FBM in Monolith

FBM in Monolith

This little snippet shows how to use the Monolith C API to build Fractal Brownian Motion with Domain warping. This program will generate this video.

This program uses code adapated from the book of shaders. Instead of shader code and the GPU, this code uses ANSI Ccode and the CPU. rgb pixels are written to the monolith framebuffer, and then this framebuffer is sent off to the x264 to be encoded into h264 video.

After the program runs, the generated h264 video can be wrapped into an mp4 video using ffmpeg.

Below is the C code for the program:

<<fbm.c>>=
/* fractal brownian motion
 * Based on code found in the Book of Shaders
 *
 * https://thebookofshaders.com/13/
 */
#include <math.h>
#include <stdint.h>
#include <x264.h>
#include "patchwerk.h"
#include "runt.h"
#define MONOLITH_H264
#include "monolith.h"
#include "gfx.h"

void monolith_gfx_blend(monolith_pixel c0,
                        monolith_pixel c1,
                        float a,
                        monolith_pixel *out);

/* some hastily written 2d vector operations */

typedef struct {
    float x, y;
} vec2;

/* creates a new vector */

vec2 mkvec2(float x, float y)
{
    vec2 v;
    v.x = x;
    v.y = y;
    return v;
}

/* computes dot product */

float dot(vec2 a, vec2 b)
{
    return a.x*b.x + a.y*b.y;
}

/* fractional component */

float fract(float x) {
    return x - floor(x);
}

/* RNG used in original shader code */
float random(vec2 st) {
    return fract(sin(dot(st,
                         mkvec2(12.9898,78.233)))*
        43758.5453123);
}

/* lerp a value */
float mix(float x, float y, float a)
{
    return x * (1 -a) + y * a;
}

/* multiply a vectory with a scaler */
vec2 vec2_muls(vec2 a, float s)
{
    vec2 out;
    out.x = a.x * s;
    out.y = a.y * s;
    return out;
}

/* multiply two vectors */
vec2 vec2_mul(vec2 a, vec2 b)
{
    vec2 out;
    out.x = a.x * b.x;
    out.y = a.y * b.y;
    return out;
}

/* add two vectors */
vec2 vec2_add(vec2 a, vec2 b)
{
    vec2 out;

    out.x = a.x + b.x;
    out.y = a.y + b.y;

    return out;
}

/* add a vector with a scaler */
vec2 vec2_adds(vec2 a, float s)
{
    vec2 out;

    out.x = a.x + s;
    out.y = a.y + s;

    return out;
}

/* 2d noise based on Morgan McGuire */
float noise(vec2 st) {
    vec2 i;
    vec2 f;

    float a, b, c, d;

    vec2 u;

    i.x = floor(st.x);
    i.y = floor(st.y);

    f.x = fract(st.x);
    f.y = fract(st.y);

    a = random(i);
    b = random(vec2_add(i, mkvec2(1.0, 0.0)));
    c = random(vec2_add(i, mkvec2(0.0, 1.0)));
    d = random(vec2_add(i, mkvec2(1.0, 1.0)));

    /* f * f * (3.0 - 2.0 * f) */
    /* f * f */
    u = vec2_mul(f, f);
    /* -2f + (3) */
    u = vec2_mul(u, vec2_adds(vec2_muls(f, -2), 3));
    return mix(a, b, u.x) +
            (c - a)* u.y * (1.0 - u.x) +
            (d - b) * u.x * u.y;
}

#define OCTAVES 5
float fbm(vec2 st) {
    float value;
    float amplitude;
    int i;

    value = 0;
    amplitude = 0.5;

    for (i = 0; i < OCTAVES; i++) {
        value += amplitude * noise(st);
        st = vec2_muls(st, 2);
        amplitude *= 0.6;
    }

    return value;
}

int main(int argc, char *argv[])
{
    monolith_d *m;
    monolith_framebuffer *fb;
    int width, height;
    int x, y;
    monolith_pixel c0;
    monolith_pixel c1;
    monolith_pixel out;
    monolith_h264 *vid;
    int f;
    double u_time;
    double timestep;
    int fps;

    fps = 60;
    u_time = 0;

    timestep = (double)1.0/60;

    m = monolith_data_get();

    /* monolith_init(m); */

    monolith_gfx_fb_init(m);
    vid = monolith_h264_get(m);

    fb = monolith_fb_get(m);

    monolith_h264_init(vid);

    width = monolith_gfx_width(fb);
    height = monolith_gfx_height(fb);

    monolith_gfx_fill(fb, monolith_pixel_make(0, 0, 128, 255));

    /* contrasting colors generated from randoma11y */

    /* 'black' */
    c1 = monolith_pixel_make(0x07, 0x04, 0x07, 255);
    /* steel blue */
    c0 = monolith_pixel_make(0x01, 0x82, 0xba, 255);

    out = monolith_pixel_make(0, 0, 0, 255);

    monolith_h264_begin(vid, fb, "fbm.h264", fps);

    for (f = 0; f < 60 * 10; f++) {
        printf("frame %d\n", f);
        for (y = 0; y < height; y++) {
            for (x = 0; x < width; x++) {
                float amp;
                vec2 st;
                vec2 p;
                float f_a;
                float f_b;

                st.x = (float)x/width;
                st.y = (float)y/height;
                st.x *= (float)width/height;
                st = vec2_muls(st, 4);
                p = st;

                /* fbm equation is esentially/
                 * f(p) = fbm(p + fbm(p + fbm(p)))/
                 */

                /* add some time-based motion */
                f_a = fbm(p);
                f_a *= 0.25 * u_time;

                f_b = fbm(vec2_adds(p, f_a));
                amp = fbm(vec2_adds(p, f_b));

                /* clamp ranges */
                amp = amp < 0 ? 0 : amp;
                amp = amp > 1 ? 1 : amp;

                /* gamma blend two colors based on amp */

                monolith_gfx_blend(c0, c1, amp, &out);
                monolith_gfx_pixel_set(fb, x, y, out);
            }
        }
        u_time += timestep;
        monolith_h264_append(vid, fb);
    }

    monolith_h264_clean(vid);

    monolith_gfx_fb_clean(m);
    /* monolith_cleanup(m); */
    return 0;
}

The associated Makefile to build the project and encode to mp4 can be found here:

<<Makefile>>=
# Location of monolith project directory
MONOLITH_PATH?=$(HOME)/proj/monolith

# Runt installation path. Default is ~/.runt
RUNT_PATH?= $(HOME)/.runt/
CFLAGS=-I$(MONOLITH_PATH)
CFLAGS+=-I$(RUNT_PATH)/include
CFLAGS+=-O3
CFLAGS+=-std=c89
CFLAGS+=-Wall -pedantic

LDFLAGS+=-L$(MONOLITH_PATH)
LDFLAGS+=-Wl,--gc-sections

LIBS+=-lmonolith
LIBS+=-lx264

default: fbm.mp4

fbm: fbm.c
	$(CC) $(CFLAGS) $< -o $@ $(LDFLAGS) $(LIBS)

fbm.h264: fbm
	./fbm

fbm.mp4: fbm.h264
	ffmpeg -i $< $@

clean:
	$(RM) fbm
	$(RM) fbm.mp4
	$(RM) fbm.h264

home | index