL, &ctxt->taps.rainfall))
*ctxt->rainfall = RAINFALL_CNT;
*res_frame_plan = (til_frame_plan_t){ .fragmenter = til_fragmenter_slice_per_cpu };
for (unsigned i = 0; i < (unsigned)*ctxt->rainfall; i++) {
int x = rand_r(&ctxt->til_module_context.seed) % (PUDDLE_SIZE - 1);
int y = rand_r(&ctxt->til_module_context.seed) % (PUDDLE_SIZE - 1);
/* TODO: puddle should probably offer a normalized way of setting an
* area to a value, so if PUDDLE_SIZE changes this automatically
* would adapt to cover the same portion of the unit square...
*/
puddle_set(ctxt->puddle, x, y, 1.f);
puddle_set(ctxt->puddle, x + 1, y, 1.f);
puddle_set(ctxt->puddle, x, y + 1, 1.f);
puddle_set(ctxt->puddle, x + 1, y + 1, 1.f);
}
puddle_tick(ctxt->puddle, *ctxt->viscosity);
if ((*fragment_ptr)->cleared)
ctxt->snapshot = til_fb_fragment_snapshot(fragment_ptr, 0);
}
/* TODO: this probably should also go through a gamma correction */
static inline uint32_t pixel_mult_scalar(uint32_t pixel, float t)
{
float r, g, b;
if (t > 1.f)
t = 1.f;
if (t < 0.f)
t = 0.f;
r = (pixel >> 16) & 0xff;
g = (pixel >> 8) & 0xff;
b = (pixel & 0xff);
r *= t;
g *= t;
b *= t;
return ((uint32_t)r) << 16 | ((uint32_t)g) << 8 | ((uint32_t)b);
}
/* TOD: libs should probably just get v[23]f.h added already instead of constantly
* duplicating these
*/
static inline float v3f_dot(const v3f_t *a, const v3f_t *b)
{
return (a->x * b->x + a->y * b->y + a->z * b->z);
}
static inline float v3f_len(const v3f_t *v)
{
return sqrtf(v3f_dot(v, v));
}
static inline v3f_t * v3f_mult_scalar(v3f_t *res, const v3f_t *v, float s)
{
res->x = v->x * s;
res->y = v->y * s;
res->z = v->z * s;
return res;
}
static inline v3f_t * v3f_norm(v3f_t *res, const v3f_t *v)
{
return v3f_mult_scalar(res, v, 1.f / v3f_len(v));
}
static inline v3f_t * v3f_cross(v3f_t *res, const v3f_t *a, const v3f_t *b)
{
res->x = a->y * b->z - a->z * b->y;
res->y = a->z * b->x - a->x * b->z;
res->z = a->x * b->y - a->y * b->x;
return res;
}
/* Similar to puddle_sample() except instead of returning an interpolated scalar
* a 3d normal vector is produced by treating the normally interpolated values as
* gradient samples on a 2d height map.
*/
static void puddle_sample_normal(const puddle_t *puddle, const v2f_t *coordinate, v3f_t *res_normal)
{
float s0, sa, sb;
/* take three samples surrounding coordinate to create gradient vectors */
s0 = puddle_sample(puddle, &(v2f_t){
.x = coordinate->x,
.y = coordinate->y - .0001f /* TODO: when PUDDLE_SIZE is small these need to be larger, revisit when size becomes runtime settable */
});
sa = puddle_sample(puddle, &(v2f_t){
.x = coordinate->x - .0001f,
.y = coordinate->y + .0001f
});
sb = puddle_sample(puddle, &(v2f_t){
.x = coordinate->x + .0001f,
.y = coordinate->y + .0001f
});
/* cross product them to produce a normal */
(void) v3f_norm(res_normal,
v3f_cross(&(v3f_t){},
&(v3f_t){
.x = -.0001f,
.y = .0002f,
.z = sa - s0
},
&(v3f_t){
.x = .0001f,
.y = .0002f,
.z = sb - s0
}
)
);
}
static void drizzle_render_fragment(til_module_context_t *context, til_stream_t *stream, unsigned ticks, unsigned cpu, til_fb_fragment_t **fragment_ptr)
{
drizzle_context_t *ctxt = (drizzle_context_t *)context;
til_fb_fragment_t *fragment = *fragment_ptr;
float xf = 1.f / (float)fragment->frame_width;
float yf = 1.f / (float)fragment->frame_height;
v2f_t coord;
if (!ctxt->snapshot) {
coord.y = yf * (float)fragment->y;
for (int y = fragment->y; y < fragment->y + fragment->height; y++) {
coord.x = xf * (float)fragment->x;
for (int x = fragment->x; x < fragment->x + fragment->width; x++) {
v3f_t color = {};
uint32_t pixel;
color.z = puddle_sample(ctxt->puddle, &coord);
pixel = color_to_uint32(color);
til_fb_fragment_put_pixel_unchecked(fragment, 0, x, y, pixel);
coord.x += xf;
}
coord.y += yf;
}
return;
}
switch (ctxt->setup->style) {
case DRIZZLE_STYLE_MASK:
coord.y = yf * (float)fragment->y;
for (int y = fragment->y; y < fragment->y + fragment->height; y++) {
coord.x = xf * (float)fragment->x;
for (int x = fragment->x; x < fragment->x + fragment->width; x++) {
float t = puddle_sample(ctxt->puddle, &coord);
uint32_t pixel = pixel_mult_scalar(til_fb_fragment_get_pixel_unchecked(ctxt->snapshot, x, y), t);
til_fb_fragment_put_pixel_unchecked(fragment, 0, x, y, pixel);
coord.x += xf;
}
coord.y += yf;
}
return;
case DRIZZLE_STYLE_MAP:
coord.y = yf * (float)fragment->y;
for (int y = fragment->y; y < fragment->y + fragment->height; y++) {
coord.x = xf * (float)fragment->x;
for (int x = fragment->x; x < fragment->x + fragment->width; x++) {
v3f_t norm;
uint32_t pixel;
puddle_sample_normal(ctxt->puddle, &coord, &norm);
//printf("norm.x=%f norm.y=%f norm.z=%f\n", norm.x, norm.y, norm.z);
pixel = til_fb_fragment_get_pixel_clipped(ctxt->snapshot, x + (norm.x * 10.f), y + (norm.y * 10.f));
pixel = pixel_mult_scalar(pixel, 1.f - v3f_dot(&norm, &(v3f_t){.x = 0.f, .y = 0, .z = -1.f}));
til_fb_fragment_put_pixel_unchecked(fragment, 0, x, y, pixel);
coord.x += xf;
}
coord.y += yf;
}
return;
}
}
static void drizzle_finish_frame(til_module_context_t *context, til_stream_t *stream, unsigned int ticks, til_fb_fragment_t **fragment_ptr)
{
drizzle_context_t *ctxt = (drizzle_context_t *)context;
if (ctxt->snapshot)
ctxt->snapshot = til_fb_fragment_reclaim(ctxt->snapshot);
}
static int drizzle_setup(const til_settings_t *settings, til_setting_t **res_setting, const til_setting_desc_t **res_desc, til_setup_t **res_setup)
{
const char *viscosity;
const char *style;
const char *viscosity_values[] = {
".005",
".01",
".03",
".05",
NULL
};
const char *style_values[] = {
"mask",
"map",
NULL
};
int r;
r = til_settings_get_and_describe_value(settings,
&(til_setting_spec_t){
.name = "Puddle viscosity",
.key = "viscosity",
.regex = "\\.[0-9]+",
.preferred = TIL_SETTINGS_STR(DEFAULT_VISCOSITY),
.values = viscosity_values,
.annotations = NULL
},
&viscosity,
res_setting,
res_desc);
if (r)
return r;
r = til_settings_get_and_describe_value(settings,
&(til_setting_spec_t){
.name = "Overlay style",
.key = "style",
.regex = "[a-z]+",
.preferred = style_values[DEFAULT_STYLE],
.values = style_values,
.annotations = NULL
},
&style,
res_setting,
res_desc);
if (r)
return r;
if (res_setup) {
drizzle_setup_t *setup;
int i;
setup = til_setup_new(settings, sizeof(*setup), NULL);
if (!setup)
return -ENOMEM;
sscanf(viscosity, "%f", &setup->viscosity);
/* TODO: til should prolly have a helper for this */
for (i = 0; i < nelems(style_values); i++) {
if (!strcasecmp(style_values[i], style)) {
setup->style = i;
break;
}
}
if (i >= nelems(style_values))
return -EINVAL;
*res_setup = &setup->til_setup;
}
return 0;
}
til_module_t drizzle_module = {
.create_context = drizzle_create_context,
.destroy_context = drizzle_destroy_context,
.prepare_frame = drizzle_prepare_frame,
.render_fragment = drizzle_render_fragment,
.finish_frame = drizzle_finish_frame,
.name = "drizzle",
.description = "Classic 2D rain effect (threaded (poorly))",
.author = "Vito Caputo <vcaputo@pengaru.com>",
.setup = drizzle_setup,
.flags = TIL_MODULE_OVERLAYABLE,
};
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