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#include <stdint.h>
#include <inttypes.h>
#include <math.h>
#include <stdlib.h>
#include "til.h"
#include "til_fb.h"
#include "til_module_context.h"
/* Copyright (C) 2016 Vito Caputo <vcaputo@pengaru.com> */
/* Some defines for the fixed-point stuff in render(). */
#define FIXED_TRIG_LUT_SIZE 4096 /* size of the cos/sin look-up tables */
#define FIXED_BITS 11 /* fractional bits */
#define FIXED_EXP (1 << FIXED_BITS) /* 2^FIXED_BITS */
#define FIXED_MASK (FIXED_EXP - 1) /* fractional part mask */
#define FIXED_COS(_rad) roto_costab[(_rad) % FIXED_TRIG_LUT_SIZE]
#define FIXED_SIN(_rad) roto_sintab[(_rad) % FIXED_TRIG_LUT_SIZE]
#define FIXED_MULT(_a, _b) (((_a) * (_b)) >> FIXED_BITS)
#define FIXED_NEW(_i) ((_i) << FIXED_BITS)
#define FIXED_TO_INT(_f) ((_f) >> FIXED_BITS)
#define ROTO_TEXTURE_SIZE 256
typedef struct color_t {
int r, g, b;
} color_t;
typedef struct roto_context_t {
til_module_context_t til_module_context;
unsigned r, rr;
color_t palette[2];
til_module_context_t *fill_module_context;
til_fb_fragment_t fill_fb;
} roto_context_t;
typedef struct roto_setup_t {
til_setup_t til_setup;
const til_module_t *fill_module;
til_setup_t *fill_module_setup;
} roto_setup_t;
static int32_t roto_costab[FIXED_TRIG_LUT_SIZE], roto_sintab[FIXED_TRIG_LUT_SIZE];
static uint8_t roto_texture[ROTO_TEXTURE_SIZE][ROTO_TEXTURE_SIZE];
static void init_roto(uint8_t texture[ROTO_TEXTURE_SIZE][ROTO_TEXTURE_SIZE], int32_t *roto_costab, int32_t *roto_sintab)
{
int x, y, i;
/* Generate simple checker pattern texture, nothing clever, feel free to play! */
/* If you modify texture on every frame instead of only @ initialization you can
* produce some neat output. These values are indexed into palette[] below. */
for (y = 0; y < ROTO_TEXTURE_SIZE >> 1; y++) {
for (x = 0; x < ROTO_TEXTURE_SIZE >> 1; x++)
texture[y][x] = 1;
for (; x < ROTO_TEXTURE_SIZE; x++)
texture[y][x] = 0;
}
for (; y < ROTO_TEXTURE_SIZE; y++) {
for (x = 0; x < ROTO_TEXTURE_SIZE >> 1; x++)
texture[y][x] = 0;
for (; x < ROTO_TEXTURE_SIZE; x++)
texture[y][x] = 1;
}
/* Generate fixed-point cos & sin LUTs. */
for (i = 0; i < FIXED_TRIG_LUT_SIZE; i++) {
roto_costab[i] = ((cos((double)2*M_PI*i/FIXED_TRIG_LUT_SIZE))*FIXED_EXP);
roto_sintab[i] = ((sin((double)2*M_PI*i/FIXED_TRIG_LUT_SIZE))*FIXED_EXP);
}
}
static til_module_context_t * roto_create_context(const til_module_t *module, til_stream_t *stream, unsigned seed, unsigned ticks, unsigned n_cpus, til_setup_t *setup)
{
static int initialized;
roto_context_t *ctxt;
if (!initialized) {
initialized = 1;
init_roto(roto_texture, roto_costab, roto_sintab);
}
ctxt = til_module_context_new(module, sizeof(roto_context_t), stream, seed, ticks, n_cpus, setup);
if (!ctxt)
return NULL;
if (((roto_setup_t *)setup)->fill_module) {
const til_module_t *module = ((roto_setup_t *)setup)->fill_module;
if (til_module_create_contexts(module,
stream,
seed,
ticks,
n_cpus,
((roto_setup_t *)setup)->fill_module_setup,
1,
&ctxt->fill_module_context) < 0)
return til_module_context_free(&ctxt->til_module_context);
ctxt->fill_fb = (til_fb_fragment_t){
.buf = malloc(ROTO_TEXTURE_SIZE * ROTO_TEXTURE_SIZE * sizeof(uint32_t)),
.frame_width = ROTO_TEXTURE_SIZE,
.frame_height = ROTO_TEXTURE_SIZE,
.width = ROTO_TEXTURE_SIZE,
.height = ROTO_TEXTURE_SIZE,
.pitch = ROTO_TEXTURE_SIZE,
};
if (!ctxt->fill_fb.buf)
return til_module_context_free(&ctxt->til_module_context);
}
ctxt->r = rand_r(&seed);
ctxt->rr = rand_r(&seed);
return &ctxt->til_module_context;
}
static void roto_destroy_context(til_module_context_t *context)
{
roto_context_t *ctxt = (roto_context_t *)context;
free(ctxt->fill_fb.buf);
til_module_context_free(ctxt->fill_module_context);
free(ctxt);
}
/* linearly interpolate between two colors, alpha is fixed-point value 0-FIXED_EXP. */
static inline color_t lerp_color(color_t *a, color_t *b, int alpha)
{
/* TODO: This could be done without multiplies with a bit of effort,
* maybe a simple table mapping integer color deltas to shift values
* for shifting alpha which then gets simply added? A table may not even
* be necessary, use the order of the delta to derive how much to shift
* alpha?
*/
color_t c = {
.r = a->r + FIXED_MULT(alpha, b->r - a->r),
.g = a->g + FIXED_MULT(alpha, b->g - a->g),
.b = a->b + FIXED_MULT(alpha, b->b - a->b),
};
return c;
}
/* Return the bilinearly interpolated color palette[texture[ty][tx]] (Anti-Aliasing) */
/* tx, ty are fixed-point for fractions, palette colors are also in fixed-point format. */
static uint32_t bilerp_color(uint8_t texture[ROTO_TEXTURE_SIZE][ROTO_TEXTURE_SIZE], color_t *palette, int tx, int ty)
{
uint8_t itx = FIXED_TO_INT(tx), ity = FIXED_TO_INT(ty);
color_t n_color, s_color, color;
int x_alpha, y_alpha;
uint8_t nw, ne, sw, se;
/* We need the 4 texels constituting a 2x2 square pattern to interpolate.
* A point tx,ty can only intersect one texel; one corner of the 2x2 square.
* Where relative to the corner's center the intersection occurs determines which corner has been intersected,
* and the other corner texels may then be addressed relative to that corner.
* Alpha values must also be determined for both axis, these values describe the position between
* the 2x2 texel centers the intersection occurred, aka the weight or bias.
* Once the two alpha values are known, linear interpolation between the texel colors is trivial.
*/
if ((ty & FIXED_MASK) > (FIXED_EXP >> 1)) {
y_alpha = ty & (FIXED_MASK >> 1);
if ((tx & (FIXED_MASK)) > (FIXED_EXP >> 1)) {
nw = texture[ity][itx];
ne = texture[ity][(uint8_t)(itx + 1)];
sw = texture[(uint8_t)(ity + 1)][itx];
se = texture[(uint8_t)(ity + 1)][(uint8_t)(itx + 1)];
x_alpha = tx & (FIXED_MASK >> 1);
} else {
ne = texture[ity][itx];
nw = texture[ity][(uint8_t)(itx - 1)];
se = texture[(uint8_t)(ity + 1)][itx];
sw = texture[(uint8_t)(ity + 1)][(uint8_t)(itx - 1)];
x_alpha = (FIXED_EXP >> 1) + (tx & (FIXED_MASK >> 1));
}
} else {
y_alpha = (FIXED_EXP >> 1) + (ty & (FIXED_MASK >> 1));
if ((tx & (FIXED_MASK)) > (FIXED_EXP >> 1)) {
sw = texture[ity][itx];
se = texture[ity][(uint8_t)(itx + 1)];
nw = texture[(uint8_t)(ity - 1)][itx];
ne = texture[(uint8_t)(ity - 1)][(uint8_t)(itx + 1)];
x_alpha = tx & (FIXED_MASK >> 1);
} else {
se = texture[ity][itx];
sw = texture[ity][(uint8_t)(itx - 1)];
ne = texture[(uint8_t)(ity - 1)][itx];
nw = texture[(uint8_t)(ity - 1)][(uint8_t)(itx - 1)];
x_alpha = (FIXED_EXP >> 1) + (tx & (FIXED_MASK >> 1));
}
}
/* Skip interpolation of same colors, a substantial optimization with plain textures like the checker pattern */
if (nw == ne) {
if (ne == sw && sw == se)
return (FIXED_TO_INT(palette[sw].r) << 16) | (FIXED_TO_INT(palette[sw].g) << 8) | FIXED_TO_INT(palette[sw].b);
n_color = palette[nw];
} else {
n_color = lerp_color(&palette[nw], &palette[ne], x_alpha);
}
if (sw == se) {
s_color = palette[sw];
} else {
s_color = lerp_color(&palette[sw], &palette[se], x_alpha);
}
color = lerp_color(&n_color, &s_color, y_alpha);
return (FIXED_TO_INT(color.r) << 16) | (FIXED_TO_INT(color.g) << 8) | FIXED_TO_INT(color.b);
}
static inline color_t * pixel32_to_color(uint32_t pixel, color_t *res_color)
{
*res_color = (color_t){
.r = FIXED_NEW((pixel >> 16) & 0xff),
.g = FIXED_NEW((pixel >> 8) & 0xff),
.b = FIXED_NEW((pixel) & 0xff),
};
return res_color;
}
/* Return the bilinearly interpolated color palette[texture[ty][tx]] (Anti-Aliasing) */
/* tx, ty are fixed-point for fractions, palette colors are also in fixed-point format. */
static uint32_t bilerp_color_pixel32(uint32_t texture[ROTO_TEXTURE_SIZE][ROTO_TEXTURE_SIZE], int tx, int ty)
{
uint8_t itx = FIXED_TO_INT(tx), ity = FIXED_TO_INT(ty);
color_t n_color, s_color, color;
int x_alpha, y_alpha;
uint32_t nw, ne, sw, se;
/* We need the 4 texels constituting a 2x2 square pattern to interpolate.
* A point tx,ty can only intersect one texel; one corner of the 2x2 square.
* Where relative to the corner's center the intersection occurs determines which corner has been intersected,
* and the other corner texels may then be addressed relative to that corner.
* Alpha values must also be determined for both axis, these values describe the position between
* the 2x2 texel centers the intersection occurred, aka the weight or bias.
* Once the two alpha values are known, linear interpolation between the texel colors is trivial.
*/
if ((ty & FIXED_MASK) > (FIXED_EXP >> 1)) {
y_alpha = ty & (FIXED_MASK >> 1);
if ((tx & (FIXED_MASK)) > (FIXED_EXP >> 1)) {
nw = texture[ity][itx];
ne = texture[ity][(uint8_t)(itx + 1)];
sw = texture[(uint8_t)(ity + 1)][itx];
se = texture[(uint8_t)(ity + 1)][(uint8_t)(itx + 1)];
x_alpha = tx & (FIXED_MASK >> 1);
} else {
ne = texture[ity][itx];
nw = texture[ity][(uint8_t)(itx - 1)];
se = texture[(uint8_t)(ity + 1)][itx];
sw = texture[(uint8_t)(ity + 1)][(uint8_t)(itx - 1)];
x_alpha = (FIXED_EXP >> 1) + (tx & (FIXED_MASK >> 1));
}
} else {
y_alpha = (FIXED_EXP >> 1) + (ty & (FIXED_MASK >> 1));
if ((tx & (FIXED_MASK)) > (FIXED_EXP >> 1)) {
sw = texture[ity][itx];
se = texture[ity][(uint8_t)(itx + 1)];
nw = texture[(uint8_t)(ity - 1)][itx];
ne = texture[(uint8_t)(ity - 1)][(uint8_t)(itx + 1)];
x_alpha = tx & (FIXED_MASK >> 1);
} else {
se = texture[ity][itx];
sw = texture[ity][(uint8_t)(itx - 1)];
ne = texture[(uint8_t)(ity - 1)][itx];
nw = texture[(uint8_t)(ity - 1)][(uint8_t)(itx - 1)];
x_alpha = (FIXED_EXP >> 1) + (tx & (FIXED_MASK >> 1));
}
}
/* Skip interpolation of same colors, a substantial optimization with plain textures like the checker pattern */
if (nw == ne) {
if (ne == sw && sw == se)
return sw;
pixel32_to_color(nw, &n_color);
} else {
n_color = lerp_color(pixel32_to_color(nw, &(color_t){}),
pixel32_to_color(ne, &(color_t){}),
x_alpha);
}
if (sw == se) {
pixel32_to_color(sw, &s_color);
} else {
s_color = lerp_color(pixel32_to_color(sw, &(color_t){}),
pixel32_to_color(se, &(color_t){}),
x_alpha);
}
color = lerp_color(&n_color, &s_color, y_alpha);
return (FIXED_TO_INT(color.r) << 16) | (FIXED_TO_INT(color.g) << 8) | FIXED_TO_INT(color.b);
}
/* prepare a frame for concurrent rendering */
static void roto_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)
{
roto_context_t *ctxt = (roto_context_t *)context;
*res_frame_plan = (til_frame_plan_t){ .fragmenter = til_fragmenter_slice_per_cpu_x16 };
// This governs the rotation and color cycle.
if (ticks != context->last_ticks) {
ctxt->r += FIXED_TO_INT(FIXED_MULT(FIXED_SIN(ctxt->rr), FIXED_NEW(16)));
ctxt->rr += (ticks - context->last_ticks) >> 2;
/* Vary the colors, this is just a mashup of sinusoidal rgb values. */
ctxt->palette[0].r = (FIXED_MULT(FIXED_COS(ctxt->rr), FIXED_NEW(127)) + FIXED_NEW(128));
ctxt->palette[0].g = (FIXED_MULT(FIXED_SIN(ctxt->rr / 2), FIXED_NEW(127)) + FIXED_NEW(128));
ctxt->palette[0].b = (FIXED_MULT(FIXED_COS(ctxt->rr / 3), FIXED_NEW(127)) + FIXED_NEW(128));
ctxt->palette[1].r = (FIXED_MULT(FIXED_SIN(ctxt->rr / 2), FIXED_NEW(127)) + FIXED_NEW(128));
ctxt->palette[1].g = (FIXED_MULT(FIXED_COS(ctxt->rr / 2), FIXED_NEW(127)) + FIXED_NEW(128));
ctxt->palette[1].b = (FIXED_MULT(FIXED_SIN(ctxt->rr), FIXED_NEW(127)) + FIXED_NEW(128));
}
if (ctxt->fill_module_context) {
til_fb_fragment_t *fb_ptr = &ctxt->fill_fb;
ctxt->fill_fb.cleared = 0;
til_module_render(ctxt->fill_module_context, stream, ticks, &fb_ptr);
}
}
/* Draw a rotating checkered 256x256 texture into fragment. */
static void roto_render_fragment(til_module_context_t *context, til_stream_t *stream, unsigned ticks, unsigned cpu, til_fb_fragment_t **fragment_ptr)
{
roto_context_t *ctxt = (roto_context_t *)context;
til_fb_fragment_t *fragment = *fragment_ptr;
int frame_width = fragment->frame_width, frame_height = fragment->frame_height;
int y_cos_r, y_sin_r, x_cos_r, x_sin_r, x_cos_r_init, x_sin_r_init, cos_r, sin_r;
uint32_t *buf = fragment->buf;
/* This is all done using fixed-point in the hopes of being faster, and yes assumptions
* are being made WRT the overflow of tx/ty as well, only tested on x86_64. */
cos_r = FIXED_COS(ctxt->r);
sin_r = FIXED_SIN(ctxt->r);
/* The dimensions are cut in half and negated to center the rotation. */
/* The [xy]_{sin,cos}_r variables are accumulators to replace multiplication with addition. */
x_cos_r_init = FIXED_MULT(-FIXED_NEW(frame_width / 2) + FIXED_NEW(fragment->x), cos_r);
x_sin_r_init = FIXED_MULT(-FIXED_NEW(frame_width / 2) + FIXED_NEW(fragment->x), sin_r);
y_cos_r = FIXED_MULT(-FIXED_NEW(frame_height / 2) + FIXED_NEW(fragment->y), cos_r);
y_sin_r = FIXED_MULT(-FIXED_NEW(frame_height / 2) + FIXED_NEW(fragment->y), sin_r);
for (int y = 0; y < fragment->height; y++) {
x_cos_r = x_cos_r_init;
x_sin_r = x_sin_r_init;
if (ctxt->fill_module_context) {
for (int x = 0; x < fragment->width; x++, buf++) {
/* TODO: it would be interesting to support an overlay mode where we alpha blend this into the existing surface,
* so fill_modules that were overlayable would overlay in the rotated+tiled form...
*/
*buf = bilerp_color_pixel32((uint32_t (*)[ROTO_TEXTURE_SIZE])ctxt->fill_fb.buf, x_sin_r - y_cos_r, y_sin_r + x_cos_r);
x_cos_r += cos_r;
x_sin_r += sin_r;
}
} else {
for (int x = 0; x < fragment->width; x++, buf++) {
*buf = bilerp_color(roto_texture, ctxt->palette, x_sin_r - y_cos_r, y_sin_r + x_cos_r);
x_cos_r += cos_r;
x_sin_r += sin_r;
}
}
buf += fragment->stride;
y_cos_r += cos_r;
y_sin_r += sin_r;
}
}
static void roto_setup_free(til_setup_t *setup)
{
roto_setup_t *s = (roto_setup_t *)setup;
if (s) {
til_setup_free(s->fill_module_setup);
free(setup);
}
}
static int roto_setup(const til_settings_t *settings, til_setting_t **res_setting, const til_setting_desc_t **res_desc, til_setup_t **res_setup);
til_module_t roto_module = {
.create_context = roto_create_context,
.destroy_context = roto_destroy_context,
.prepare_frame = roto_prepare_frame,
.render_fragment = roto_render_fragment,
.setup = roto_setup,
.name = "roto",
.description = "Anti-aliased tiled texture rotation (threaded)",
.author = "Vito Caputo <vcaputo@pengaru.com>",
};
static int roto_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 *fill_module, *fill_module_name;
const til_settings_t *fill_module_settings;
til_setting_t *fill_module_setting;
const char *fill_module_values[] = {
"none",
"blinds",
"checkers",
"moire",
"pixbounce",
"plato",
"roto",
"shapes",
"spiro",
"stars",
NULL
};
int r;
r = til_settings_get_and_describe_value(settings,
&(til_setting_spec_t){
.name = "Filled module (\"none\" for classic roto)",
.key = "fill_module",
.preferred = fill_module_values[0],
.values = fill_module_values,
.annotations = NULL,
.as_nested_settings = 1,
},
&fill_module, /* XXX: this isn't really of direct use now that it's a potentially full-blown settings string, see fill_module_settings */
res_setting,
res_desc);
if (r)
return r;
assert(res_setting && *res_setting);
assert((*res_setting)->value_as_nested_settings);
fill_module_settings = (*res_setting)->value_as_nested_settings;
fill_module_name = til_settings_get_value_by_idx(fill_module_settings, 0, &fill_module_setting);
if (!fill_module_name || !fill_module_setting->desc) {
r = til_setting_desc_new(fill_module_settings,
&(til_setting_spec_t){
.name = "Fill module name",
.preferred = "none",
.as_label = 1,
},
res_desc);
if (r < 0)
return r;
*res_setting = fill_module_name ? fill_module_setting : NULL;
return 1;
}
if (strcasecmp(fill_module_name, "none")) {
const til_module_t *mod = til_lookup_module(fill_module_name);
if (!mod) {
*res_setting = fill_module_setting;
return -EINVAL;
}
if (mod->setup) {
r = mod->setup(fill_module_settings, res_setting, res_desc, NULL);
if (r)
return r;
}
}
if (res_setup) {
roto_setup_t *setup;
setup = til_setup_new(settings, sizeof(*setup), roto_setup_free, &roto_module);
if (!setup)
return -ENOMEM;
if (strcasecmp(fill_module_name, "none")) {
setup->fill_module = til_lookup_module(fill_module_name);
if (!setup->fill_module) {
til_setup_free(&setup->til_setup);
return -EINVAL;
}
r = til_module_setup_finalize(setup->fill_module, fill_module_settings, &setup->fill_module_setup);
if (r < 0) {
til_setup_free(&setup->til_setup);
return r;
}
}
*res_setup = &setup->til_setup;
}
return 0;
}
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