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/*
* Copyright (C) 2018 - 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 <stdlib.h>
#include <string.h>
#include <sys/types.h>
#include <time.h>
#include <unistd.h>
#include "til.h"
#include "til_fb.h"
#include "til_settings.h"
#include "til_util.h"
#include "grid/grid.h"
#define NUM_PLAYERS 8
#define GRID_SIZE 60
#define TICKS_PER_FRAME 8000
typedef struct color_t {
float r, g, b;
} color_t;
static color_t colors[NUM_PLAYERS + 1] = {
{}, /* uninitialized cell starts black, becomes winner colors */
{1.f, .317f, 0.f }, /* orange */
{.627f, .125f, 1.f }, /* blue */
{.878f, 0.f, 0.f }, /* red */
{.165f, .843f, .149f }, /* green */
{0.f, .878f, .815f }, /* cyan */
{.878f, 0.f, 1.f }, /* purple */
{.906f, .937f, 0.f }, /* yellow */
{}, /* black */
};
typedef struct submit_context_t {
grid_t *grid;
grid_player_t *players[NUM_PLAYERS];
uint32_t seq;
uint32_t game_winner;
unsigned bilerp:1;
uint8_t cells[GRID_SIZE * GRID_SIZE];
} submit_context_t;
typedef struct submit_setup_t {
til_setup_t til_setup;
unsigned bilerp:1;
} submit_setup_t;
static submit_setup_t submit_default_setup;
/* 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(color_t color) {
uint32_t pixel;
if (color.r > 1.0f) color.r = 1.0f;
if (color.g > 1.0f) color.g = 1.0f;
if (color.b > 1.0f) color.b = 1.0f;
pixel = (uint32_t)(color.r * 255.0f);
pixel <<= 8;
pixel |= (uint32_t)(color.g * 255.0f);
pixel <<= 8;
pixel |= (uint32_t)(color.b * 255.0f);
return pixel;
}
static inline float clamp(float x, float lowerlimit, float upperlimit) {
if (x < lowerlimit)
x = lowerlimit;
if (x > upperlimit)
x = upperlimit;
return x;
}
/* taken from https://en.wikipedia.org/wiki/Smoothstep#Variations */
static inline float smootherstep(float edge0, float edge1, float x) {
x = clamp((x - edge0) / (edge1 - edge0), 0.f, 1.f);
return x * x * x * (x * (x * 6.f - 15.f) + 10.f);
}
/* linearly interpolate colors */
static color_t color_lerp(color_t *a, color_t *b, float t)
{
color_t res = {
.r = a->r * (1.f - t) + b->r * t,
.g = a->g * (1.f - t) + b->g * t,
.b = a->b * (1.f - t) + b->b * t,
};
return res;
}
/* bilinearly interpolate colors from 4 cells */
static inline uint32_t sample_grid_bilerp(submit_context_t *ctxt, float x, float y)
{
int i, ix = x, iy = y;
float x_t, y_t;
uint8_t corners[2][2];
color_t x1, x2;
i = iy * GRID_SIZE + ix;
/* ix,iy forms the corner of a 2x2 kernel, determine which corner */
if (x > ix + .5f) {
x_t = x - ((float)ix + .5f);
if (y > iy + .5f) {
/* NW corner */
y_t = y - ((float)iy + .5f);
corners[0][0] = ctxt->cells[i];
corners[0][1] = ctxt->cells[i + 1];
corners[1][0] = ctxt->cells[i + GRID_SIZE];
corners[1][1] = ctxt->cells[i + GRID_SIZE + 1];
} else {
/* SW corner */
y_t = 1.f - (((float)iy + .5f) - y);
corners[1][0] = ctxt->cells[i];
corners[1][1] = ctxt->cells[i + 1];
corners[0][0] = ctxt->cells[i - GRID_SIZE];
corners[0][1] = ctxt->cells[i - GRID_SIZE + 1];
}
} else {
x_t = 1.f - (((float)ix + .5f) - x);
if (y > iy + .5f) {
/* NE corner */
y_t = y - ((float)iy + .5f);
corners[0][1] = ctxt->cells[i];
corners[0][0] = ctxt->cells[i - 1];
corners[1][1] = ctxt->cells[i + GRID_SIZE];
corners[1][0] = ctxt->cells[i + GRID_SIZE - 1];
} else {
/* SE corner */
y_t = 1.f - (((float)iy + .5f) - y);
corners[1][1] = ctxt->cells[i];
corners[1][0] = ctxt->cells[i - 1];
corners[0][1] = ctxt->cells[i - GRID_SIZE];
corners[0][0] = ctxt->cells[i - GRID_SIZE - 1];
}
}
/* short-circuit cases where interpolation obviously wouldn't do anything */
if (corners[0][0] == corners[0][1] &&
corners[0][1] == corners[1][1] &&
corners[1][1] == corners[1][0])
return color_to_uint32(colors[corners[0][0]]);
x_t = smootherstep(0.f, 1.f, x_t);
y_t = smootherstep(0.f, 1.f, y_t);
x1 = color_lerp(&colors[corners[0][0]], &colors[corners[0][1]], x_t);
x2 = color_lerp(&colors[corners[1][0]], &colors[corners[1][1]], x_t);
return color_to_uint32(color_lerp(&x1, &x2, y_t));
}
static inline uint32_t sample_grid(submit_context_t *ctxt, float x, float y)
{
return color_to_uint32(colors[ctxt->cells[(int)y * GRID_SIZE + (int)x]]);
}
static void draw_grid(submit_context_t *ctxt, til_fb_fragment_t *fragment)
{
float xscale = ((float)GRID_SIZE - 1.f) / (float)fragment->frame_width;
float yscale = ((float)GRID_SIZE - 1.f) / (float)fragment->frame_height;
for (int y = 0; y < fragment->height; y++) {
for (int x = 0; x < fragment->width; x++) {
uint32_t color;
/* TODO: this could be optimized a bit! i.e. don't recompute the y for every x etc. */
color = sample_grid(ctxt, .5f + ((float)(fragment->x + x)) * xscale, .5f + ((float)(fragment->y + y)) * yscale);
til_fb_fragment_put_pixel_unchecked(fragment, 0, fragment->x + x, fragment->y + y, color);
}
}
}
static void draw_grid_bilerp(submit_context_t *ctxt, til_fb_fragment_t *fragment)
{
float xscale = ((float)GRID_SIZE - 2.f) / (float)fragment->frame_width;
float yscale = ((float)GRID_SIZE - 2.f) / (float)fragment->frame_height;
for (int y = 0; y < fragment->height; y++) {
for (int x = 0; x < fragment->width; x++) {
uint32_t color;
/* TODO: this could be optimized a bit! i.e. don't recompute the y for every x etc. */
color = sample_grid_bilerp(ctxt, 1.f + ((float)(fragment->x + x)) * xscale, 1.f + ((float)(fragment->y + y)) * yscale);
til_fb_fragment_put_pixel_unchecked(fragment, 0, fragment->x + x, fragment->y + y, color);
}
}
}
static void taken(void *ctx, uint32_t x, uint32_t y, uint32_t player)
{
submit_context_t *c = ctx;
c->cells[y * GRID_SIZE + x] = player;
}
static void won(void *ctx, uint32_t player)
{
submit_context_t *c = ctx;
c->game_winner = player;
}
static grid_ops_t submit_ops = {
.taken = taken,
.won = won,
};
static void setup_grid(submit_context_t *ctxt)
{
grid_ops_t *ops = &submit_ops;
if (ctxt->grid)
grid_free(ctxt->grid);
ctxt->grid = grid_new(NUM_PLAYERS, GRID_SIZE, GRID_SIZE);
for (int i = 0; i < NUM_PLAYERS; i++, ops = NULL)
ctxt->players[i] = grid_player_new(ctxt->grid, ops, ctxt);
memset(ctxt->cells, 0, sizeof(ctxt->cells));
/* this makes the transition between games less visually jarring */
colors[0] = colors[ctxt->game_winner];
ctxt->game_winner = ctxt->seq = 0;
}
static void * submit_create_context(unsigned seed, unsigned ticks, unsigned n_cpus, til_setup_t *setup)
{
submit_context_t *ctxt;
if (!setup)
setup = &submit_default_setup.til_setup;
ctxt = calloc(1, sizeof(submit_context_t));
if (!ctxt)
return NULL;
ctxt->bilerp = ((submit_setup_t *)setup)->bilerp;
setup_grid(ctxt);
return ctxt;
}
static void submit_destroy_context(void *context)
{
submit_context_t *ctxt = context;
grid_free(ctxt->grid);
free(ctxt);
}
static void submit_prepare_frame(void *context, unsigned ticks, unsigned n_cpus, til_fb_fragment_t *fragment, til_fragmenter_t *res_fragmenter)
{
submit_context_t *ctxt = context;
*res_fragmenter = til_fragmenter_tile64;
if (ctxt->game_winner)
setup_grid(ctxt);
for (int i = 0; i < NUM_PLAYERS; i++) {
int moves = rand() % TICKS_PER_FRAME;
for (int j = 0; j < moves; j++)
grid_player_plan(ctxt->players[i], ctxt->seq++, rand() % GRID_SIZE, rand() % GRID_SIZE);
}
for (int j = 0; j < TICKS_PER_FRAME; j++)
grid_tick(ctxt->grid);
}
static void submit_render_fragment(void *context, unsigned ticks, unsigned cpu, til_fb_fragment_t *fragment)
{
submit_context_t *ctxt = context;
if (!ctxt->bilerp)
draw_grid(ctxt, fragment);
else
draw_grid_bilerp(ctxt, fragment);
}
static int submit_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 *values[] = {
"off",
"on",
NULL
};
const char *bilerp;
int r;
r = til_settings_get_and_describe_value(settings,
&(til_setting_desc_t){
.name = "Bilinearly interpolate cell colors",
.key = "bilerp",
.regex = NULL,
.preferred = values[0],
.values = values,
.annotations = NULL
},
&bilerp,
res_setting,
res_desc);
if (r)
return r;
if (res_setup) {
submit_setup_t *setup;
setup = til_setup_new(sizeof(*setup), (void(*)(til_setup_t *))free);
if (!setup)
return -ENOMEM;
if (!strcasecmp(bilerp, "on"))
setup->bilerp = 1;
*res_setup = &setup->til_setup;
}
return 0;
}
til_module_t submit_module = {
.create_context = submit_create_context,
.destroy_context = submit_destroy_context,
.prepare_frame = submit_prepare_frame,
.render_fragment = submit_render_fragment,
.name = "submit",
.description = "Cellular automata conquest game sim (threaded (poorly))",
.author = "Vito Caputo <vcaputo@pengaru.com>",
.setup = submit_setup,
};
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