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authorVito Caputo <vcaputo@gnugeneration.com>2016-12-13 07:51:23 -0800
committerVito Caputo <vcaputo@gnugeneration.com>2016-12-13 07:51:23 -0800
commit8add1663d9a02db2bc65224cdceb480733a81379 (patch)
treefea6aa880a366c007d2b7fdda87c746e6345b301 /modules/sparkler
parentaf49b97cd819cec3a19b1ff5ed6076a0d23f4233 (diff)
sparkler: introduce a particle system
A while ago I made this particle system on SDL, and had the beginnings of an octree implemented within it, but never finished actually using the octree to accelerate the proximity searches. This now has the octree completed and of course more particle interactions now that neighbors could be found more quickly. The simulation somewhat resembles a fireworks display. Every particle is drawn as a single pixel. The visual effect is dominated by spontaneously spawned rockets which explode into thousands of particles accompanied by bursts that thrust particles away from the explosion radially in an expanding sphere resembling a shock wave. When the shock wave happens to strike another rocket, it explodes, resulting in another shock wave. This can produce spectacular chain reactions, so it's worth running for some time and seeing what transpires.
Diffstat (limited to 'modules/sparkler')
-rw-r--r--modules/sparkler/bsp.c556
-rw-r--r--modules/sparkler/bsp.h28
-rw-r--r--modules/sparkler/burst.c111
-rw-r--r--modules/sparkler/chunker.c225
-rw-r--r--modules/sparkler/chunker.h11
-rw-r--r--modules/sparkler/container.h11
-rw-r--r--modules/sparkler/draw.h32
-rw-r--r--modules/sparkler/list.h252
-rw-r--r--modules/sparkler/particle.c14
-rw-r--r--modules/sparkler/particle.h79
-rw-r--r--modules/sparkler/particles.c338
-rw-r--r--modules/sparkler/particles.h21
-rw-r--r--modules/sparkler/rocket.c144
-rw-r--r--modules/sparkler/simple.c113
-rw-r--r--modules/sparkler/spark.c63
-rw-r--r--modules/sparkler/sparkler.c53
-rw-r--r--modules/sparkler/sparkler.h8
-rw-r--r--modules/sparkler/v3f.h157
-rw-r--r--modules/sparkler/xplode.c82
19 files changed, 2298 insertions, 0 deletions
diff --git a/modules/sparkler/bsp.c b/modules/sparkler/bsp.c
new file mode 100644
index 0000000..6544993
--- /dev/null
+++ b/modules/sparkler/bsp.c
@@ -0,0 +1,556 @@
+#include <assert.h>
+#include <stdio.h>
+#include <stdint.h>
+#include <stdlib.h>
+
+#include "bsp.h"
+
+
+/* octree-based bsp for faster proximity searches */
+/* meanings:
+ * octrant = "octo" analog of a quadrant, an octree is a quadtree with an additional dimension (Z/3d)
+ * bv = bounding volume
+ * bsp = binary space partition
+ * occupant = the things being indexed by the bsp (e.g. a particle, or its position)
+ */
+
+
+/* FIXME: these are not tuned at all, and should really all be parameters to bsp_new() instead */
+#define BSP_GROWBY 16
+#define BSP_MAX_OCCUPANTS 64
+#define BSP_MAX_DEPTH 16
+
+#define MAX(_a, _b) (_a > _b ? _a : _b)
+#define MIN(_a, _b) (_a < _b ? _a : _b)
+
+
+struct bsp_node_t {
+ v3f_t center; /* center point about which the bounding volume's 3d-space is divided */
+ bsp_node_t *parent; /* parent bounding volume, NULL when root node */
+ bsp_node_t *octrants; /* NULL when a leaf, otherwise an array of 8 bsp_node_t's */
+ list_head_t occupants; /* list of occupants in this volume when a leaf node */
+ unsigned n_occupants; /* number of ^^ */
+};
+
+
+struct bsp_t {
+ bsp_node_t root;
+ list_head_t free;
+};
+
+
+#define OCTRANTS \
+ octrant(OCT_XL_YL_ZL, (1 << 2 | 1 << 1 | 1)) \
+ octrant(OCT_XR_YL_ZL, ( 1 << 1 | 1)) \
+ octrant(OCT_XL_YR_ZL, (1 << 2 | 1)) \
+ octrant(OCT_XR_YR_ZL, ( 1)) \
+ octrant(OCT_XL_YL_ZR, (1 << 2 | 1 << 1 )) \
+ octrant(OCT_XR_YL_ZR, ( 1 << 1 )) \
+ octrant(OCT_XL_YR_ZR, (1 << 2 )) \
+ octrant(OCT_XR_YR_ZR, 0)
+
+
+#define octrant(_sym, _val) _sym = _val,
+typedef enum _octrant_idx_t {
+ OCTRANTS
+} octrant_idx_t;
+#undef octrant
+
+
+
+static inline const char * octstr(octrant_idx_t oidx)
+{
+#define octrant(_sym, _val) #_sym,
+ static const char *octrant_strs[] = {
+ OCTRANTS
+ };
+#undef octrant
+
+ return octrant_strs[oidx];
+}
+
+
+static inline void _bsp_print(bsp_node_t *node)
+{
+ static int depth = 0;
+
+ fprintf(stderr, "%-*s %i: %p\n", depth, " ", depth, node);
+ if (node->octrants) {
+ int i;
+
+ for (i = 0; i < 8; i++) {
+ fprintf(stderr, "%-*s %i: %s: %p\n", depth, " ", depth, octstr(i), &node->octrants[i]);
+ depth++;
+ _bsp_print(&node->octrants[i]);
+ depth--;
+ }
+ }
+}
+
+
+/* Print a bsp tree to stderr (debugging) */
+void bsp_print(bsp_t *bsp)
+{
+ _bsp_print(&bsp->root);
+}
+
+
+/* Create a new bsp octree. */
+bsp_t * bsp_new(void)
+{
+ bsp_t *bsp;
+
+ bsp = calloc(1, sizeof(bsp_t));
+ if (!bsp) {
+ return NULL;
+ }
+
+ INIT_LIST_HEAD(&bsp->root.occupants);
+ INIT_LIST_HEAD(&bsp->free);
+
+ return bsp;
+}
+
+
+/* Free a bsp octree */
+void bsp_free(bsp_t *bsp)
+{
+ /* TODO: free everything ... */
+ free(bsp);
+}
+
+
+/* bsp lookup state, encapsulated for preservation across composite
+ * lookup-dependent operations, so they can potentially avoid having
+ * to redo the lookup. i.e. lookup caching.
+ */
+typedef struct _bsp_lookup_t {
+ int depth;
+ v3f_t left;
+ v3f_t right;
+ bsp_node_t *bv;
+ octrant_idx_t oidx;
+} bsp_lookup_t;
+
+/* lookup a position's containing leaf node in the bsp tree, store resultant lookup state in *lookup_res */
+static inline void bsp_lookup_position(bsp_node_t *root, v3f_t *position, bsp_lookup_t *lookup_res)
+{
+ bsp_lookup_t res = {
+ .bv = root,
+ .depth = 0,
+ .left = v3f_init(-1.0, -1.0, -1.0), /* TODO: the bsp AABB should be supplied to bsp_new() */
+ .right = v3f_init(1.0, 1.0, 1.0),
+ };
+
+ while (res.bv->octrants) {
+ res.oidx = OCT_XR_YR_ZR;
+ if (position->x <= res.bv->center.x) {
+ res.oidx |= (1 << 2);
+ res.right.x = res.bv->center.x;
+ } else {
+ res.left.x = res.bv->center.x;
+ }
+
+ if (position->y <= res.bv->center.y) {
+ res.oidx |= (1 << 1);
+ res.right.y = res.bv->center.y;
+ } else {
+ res.left.y = res.bv->center.y;
+ }
+
+ if (position->z <= res.bv->center.z) {
+ res.oidx |= 1;
+ res.right.z = res.bv->center.z;
+ } else {
+ res.left.z = res.bv->center.z;
+ }
+
+ res.bv = &res.bv->octrants[res.oidx];
+ res.depth++;
+ }
+
+ *lookup_res = res;
+}
+
+
+/* Add an occupant to a bsp tree, use provided node lookup *l if supplied */
+static inline void _bsp_add_occupant(bsp_t *bsp, bsp_occupant_t *occupant, v3f_t *position, bsp_lookup_t *l)
+{
+ bsp_lookup_t _lookup;
+
+ /* if no cached lookup result was provided, perform the lookup now. */
+ if (!l) {
+ l = &_lookup;
+ bsp_lookup_position(&bsp->root, position, l);
+ }
+
+ assert(l);
+ assert(l->bv);
+
+ occupant->position = position;
+
+#define map_occupant2octrant(_occupant, _bv, _octrant) \
+ _octrant = OCT_XR_YR_ZR; \
+ if (_occupant->position->x <= _bv->center.x) { \
+ _octrant |= (1 << 2); \
+ } \
+ if (_occupant->position->y <= _bv->center.y) { \
+ _octrant |= (1 << 1); \
+ } \
+ if (_occupant->position->z <= _bv->center.z) { \
+ _octrant |= 1; \
+ }
+
+ if (l->bv->n_occupants >= BSP_MAX_OCCUPANTS && l->depth < BSP_MAX_DEPTH) {
+ int i;
+ list_head_t *t, *_t;
+ bsp_node_t *bv = l->bv;
+
+ /* bv is full and shallow enough, subdivide it. */
+
+ /* ensure the free list has something for us */
+ if (list_empty(&bsp->free)) {
+ bsp_node_t *t;
+
+ /* TODO: does using the chunker instead make sense here? */
+ t = calloc(sizeof(bsp_node_t), 8 * BSP_GROWBY);
+ for (i = 0; i < 8 * BSP_GROWBY; i += 8) {
+ list_add(&t[i].occupants, &bsp->free);
+ }
+ }
+
+ /* take an octrants array from the free list */
+ bv->octrants = list_entry(bsp->free.next, bsp_node_t, occupants);
+ list_del(&bv->octrants[0].occupants);
+
+ /* initialize the octrants */
+ for (i = 0; i < 8; i++) {
+ INIT_LIST_HEAD(&bv->octrants[i].occupants);
+ bv->octrants[i].n_occupants = 0;
+ bv->octrants[i].parent = bv;
+ bv->octrants[i].octrants = NULL;
+ }
+
+ /* set the center point in each octrant which places the partitioning hyperplane */
+ /* XXX: note this is pretty unreadable due to reusing the earlier computed values
+ * where the identical computation is required.
+ */
+ bv->octrants[OCT_XR_YR_ZR].center.x = (l->right.x - bv->center.x) / 2 + bv->center.x;
+ bv->octrants[OCT_XR_YR_ZR].center.y = (l->right.y - bv->center.y) / 2 + bv->center.y;
+ bv->octrants[OCT_XR_YR_ZR].center.z = (l->right.z - bv->center.z) / 2 + bv->center.z;
+
+ bv->octrants[OCT_XR_YR_ZL].center.x = bv->octrants[OCT_XR_YR_ZR].center.x;
+ bv->octrants[OCT_XR_YR_ZL].center.y = bv->octrants[OCT_XR_YR_ZR].center.y;
+ bv->octrants[OCT_XR_YR_ZL].center.z = (bv->center.z - l->left.z) / 2 + l->left.z;
+
+ bv->octrants[OCT_XR_YL_ZR].center.x = bv->octrants[OCT_XR_YR_ZR].center.x;
+ bv->octrants[OCT_XR_YL_ZR].center.y = (bv->center.y - l->left.y) / 2 + l->left.y;
+ bv->octrants[OCT_XR_YL_ZR].center.z = bv->octrants[OCT_XR_YR_ZR].center.z;
+
+ bv->octrants[OCT_XR_YL_ZL].center.x = bv->octrants[OCT_XR_YR_ZR].center.x;
+ bv->octrants[OCT_XR_YL_ZL].center.y = bv->octrants[OCT_XR_YL_ZR].center.y;
+ bv->octrants[OCT_XR_YL_ZL].center.z = bv->octrants[OCT_XR_YR_ZL].center.z;
+
+ bv->octrants[OCT_XL_YR_ZR].center.x = (bv->center.x - l->left.x) / 2 + l->left.x;
+ bv->octrants[OCT_XL_YR_ZR].center.y = bv->octrants[OCT_XR_YR_ZR].center.y;
+ bv->octrants[OCT_XL_YR_ZR].center.z = bv->octrants[OCT_XR_YR_ZR].center.z;
+
+ bv->octrants[OCT_XL_YR_ZL].center.x = bv->octrants[OCT_XL_YR_ZR].center.x;
+ bv->octrants[OCT_XL_YR_ZL].center.y = bv->octrants[OCT_XR_YR_ZR].center.y;
+ bv->octrants[OCT_XL_YR_ZL].center.z = bv->octrants[OCT_XR_YR_ZL].center.z;
+
+ bv->octrants[OCT_XL_YL_ZR].center.x = bv->octrants[OCT_XL_YR_ZR].center.x;
+ bv->octrants[OCT_XL_YL_ZR].center.y = bv->octrants[OCT_XR_YL_ZR].center.y;
+ bv->octrants[OCT_XL_YL_ZR].center.z = bv->octrants[OCT_XR_YR_ZR].center.z;
+
+ bv->octrants[OCT_XL_YL_ZL].center.x = bv->octrants[OCT_XL_YR_ZR].center.x;
+ bv->octrants[OCT_XL_YL_ZL].center.y = bv->octrants[OCT_XR_YL_ZR].center.y;
+ bv->octrants[OCT_XL_YL_ZL].center.z = bv->octrants[OCT_XR_YR_ZL].center.z;
+
+ /* migrate the occupants into the appropriate octrants */
+ list_for_each_safe(t, _t, &bv->occupants) {
+ octrant_idx_t oidx;
+ bsp_occupant_t *o = list_entry(t, bsp_occupant_t, occupants);
+
+ map_occupant2octrant(o, bv, oidx);
+ list_move(t, &bv->octrants[oidx].occupants);
+ o->leaf = &bv->octrants[oidx];
+ bv->octrants[oidx].n_occupants++;
+ }
+ bv->n_occupants = 0;
+
+ /* a new leaf assumes the bv position for the occupant to be added into */
+ map_occupant2octrant(occupant, bv, l->oidx);
+ l->bv = &bv->octrants[l->oidx];
+ l->depth++;
+ }
+
+#undef map_occupant2octrant
+
+ occupant->leaf = l->bv;
+ list_add(&occupant->occupants, &l->bv->occupants);
+ l->bv->n_occupants++;
+
+ assert(occupant->leaf);
+}
+
+
+/* add an occupant to a bsp tree */
+void bsp_add_occupant(bsp_t *bsp, bsp_occupant_t *occupant, v3f_t *position)
+{
+ _bsp_add_occupant(bsp, occupant, position, NULL);
+}
+
+
+/* Delete an occupant from a bsp tree.
+ * Set reservation to prevent potentially freeing a node made empty by our delete that
+ * we have a reference to (i.e. a cached lookup result, see bsp_move_occupant()).
+ */
+static inline void _bsp_delete_occupant(bsp_t *bsp, bsp_occupant_t *occupant, bsp_node_t *reservation)
+{
+ if (occupant->leaf->octrants) {
+ fprintf(stderr, "BUG: deleting occupant(%p) from non-leaf bv(%p)\n", occupant, occupant->leaf);
+ }
+
+ /* delete the occupant */
+ list_del(&occupant->occupants);
+ occupant->leaf->n_occupants--;
+
+ if (list_empty(&occupant->leaf->occupants)) {
+ bsp_node_t *parent_bv;
+
+ if (occupant->leaf->n_occupants) {
+ fprintf(stderr, "BUG: bv_occupants empty but n_occupants=%u\n", occupant->leaf->n_occupants);
+ }
+
+ /* leaf is now empty, since nodes are allocated as clusters of 8, they aren't freed unless all nodes in the cluster are empty.
+ * Determine if they're all empty, and free the parent's octrants as a set.
+ * Repeat this process up the chain of parents, repeatedly converting empty parents into leaf nodes.
+ * TODO: maybe just use the chunker instead?
+ */
+
+ for (parent_bv = occupant->leaf->parent; parent_bv && parent_bv != reservation; parent_bv = parent_bv->parent) {
+ int i;
+
+ /* are _all_ the parent's octrants freeable? */
+ for (i = 0; i < 8; i++) {
+ if (&parent_bv->octrants[i] == reservation ||
+ parent_bv->octrants[i].octrants ||
+ !list_empty(&parent_bv->octrants[i].occupants)) {
+ goto _out;
+ }
+ }
+
+ /* "freeing" really just entails putting the octrants cluster of nodes onto the free list */
+ list_add(&parent_bv->octrants[0].occupants, &bsp->free);
+ parent_bv->octrants = NULL;
+ }
+ }
+
+_out:
+ occupant->leaf = NULL;
+}
+
+
+/* Delete an occupant from a bsp tree. */
+void bsp_delete_occupant(bsp_t *bsp, bsp_occupant_t *occupant)
+{
+ _bsp_delete_occupant(bsp, occupant, NULL);
+}
+
+
+/* Move an occupant within a bsp tree to a new position */
+void bsp_move_occupant(bsp_t *bsp, bsp_occupant_t *occupant, v3f_t *position)
+{
+ bsp_lookup_t lookup_res;
+
+ if (v3f_equal(occupant->position, position)) {
+ return;
+ }
+
+ bsp_lookup_position(&bsp->root, occupant->position, &lookup_res);
+ if (lookup_res.bv == occupant->leaf) {
+ /* leaf unchanged, do nothing past lookup. */
+ occupant->position = position;
+ return;
+ }
+
+ _bsp_delete_occupant(bsp, occupant, lookup_res.bv);
+ _bsp_add_occupant(bsp, occupant, position, &lookup_res);
+}
+
+
+static inline float square(float v)
+{
+ return v * v;
+}
+
+
+typedef enum overlaps_t {
+ OVERLAPS_NONE, /* objects are completely separated */
+ OVERLAPS_PARTIALLY, /* objects surfaces one another */
+ OVERLAPS_A_IN_B, /* first object is fully within the second */
+ OVERLAPS_B_IN_A, /* second object is fully within the first */
+} overlaps_t;
+
+
+/* Returns wether the axis-aligned bounding box (AABB) overlaps the sphere.
+ * Absolute vs. partial overlaps are distinguished, since it's an important optimization
+ * to know if the sphere falls entirely within one partition of the octree.
+ */
+static inline overlaps_t aabb_overlaps_sphere(v3f_t *aabb_min, v3f_t *aabb_max, v3f_t *sphere_center, float sphere_radius)
+{
+ /* This implementation is based on James Arvo's from Graphics Gems pg. 335 */
+ float r2 = square(sphere_radius);
+ float dface = INFINITY;
+ float dmin = 0;
+ float dmax = 0;
+ float a, b;
+
+#define per_dimension(_center, _box_max, _box_min) \
+ a = square(_center - _box_min); \
+ b = square(_center - _box_max); \
+ \
+ dmax += MAX(a, b); \
+ if (_center >= _box_min && _center <= _box_max) { \
+ /* sphere center within box */ \
+ dface = MIN(dface, MIN(a, b)); \
+ } else { \
+ /* sphere center outside the box */ \
+ dface = 0; \
+ dmin += MIN(a, b); \
+ }
+
+ per_dimension(sphere_center->x, aabb_max->x, aabb_min->x);
+ per_dimension(sphere_center->y, aabb_max->y, aabb_min->y);
+ per_dimension(sphere_center->z, aabb_max->z, aabb_min->z);
+
+ if (dmax < r2) {
+ /* maximum distance to box smaller than radius, box is inside
+ * the sphere */
+ return OVERLAPS_A_IN_B;
+ }
+
+ if (dface > r2) {
+ /* sphere center is within box (non-zero dface), and dface is
+ * greater than sphere diameter, sphere is inside the box. */
+ return OVERLAPS_B_IN_A;
+ }
+
+ if (dmin <= r2) {
+ /* minimum distance from sphere center to box is smaller than
+ * sphere's radius, surfaces intersect */
+ return OVERLAPS_PARTIALLY;
+ }
+
+ return OVERLAPS_NONE;
+}
+
+
+typedef struct bsp_search_sphere_t {
+ v3f_t *center;
+ float radius_min;
+ float radius_max;
+ void (*cb)(bsp_t *, list_head_t *, void *);
+ void *cb_data;
+} bsp_search_sphere_t;
+
+
+static overlaps_t _bsp_search_sphere(bsp_t *bsp, bsp_node_t *node, bsp_search_sphere_t *search, v3f_t *aabb_min, v3f_t *aabb_max)
+{
+ overlaps_t res;
+ v3f_t oaabb_min, oaabb_max;
+
+ /* if the radius_max search doesn't overlap aabb_min:aabb_max at all, simply return. */
+ res = aabb_overlaps_sphere(aabb_min, aabb_max, search->center, search->radius_max);
+ if (res == OVERLAPS_NONE) {
+ return res;
+ }
+
+ /* if the radius_max absolutely overlaps the AABB, we must see if the AABB falls entirely within radius_min so we can skip it. */
+ if (res == OVERLAPS_A_IN_B) {
+ res = aabb_overlaps_sphere(aabb_min, aabb_max, search->center, search->radius_min);
+ if (res == OVERLAPS_A_IN_B) {
+ /* AABB is entirely within radius_min, skip it. */
+ return OVERLAPS_NONE;
+ }
+
+ if (res == OVERLAPS_NONE) {
+ /* radius_min didn't overlap, radius_max overlapped aabb 100%, it's entirely within the range. */
+ res = OVERLAPS_A_IN_B;
+ } else {
+ /* radius_min overlapped partially.. */
+ res = OVERLAPS_PARTIALLY;
+ }
+ }
+
+ /* if node is a leaf, call search->cb with the occupants, then return. */
+ if (!node->octrants) {
+ search->cb(bsp, &node->occupants, search->cb_data);
+ return res;
+ }
+
+ /* node is a parent, recur on each octrant with appropriately adjusted aabb_min:aabb_max values */
+ /* if any of the octrants absolutely overlaps the search sphere, skip the others by returning. */
+#define search_octrant(_oid, _aabb_min, _aabb_max) \
+ res = _bsp_search_sphere(bsp, &node->octrants[_oid], search, _aabb_min, _aabb_max); \
+ if (res == OVERLAPS_B_IN_A) { \
+ return res; \
+ }
+
+ /* OCT_XL_YL_ZL and OCT_XR_YR_ZR AABBs don't require tedious composition */
+ search_octrant(OCT_XL_YL_ZL, aabb_min, &node->center);
+ search_octrant(OCT_XR_YR_ZR, &node->center, aabb_max);
+
+ /* the rest are stitched together requiring temp storage and tedium */
+ v3f_set(&oaabb_min, node->center.x, aabb_min->y, aabb_min->z);
+ v3f_set(&oaabb_max, aabb_max->x, node->center.y, node->center.z);
+ search_octrant(OCT_XR_YL_ZL, &oaabb_min, &oaabb_max);
+
+ v3f_set(&oaabb_min, aabb_min->x, node->center.y, aabb_min->z);
+ v3f_set(&oaabb_max, node->center.x, aabb_max->y, node->center.z);
+ search_octrant(OCT_XL_YR_ZL, &oaabb_min, &oaabb_max);
+
+ v3f_set(&oaabb_min, node->center.x, node->center.y, aabb_min->z);
+ v3f_set(&oaabb_max, aabb_max->x, aabb_max->y, node->center.z);
+ search_octrant(OCT_XR_YR_ZL, &oaabb_min, &oaabb_max);
+
+ v3f_set(&oaabb_min, aabb_min->x, aabb_min->y, node->center.z);
+ v3f_set(&oaabb_max, node->center.x, node->center.y, aabb_max->z);
+ search_octrant(OCT_XL_YL_ZR, &oaabb_min, &oaabb_max);
+
+ v3f_set(&oaabb_min, node->center.x, aabb_min->y, node->center.z);
+ v3f_set(&oaabb_max, aabb_max->x, node->center.y, aabb_max->z);
+ search_octrant(OCT_XR_YL_ZR, &oaabb_min, &oaabb_max);
+
+ v3f_set(&oaabb_min, aabb_min->x, node->center.y, node->center.z);
+ v3f_set(&oaabb_max, node->center.x, aabb_max->y, aabb_max->z);
+ search_octrant(OCT_XL_YR_ZR, &oaabb_min, &oaabb_max);
+
+#undef search_octrant
+
+ /* since early on an OVERLAPS_NONE short-circuits the function, and
+ * OVERLAPS_ABSOLUTE also causes short-circuits, if we arrive here it's
+ * a partial overlap
+ */
+ return OVERLAPS_PARTIALLY;
+}
+
+
+/* search the bsp tree for leaf nodes which intersect the space between radius_min and radius_max of a sphere @ center */
+/* for every leaf node found to intersect the sphere, cb is called with the leaf node's occupants list head */
+/* the callback cb must then further filter the occupants as necessary. */
+void bsp_search_sphere(bsp_t *bsp, v3f_t *center, float radius_min, float radius_max, void (*cb)(bsp_t *, list_head_t *, void *), void *cb_data)
+{
+ bsp_search_sphere_t search = {
+ .center = center,
+ .radius_min = radius_min,
+ .radius_max = radius_max,
+ .cb = cb,
+ .cb_data = cb_data,
+ };
+ v3f_t aabb_min = v3f_init(-1.0f, -1.0f, -1.0f);
+ v3f_t aabb_max = v3f_init(1.0f, 1.0f, 1.0f);
+
+ _bsp_search_sphere(bsp, &bsp->root, &search, &aabb_min, &aabb_max);
+}
diff --git a/modules/sparkler/bsp.h b/modules/sparkler/bsp.h
new file mode 100644
index 0000000..f5ce303
--- /dev/null
+++ b/modules/sparkler/bsp.h
@@ -0,0 +1,28 @@
+#ifndef _BSP_H
+#define _BSP_H
+
+#include <stdint.h>
+
+#include "list.h"
+#include "v3f.h"
+
+typedef struct bsp_t bsp_t;
+typedef struct bsp_node_t bsp_node_t;
+
+/* Embed this in anything you want spatially indexed by the bsp tree. */
+/* TODO: it would be nice to make this opaque, but it's a little annoying. */
+typedef struct bsp_occupant_t {
+ bsp_node_t *leaf; /* leaf node containing this occupant */
+ list_head_t occupants; /* node on containing leaf node's list of occupants */
+ v3f_t *position; /* position of occupant to be partitioned */
+} bsp_occupant_t;
+
+bsp_t * bsp_new(void);
+void bsp_free(bsp_t *bsp);
+void bsp_print(bsp_t *bsp);
+void bsp_add_occupant(bsp_t *bsp, bsp_occupant_t *occupant, v3f_t *position);
+void bsp_delete_occupant(bsp_t *bsp, bsp_occupant_t *occupant);
+void bsp_move_occupant(bsp_t *bsp, bsp_occupant_t *occupant, v3f_t *position);
+void bsp_search_sphere(bsp_t *bsp, v3f_t *center, float radius_min, float radius_max, void (*cb)(bsp_t *, list_head_t *, void *), void *cb_data);
+
+#endif
diff --git a/modules/sparkler/burst.c b/modules/sparkler/burst.c
new file mode 100644
index 0000000..828ca02
--- /dev/null
+++ b/modules/sparkler/burst.c
@@ -0,0 +1,111 @@
+#include <stdlib.h>
+
+#include "bsp.h"
+#include "container.h"
+#include "particle.h"
+#include "particles.h"
+
+
+/* a "burst" (shockwave) particle type */
+/* this doesn't draw anything, it just pushes neighbors away in an increasing radius */
+
+#define BURST_FORCE 0.01f
+#define BURST_MAX_LIFETIME 8
+
+typedef struct _burst_ctxt_t {
+ int longevity;
+ int lifetime;
+} burst_ctxt_t;
+
+
+static int burst_init(particles_t *particles, particle_t *p)
+{
+ burst_ctxt_t *ctxt = p->ctxt;
+
+ ctxt->longevity = ctxt->lifetime = BURST_MAX_LIFETIME;
+ p->props->velocity = 0; /* burst should be stationary */
+ p->props->mass = 0; /* no mass prevents gravity's effects */
+
+ return 1;
+}
+
+
+static inline void thrust_part(particle_t *burst, particle_t *victim, float distance_sq)
+{
+ v3f_t direction = v3f_sub(&victim->props->position, &burst->props->position);
+
+ /* TODO: normalize is expensive, see about removing these. */
+ direction = v3f_normalize(&direction);
+ victim->props->direction = v3f_add(&victim->props->direction, &direction);
+ victim->props->direction = v3f_normalize(&victim->props->direction);
+
+ victim->props->velocity += BURST_FORCE;
+}
+
+
+typedef struct burst_sphere_t {
+ particle_t *center;
+ float radius_min;
+ float radius_max;
+} burst_sphere_t;
+
+
+static void burst_cb(bsp_t *bsp, list_head_t *occupants, void *_s)
+{
+ burst_sphere_t *s = _s;
+ bsp_occupant_t *o;
+ float rmin_sq = s->radius_min * s->radius_min;
+ float rmax_sq = s->radius_max * s->radius_max;
+
+ /* XXX: to avoid having a callback per-particle, bsp_occupant_t was
+ * moved to the public particle, and the particle-specific
+ * implementations directly perform bsp-accelerated searches. Another
+ * wart caused by this is particles_bsp().
+ */
+ list_for_each_entry(o, occupants, occupants) {
+ particle_t *p = container_of(o, particle_t, occupant);
+ float d_sq;
+
+ if (p == s->center) {
+ /* leave ourselves alone */
+ continue;
+ }
+
+ d_sq = v3f_distance_sq(&s->center->props->position, &p->props->position);
+
+ if (d_sq > rmin_sq && d_sq < rmax_sq) {
+ /* displace the part relative to the burst origin */
+ thrust_part(s->center, p, d_sq);
+ }
+
+ }
+}
+
+
+static particle_status_t burst_sim(particles_t *particles, particle_t *p)
+{
+ burst_ctxt_t *ctxt = p->ctxt;
+ bsp_t *bsp = particles_bsp(particles); /* XXX see note above about bsp_occupant_t */
+ burst_sphere_t s;
+
+ if (!ctxt->longevity || (ctxt->longevity--) <= 0) {
+ return PARTICLE_DEAD;
+ }
+
+ /* affect neighbors for the shock-wave */
+ s.radius_min = (1.0f - ((float)ctxt->longevity / ctxt->lifetime)) * 0.075f;
+ s.radius_max = s.radius_min + .01f;
+ s.center = p;
+ bsp_search_sphere(bsp, &p->props->position, s.radius_min, s.radius_max, burst_cb, &s);
+
+ return PARTICLE_ALIVE;
+}
+
+
+particle_ops_t burst_ops = {
+ .context_size = sizeof(burst_ctxt_t),
+ .sim = burst_sim,
+ .init = burst_init,
+ .draw = NULL,
+ .cleanup = NULL,
+ };
diff --git a/modules/sparkler/chunker.c b/modules/sparkler/chunker.c
new file mode 100644
index 0000000..ca072eb
--- /dev/null
+++ b/modules/sparkler/chunker.c
@@ -0,0 +1,225 @@
+#include <assert.h>
+#include <stddef.h>
+#include <stdlib.h>
+#include <stdint.h>
+#include <string.h>
+
+#include "chunker.h"
+#include "container.h"
+#include "list.h"
+
+/* Everything associated with the particles tends to be short-lived.
+ *
+ * They come and go frequently in large numbers. This implements a very basic
+ * chunked allocator which prioritizes efficient allocation and freeing over
+ * low waste of memory. We malloc chunks at a time, doling out elements from
+ * the chunk sequentially as requested until the chunk is cannot fulfill an
+ * allocation, then we just retire the chunk, add a new chunk and continue.
+ *
+ * When allocations are freed, we simply decrement the refcount for its chunk,
+ * leaving the chunk pinned with holes accumulating until its refcount reaches
+ * zero, at which point the chunk is made available for allocations again.
+ *
+ * This requires a reference to the chunk be returned with every allocation.
+ * It may be possible to reduce the footprint of this by using a relative
+ * offset to the chunk start instead, but that would probably be more harmful
+ * to the alignment.
+ *
+ * This has some similarities to a slab allocator...
+ */
+
+#define CHUNK_ALIGNMENT 8192 /* XXX: this may be unnecessary, callers should be able to ideally size their chunkers */
+#define ALLOC_ALIGNMENT 8 /* allocations within the chunk need to be aligned since their size affects subsequent allocation offsets */
+#define ALIGN(_size, _alignment) (((_size) + _alignment - 1) & ~(_alignment - 1))
+
+typedef struct chunk_t {
+ chunker_t *chunker; /* chunker chunk belongs to */
+ list_head_t chunks; /* node on free/pinned list */
+ uint32_t n_refs; /* number of references (allocations) to this chunk */
+ unsigned next_offset; /* next available offset for allocation */
+ uint8_t mem[]; /* usable memory from this chunk */
+} chunk_t;
+
+typedef struct allocation_t {
+ chunk_t *chunk; /* chunk this allocation came from */
+ uint8_t mem[]; /* usable memory from this allocation */
+} allocation_t;
+
+struct chunker_t {
+ chunk_t *chunk; /* current chunk allocations come from */
+ unsigned chunk_size; /* size chunks are allocated in */
+ list_head_t free_chunks; /* list of completely free chunks */
+ list_head_t pinned_chunks; /* list of chunks pinned because they have an outstanding allocation */
+};
+
+
+/* Add a reference to a chunk. */
+static inline void chunk_ref(chunk_t *chunk)
+{
+ assert(chunk);
+ assert(chunk->chunker);
+
+ chunk->n_refs++;
+
+ assert(chunk->n_refs != 0);
+}
+
+
+/* Remove reference from a chunk, move to free list when no references remain. */
+static inline void chunk_unref(chunk_t *chunk)
+{
+ assert(chunk);
+ assert(chunk->chunker);
+ assert(chunk->n_refs > 0);
+
+ chunk->n_refs--;
+ if (chunk->n_refs == 0) {
+ list_move(&chunk->chunks, &chunk->chunker->free_chunks);
+ }
+}
+
+
+/* Return allocated size of the chunk */
+static inline unsigned chunk_alloc_size(chunker_t *chunker)
+{
+ assert(chunker);
+
+ return (sizeof(chunk_t) + chunker->chunk_size);
+}
+
+
+/* Get a new working chunk, retiring and replacing chunker->chunk. */
+static void chunker_new_chunk(chunker_t *chunker)
+{
+ chunk_t *chunk;
+
+ assert(chunker);
+
+ if (chunker->chunk) {
+ chunk_unref(chunker->chunk);
+ chunker->chunk = NULL;
+ }
+
+ if (!list_empty(&chunker->free_chunks)) {
+ chunk = list_entry(chunker->free_chunks.next, chunk_t, chunks);
+ list_del(&chunk->chunks);
+ } else {
+ /* No free chunks, must ask libc for memory */
+ chunk = malloc(chunk_alloc_size(chunker));
+ }
+
+ /* Note a chunk is pinned from the moment it's created, and a reference
+ * is added to represent chunker->chunk, even though no allocations
+ * occurred yet.
+ */
+ chunk->n_refs = 1;
+ chunk->next_offset = 0;
+ chunk->chunker = chunker;
+ chunker->chunk = chunk;
+ list_add(&chunk->chunks, &chunker->pinned_chunks);
+}
+
+
+/* Create a new chunker. */
+chunker_t * chunker_new(unsigned chunk_size)
+{
+ chunker_t *chunker;
+
+ chunker = calloc(1, sizeof(chunker_t));
+ if (!chunker) {
+ return NULL;
+ }
+
+ INIT_LIST_HEAD(&chunker->free_chunks);
+ INIT_LIST_HEAD(&chunker->pinned_chunks);
+
+ /* XXX: chunker->chunk_size does not include the size of the chunk_t container */
+ chunker->chunk_size = ALIGN(chunk_size, CHUNK_ALIGNMENT);
+
+ return chunker;
+}
+
+
+/* Allocate non-zeroed memory from a chunker. */
+void * chunker_alloc(chunker_t *chunker, unsigned size)
+{
+ allocation_t *allocation;
+
+ assert(chunker);
+ assert(size <= chunker->chunk_size);
+
+ size = ALIGN(sizeof(allocation_t) + size, ALLOC_ALIGNMENT);
+
+ if (!chunker->chunk || size + chunker->chunk->next_offset > chunker->chunk_size) {
+ /* Retire this chunk, time for a new one */
+ chunker_new_chunk(chunker);
+ }
+
+ if (!chunker->chunk) {
+ return NULL;
+ }
+
+ chunk_ref(chunker->chunk);
+ allocation = (allocation_t *)&chunker->chunk->mem[chunker->chunk->next_offset];
+ chunker->chunk->next_offset += size;
+ allocation->chunk = chunker->chunk;
+
+ assert(chunker->chunk->next_offset <= chunker->chunk_size);
+
+ return allocation->mem;
+}
+
+
+/* Free memory allocated from a chunker. */
+void chunker_free(void *ptr)
+{
+ allocation_t *allocation = container_of(ptr, allocation_t, mem);
+
+ assert(ptr);
+
+ chunk_unref(allocation->chunk);
+}
+
+
+/* Free a chunker and it's associated allocations. */
+void chunker_free_chunker(chunker_t *chunker)
+{
+ chunk_t *chunk, *_chunk;
+
+ assert(chunker);
+
+ if (chunker->chunk) {
+ chunk_unref(chunker->chunk);
+ }
+
+ assert(list_empty(&chunker->pinned_chunks));
+
+ list_for_each_entry_safe(chunk, _chunk, &chunker->free_chunks, chunks) {
+ free(chunk);
+ }
+
+ free(chunker);
+}
+
+/* TODO: add pinned chunk iterator interface for cache-friendly iterating across
+ * chunk contents.
+ * The idea is that at times when the performance is really important, the
+ * chunks will be full of active particles, because it's the large numbers
+ * which slows us down. At those times, it's beneficial to not walk linked
+ * lists of structs to process them, instead we just process all the elements
+ * of the chunk as an array and assume everything is active. The type of
+ * processing being done in this fashion is benign to perform on an unused
+ * element, as long as there's no dangling pointers being dereferenced. If
+ * there's references, a status field could be maintained in the entry to say
+ * if it's active, then simply skip processing of the inactive elements. This
+ * tends to be more cache-friendly than chasing pointers. A linked list
+ * heirarchy of particles is still maintained for the parent:child
+ * relationships under the assumption that some particles will make use of the
+ * tracked descendants, though nothing has been done with it yet.
+ *
+ * The current implementation of the _particle_t is variable length, which precludes
+ * this optimization. However, breaking out the particle_props_t into a separate
+ * chunker would allow running particles_age() across the props alone directly
+ * within the pinned chunks. The other passes are still done heirarchically,
+ * and require the full particle context.
+ */
diff --git a/modules/sparkler/chunker.h b/modules/sparkler/chunker.h
new file mode 100644
index 0000000..ac53cec
--- /dev/null
+++ b/modules/sparkler/chunker.h
@@ -0,0 +1,11 @@
+#ifndef _CHUNKER_H
+#define _CHUNKER_H
+
+typedef struct chunker_t chunker_t;
+
+chunker_t * chunker_new(unsigned chunk_size);
+void * chunker_alloc(chunker_t *chunker, unsigned size);
+void chunker_free(void *mem);
+void chunker_free_chunker(chunker_t *chunker);
+
+#endif
diff --git a/modules/sparkler/container.h b/modules/sparkler/container.h
new file mode 100644
index 0000000..a3779e8
--- /dev/null
+++ b/modules/sparkler/container.h
@@ -0,0 +1,11 @@
+#ifndef _CONTAINER_H
+#define _CONTAINER_H
+
+#include <stddef.h>
+
+#ifndef container_of
+#define container_of(_ptr, _type, _member) \
+ (_type *)((void *)(_ptr) - offsetof(_type, _member))
+#endif
+
+#endif
diff --git a/modules/sparkler/draw.h b/modules/sparkler/draw.h
new file mode 100644
index 0000000..58a4a36
--- /dev/null
+++ b/modules/sparkler/draw.h
@@ -0,0 +1,32 @@
+#ifndef _DRAW_H
+#define _DRAW_H
+
+#include <stdint.h>
+
+#include "fb.h"
+
+/* helper for scaling rgb colors and packing them into an pixel */
+static inline uint32_t makergb(uint32_t r, uint32_t g, uint32_t b, float intensity)
+{
+ r = (((float)intensity) * r);
+ g = (((float)intensity) * g);
+ b = (((float)intensity) * b);
+
+ return (((r & 0xff) << 16) | ((g & 0xff) << 8) | (b & 0xff));
+}
+
+static inline int draw_pixel(fb_fragment_t *f, int x, int y, uint32_t pixel)
+{
+ uint32_t *pixels = f->buf;
+
+ if (y < 0 || y >= f->height || x < 0 || x >= f->width) {
+ return 0;
+ }
+
+ /* FIXME this assumes stride is aligned to 4 */
+ pixels[(y * f->width + (f->stride >> 2)) + x] = pixel;
+
+ return 1;
+}
+
+#endif
diff --git a/modules/sparkler/list.h b/modules/sparkler/list.h
new file mode 100644
index 0000000..48bca36
--- /dev/null
+++ b/modules/sparkler/list.h
@@ -0,0 +1,252 @@
+#ifndef __LIST_H
+#define __LIST_H
+
+/* linux kernel linked list interface */
+
+/*
+ * Simple doubly linked list implementation.
+ *
+ * Some of the internal functions ("__xxx") are useful when
+ * manipulating whole lists rather than single entries, as
+ * sometimes we already know the next/prev entries and we can
+ * generate better code by using them directly rather than
+ * using the generic single-entry routines.
+ */
+
+typedef struct list_head {
+ struct list_head *next, *prev;
+} list_head_t;
+
+#define LIST_HEAD_INIT(name) { &(name), &(name) }
+
+#define LIST_HEAD(name) \
+ struct list_head name = LIST_HEAD_INIT(name)
+
+#define INIT_LIST_HEAD(ptr) do { \
+ (ptr)->next = (ptr); (ptr)->prev = (ptr); \
+} while (0)
+
+/*
+ * Insert a new entry between two known consecutive entries.
+ *
+ * This is only for internal list manipulation where we know
+ * the prev/next entries already!
+ */
+static inline void __list_add(struct list_head *new,
+ struct list_head *prev,
+ struct list_head *next)
+{
+ next->prev = new;
+ new->next = next;
+ new->prev = prev;
+ prev->next = new;
+}
+
+/**
+ * list_add - add a new entry
+ * @new: new entry to be added
+ * @head: list head to add it after
+ *
+ * Insert a new entry after the specified head.
+ * This is good for implementing stacks.
+ */
+static inline void list_add(struct list_head *new, struct list_head *head)
+{
+ __list_add(new, head, head->next);
+}
+
+/**
+ * list_add_tail - add a new entry
+ * @new: new entry to be added
+ * @head: list head to add it before
+ *
+ * Insert a new entry before the specified head.
+ * This is useful for implementing queues.
+ */
+static inline void list_add_tail(struct list_head *new, struct list_head *head)
+{
+ __list_add(new, head->prev, head);
+}
+
+/*
+ * Delete a list entry by making the prev/next entries
+ * point to each other.
+ *
+ * This is only for internal list manipulation where we know
+ * the prev/next entries already!
+ */
+static inline void __list_del(struct list_head *prev, struct list_head *next)
+{
+ next->prev = prev;
+ prev->next = next;
+}
+
+/**
+ * list_del - deletes entry from list.
+ * @entry: the element to delete from the list.
+ * Note: list_empty on entry does not return true after this, the entry is in an undefined state.
+ */
+static inline void list_del(struct list_head *entry)
+{
+ __list_del(entry->prev, entry->next);
+ entry->next = (void *) 0;
+ entry->prev = (void *) 0;
+}
+
+/**
+ * list_del_init - deletes entry from list and reinitialize it.
+ * @entry: the element to delete from the list.
+ */
+static inline void list_del_init(struct list_head *entry)
+{
+ __list_del(entry->prev, entry->next);
+ INIT_LIST_HEAD(entry);
+}
+
+/**
+ * list_move - delete from one list and add as another's head
+ * @list: the entry to move
+ * @head: the head that will precede our entry
+ */
+static inline void list_move(struct list_head *list, struct list_head *head)
+{
+ __list_del(list->prev, list->next);
+ list_add(list, head);
+}
+
+/**
+ * list_move_tail - delete from one list and add as another's tail
+ * @list: the entry to move
+ * @head: the head that will follow our entry
+ */
+static inline void list_move_tail(struct list_head *list,
+ struct list_head *head)
+{
+ __list_del(list->prev, list->next);
+ list_add_tail(list, head);
+}
+
+/**
+ * list_empty - tests whether a list is empty
+ * @head: the list to test.
+ */
+static inline int list_empty(struct list_head *head)
+{
+ return head->next == head;
+}
+
+static inline void __list_splice(struct list_head *list,
+ struct list_head *head)
+{
+ struct list_head *first = list->next;
+ struct list_head *last = list->prev;
+ struct list_head *at = head->next;
+
+ first->prev = head;
+ head->next = first;
+
+ last->next = at;
+ at->prev = last;
+}
+
+/**
+ * list_splice - join two lists
+ * @list: the new list to add.
+ * @head: the place to add it in the first list.
+ */
+static inline void list_splice(struct list_head *list, struct list_head *head)
+{
+ if (!list_empty(list))
+ __list_splice(list, head);
+}
+
+/**
+ * list_splice_init - join two lists and reinitialise the emptied list.
+ * @list: the new list to add.
+ * @head: the place to add it in the first list.
+ *
+ * The list at @list is reinitialised
+ */
+static inline void list_splice_init(struct list_head *list,
+ struct list_head *head)
+{
+ if (!list_empty(list)) {
+ __list_splice(list, head);
+ INIT_LIST_HEAD(list);
+ }
+}
+
+/**
+ * list_entry - get the struct for this entry
+ * @ptr: the &struct list_head pointer.
+ * @type: the type of the struct this is embedded in.
+ * @member: the name of the list_struct within the struct.
+ */
+#define list_entry(ptr, type, member) \
+ ((type *)((char *)(ptr)-(unsigned long)(&((type *)0)->member)))
+
+/**
+ * list_for_each - iterate over a list
+ * @pos: the &struct list_head to use as a loop counter.
+ * @head: the head for your list.
+ */
+#define list_for_each(pos, head) \
+ for (pos = (head)->next; pos != (head); \
+ pos = pos->next)
+/**
+ * list_for_each_prev - iterate over a list backwards
+ * @pos: the &struct list_head to use as a loop counter.
+ * @head: the head for your list.
+ */
+#define list_for_each_prev(pos, head) \
+ for (pos = (head)->prev; pos != (head); \
+ pos = pos->prev)
+
+/**
+ * list_for_each_safe - iterate over a list safe against removal of list entry
+ * @pos: the &struct list_head to use as a loop counter.
+ * @n: another &struct list_head to use as temporary storage
+ * @head: the head for your list.
+ */
+#define list_for_each_safe(pos, n, head) \
+ for (pos = (head)->next, n = pos->next; pos != (head); \
+ pos = n, n = pos->next)
+
+/**
+ * list_for_each_entry - iterate over list of given type
+ * @pos: the type * to use as a loop counter.
+ * @head: the head for your list.
+ * @member: the name of the list_struct within the struct.
+ */
+#define list_for_each_entry(pos, head, member) \
+ for (pos = list_entry((head)->next, typeof(*pos), member); \
+ &pos->member != (head); \
+ pos = list_entry(pos->member.next, typeof(*pos), member))
+
+/**
+ * list_for_each_entry_prev - iterate over list of given type backwards
+ * @pos: the type * to use as a loop counter.
+ * @head: the head for your list.
+ * @member: the name of the list_struct within the struct.
+ */
+#define list_for_each_entry_prev(pos, head, member) \
+ for (pos = list_entry((head)->prev, typeof(*pos), member); \
+ &pos->member != (head); \
+ pos = list_entry(pos->member.prev, typeof(*pos), member))
+
+
+/**
+ * list_for_each_entry_safe - iterate over list of given type safe against removal of list entry
+ * @pos: the type * to use as a loop counter.
+ * @n: another type * to use as temporary storage
+ * @head: the head for your list.
+ * @member: the name of the list_struct within the struct.
+ */
+#define list_for_each_entry_safe(pos, n, head, member) \
+ for (pos = list_entry((head)->next, typeof(*pos), member), \
+ n = list_entry(pos->member.next, typeof(*pos), member); \
+ &pos->member != (head); \
+ pos = n, n = list_entry(n->member.next, typeof(*n), member))
+
+
+#endif
diff --git a/modules/sparkler/particle.c b/modules/sparkler/particle.c
new file mode 100644
index 0000000..0e3d2c8
--- /dev/null
+++ b/modules/sparkler/particle.c
@@ -0,0 +1,14 @@
+#include "particle.h"
+
+/* convert a particle to a new type */
+void particle_convert(particles_t *particles, particle_t *p, particle_props_t *props, particle_ops_t *ops)
+{
+ particle_cleanup(particles, p);
+ if (props) {
+ *p->props = *props;
+ }
+ if (ops) {
+ p->ops = ops;
+ }
+ particle_init(particles, p);
+}
diff --git a/modules/sparkler/particle.h b/modules/sparkler/particle.h
new file mode 100644
index 0000000..95c117e
--- /dev/null
+++ b/modules/sparkler/particle.h
@@ -0,0 +1,79 @@
+#ifndef _PARTICLE_H
+#define _PARTICLE_H
+
+#include "bsp.h"
+#include "fb.h"
+#include "v3f.h"
+
+typedef struct particle_props_t {
+ v3f_t position; /* position in 3d space */
+ v3f_t direction; /* trajectory in 3d space */
+ float velocity; /* linear velocity */
+ float mass; /* mass of particle */
+ float drag; /* drag of particle */
+ int of_use:1; /* are these properties of use/meaningful? */
+} particle_props_t;
+
+typedef enum particle_status_t {
+ PARTICLE_ALIVE,
+ PARTICLE_DEAD
+} particle_status_t;
+
+typedef struct particle_t particle_t;
+typedef struct particles_t particles_t;
+
+typedef struct particle_ops_t {
+ unsigned context_size; /* size of the particle context (0 for none) */
+ int (*init)(particles_t *, particle_t *); /* initialize the particle, called after allocating context (optional) */
+ void (*cleanup)(particles_t *, particle_t *); /* cleanup function, called before freeing context (optional) */
+ particle_status_t (*sim)(particles_t *, particle_t *); /* simulate the particle for another cycle (required) */
+ void (*draw)(particles_t *, particle_t *, int, int, fb_fragment_t *); /* draw the particle, 3d->2d projection has been done already (optional) */
+} particle_ops_t;
+
+struct particle_t {
+ bsp_occupant_t occupant; /* occupant node in the bsp tree */
+ particle_props_t *props;
+ particle_ops_t *ops;
+ void *ctxt;
+};
+
+
+//#define rand_within_range(_min, _max) ((rand() % (_max - _min)) + _min)
+// the style of random number generator used by c libraries has less entropy in the lower bits meaning one shouldn't just use modulo, while this is slower, the results do seem a little different.
+#define rand_within_range(_min, _max) (int)(((float)_min) + ((float)rand() / (float)RAND_MAX) * (_max - _min))
+
+#define INHERIT_OPS NULL
+#define INHERIT_PROPS NULL
+
+
+static inline int particle_init(particles_t *particles, particle_t *p) {
+ if (p->ops->init) {
+ return p->ops->init(particles, p);
+ }
+
+ return 1;
+}
+
+
+static inline void particle_cleanup(particles_t *particles, particle_t *p) {
+ if (p->ops->cleanup) {
+ p->ops->cleanup(particles, p);
+ }
+}
+
+
+static inline particle_status_t particle_sim(particles_t *particles, particle_t *p) {
+ return p->ops->sim(particles, p);
+}
+
+
+static inline void particle_draw(particles_t *particles, particle_t *p, int x, int y, fb_fragment_t *f) {
+ if (p->ops->draw) {
+ p->ops->draw(particles, p, x, y, f);
+ }
+}
+
+
+void particle_convert(particles_t *particles, particle_t *p, particle_props_t *props, particle_ops_t *ops);
+
+#endif
diff --git a/modules/sparkler/particles.c b/modules/sparkler/particles.c
new file mode 100644
index 0000000..ee23972
--- /dev/null
+++ b/modules/sparkler/particles.c
@@ -0,0 +1,338 @@
+#include <assert.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <sys/types.h>
+#include <unistd.h>
+#include <math.h>
+#include <stdlib.h>
+#include <time.h>
+
+#include "fb.h"
+
+#include "chunker.h"
+#include "container.h"
+#include "bsp.h"
+#include "list.h"
+#include "particle.h"
+#include "particles.h"
+#include "v3f.h"
+
+#define ZCONST 0.4f
+
+/* private particle with all the particles bookkeeping... */
+typedef struct _particle_t {
+ list_head_t siblings; /* sibling particles */
+ list_head_t children; /* children particles */
+
+ particle_props_t props; /* we reference this in the public particle, I might change
+ * the way props are allocated so coding everything to use a
+ * reference for now. It may make sense to have props allocated
+ * separately via their own chunker, and perform some mass operations
+ * against the list of chunks rather than chasing the pointers of
+ * the particle heirarchy. TODO
+ */
+ particle_t public; /* the public particle_t is embedded */
+
+ uint8_t context[]; /* particle type-specific context [public.ops.context_size] */
+} _particle_t;
+
+struct particles_t {
+ chunker_t *chunker; /* chunker for variably-sized particle allocation (includes context) */
+ list_head_t active; /* top-level active list of particles heirarchy */
+ bsp_t *bsp; /* bsp spatial index of the particles */
+};
+
+
+/* create a new particle system */
+particles_t * particles_new(void)
+{
+ particles_t *particles;
+
+ particles = calloc(1, sizeof(particles_t));
+ if (!particles) {
+ return NULL;
+ }
+
+ particles->chunker = chunker_new(sizeof(_particle_t) * 128);
+ if (!particles->chunker) {
+ return NULL;
+ }
+
+ particles->bsp = bsp_new();
+ if (!particles->bsp) {
+ return NULL;
+ }
+
+ INIT_LIST_HEAD(&particles->active);
+
+ return particles;
+}
+
+
+/* TODO: add a public interface for destroying particles? for now we just return PARTICLE_DEAD in the sim */
+static inline void _particles_free_particle(particles_t *particles, _particle_t *p)
+{
+ assert(p);
+
+ particle_cleanup(particles, &p->public);
+ chunker_free(p);
+}
+
+
+static inline void _particles_free(particles_t *particles, list_head_t *list)
+{
+ _particle_t *p, *_p;
+
+ assert(particles);
+ assert(list);
+
+ list_for_each_entry_safe(p, _p, list, siblings) {
+ _particles_free(particles, &p->children);
+ _particles_free_particle(particles, p);
+ }
+}
+
+
+/* free up all the particles */
+void particles_free(particles_t *particles)
+{
+ assert(particles);
+
+ _particles_free(particles, &particles->active);
+}
+
+
+/* reclaim a dead particle, moving it to the free list */
+static void particles_reap_particle(particles_t *particles, _particle_t *particle)
+{
+ assert(particles);
+ assert(particle);
+
+ if (!list_empty(&particle->children)) {
+ /* adopt any orphaned children using the global parts list */
+ list_splice(&particle->children, &particles->active);
+ }
+
+ list_del(&particle->siblings);
+ bsp_delete_occupant(particles->bsp, &particle->public.occupant);
+ _particles_free_particle(particles, particle);
+}
+
+
+/* add a particle to the specified list */
+static inline int _particles_add_particle(particles_t *particles, list_head_t *list, particle_props_t *props, particle_ops_t *ops)
+{
+ _particle_t *p;
+
+ assert(particles);
+ assert(ops);
+ assert(list);
+
+ p = chunker_alloc(particles->chunker, sizeof(_particle_t) + ops->context_size);
+ if (!p) {
+ return 0;
+ }
+
+ INIT_LIST_HEAD(&p->children);
+ INIT_LIST_HEAD(&p->siblings);
+
+ /* inherit the parent's properties and ops if they're not explicitly provided */
+ if (props) {
+ p->props = *props;
+ } else {
+ p->props.of_use = 0;
+ }
+
+ p->public.props = &p->props;
+ p->public.ops = ops;
+
+ if (ops->context_size) {
+ p->public.ctxt = p->context;
+ }
+
+ if (!particle_init(particles, &p->public)) {
+ /* XXX FIXME this shouldn't be normal, we don't want to allocate
+ * particles that cannot be initialized. the rockets today set a cap
+ * by failing initialization, that's silly. */
+ chunker_free(p);
+ return 0;
+ }
+
+ p->public.props->of_use = 1;
+ list_add(&p->siblings, list);
+ bsp_add_occupant(particles->bsp, &p->public.occupant, &p->props.position);
+
+ return 1;
+}
+
+
+/* add a new "top-level" particle of the specified props and ops taking from the provided parts list */
+int particles_add_particle(particles_t *particles, particle_props_t *props, particle_ops_t *ops)
+{
+ assert(particles);
+
+ return _particles_add_particle(particles, &particles->active, props, ops);
+}
+
+
+/* spawn a new child particle from a parent, initializing it via inheritance if desired */
+void particles_spawn_particle(particles_t *particles, particle_t *parent, particle_props_t *props, particle_ops_t *ops)
+{
+ _particle_t *p = container_of(parent, _particle_t, public);
+
+ assert(particles);
+ assert(parent);
+
+ _particles_add_particle(particles, &p->children, props ? props : parent->props, ops ? ops : parent->ops);
+}
+
+
+/* plural version of particle_add(); adds multiple "top-level" particles of uniform props and ops */
+void particles_add_particles(particles_t *particles, particle_props_t *props, particle_ops_t *ops, int num)
+{
+ int i;
+
+ assert(particles);
+
+ for (i = 0; i < num; i++) {
+ _particles_add_particle(particles, &particles->active, props, ops);
+ }
+}
+
+
+/* Simple accessor to get the bsp pointer, the bsp is special because we don't want to do
+ * callbacks per-occupant, so the bsp_occupant_t and search functions are used directly by
+ * the per-particle code needing nearest-neighbor search. that requires an accessor since
+ * particles_t is opaque. This seemed less shitty than opening up particles_t.
+ */
+bsp_t * particles_bsp(particles_t *particles)
+{
+ assert(particles);
+ assert(particles->bsp);
+
+ return particles->bsp;
+}
+
+
+static inline void _particles_draw(particles_t *particles, list_head_t *list, fb_fragment_t *fragment)
+{
+ float w2 = fragment->width / 2, h2 = fragment->height / 2;
+ _particle_t *p;
+
+ assert(particles);
+ assert(list);
+ assert(fragment);
+
+ list_for_each_entry(p, list, siblings) {
+ int x, y;
+
+ /* project the 3d coordinates onto the 2d plane */
+ x = ((float)(p->props.position.x / (p->props.position.z - ZCONST)) * w2) + w2;
+ y = ((float)(p->props.position.y / (p->props.position.z - ZCONST)) * h2) + h2;
+
+ particle_draw(particles, &p->public, x, y, fragment);
+ _particles_draw(particles, &p->children, fragment);
+ }
+}
+
+
+/* draw all of the particles, currently called in heirarchical order */
+void particles_draw(particles_t *particles, fb_fragment_t *fragment)
+{
+ assert(particles);
+
+ _particles_draw(particles, &particles->active, fragment);
+}
+
+
+static inline particle_status_t _particles_sim(particles_t *particles, list_head_t *list)
+{
+ particle_status_t ret = PARTICLE_DEAD, s;
+ _particle_t *p, *_p;
+
+ assert(particles);
+ assert(list);
+
+ list_for_each_entry_safe(p, _p, list, siblings) {
+ if ((s = particle_sim(particles, &p->public)) == PARTICLE_ALIVE) {
+ ret = PARTICLE_ALIVE;
+
+ if (_particles_sim(particles, &p->children) == PARTICLE_ALIVE) {
+ ret = PARTICLE_ALIVE;
+ }
+ } else {
+ particles_reap_particle(particles, p);
+ }
+ }
+
+ return ret;
+}
+
+
+/* simulate the particles, call the sim method of every particle in the heirarchy, this is what makes the particles dynamic */
+/* if any paticle is still living, we return PARTICLE_ALIVE, to inform the caller when everything's dead */
+particle_status_t particles_sim(particles_t *particles)
+{
+ assert(particles);
+
+ return _particles_sim(particles, &particles->active);
+}
+
+
+static inline void _particles_age(particles_t *particles, list_head_t *list)
+{
+ _particle_t *p;
+
+ assert(particles);
+ assert(list);
+
+ /* TODO: since this *only* involves the properties struct, if they were
+ * allocated from a separate slab containing only properties, it'd be
+ * more efficient to iterate across property arrays and skip inactive
+ * entries. This heirarchical pointer-chasing recursion isn't
+ * particularly good for cache utilization.
+ */
+ list_for_each_entry(p, list, siblings) {
+#if 1
+ if (p->props.mass > 0.0f) {
+ /* gravity, TODO: mass isn't applied. */
+ static v3f_t gravity = v3f_init(0.0f, -1.0f, 0.0f);
+ v3f_t g;
+
+ g = v3f_mult_scalar(&gravity, 0.08f);
+ p->props.direction = v3f_add(&p->props.direction, &g);
+ p->props.direction = v3f_normalize(&p->props.direction);
+ }
+#endif
+
+#if 1
+ /* some drag/resistance proportional to velocity TODO: integrate mass */
+ if (p->props.velocity > 0.0f) {
+ p->props.velocity -= ((p->props.velocity * p->props.velocity * p->props.drag));
+ if (p->props.velocity < 0.0f) {
+ p->props.velocity = 0;
+ }
+ }
+#endif
+
+ /* regular movement */
+ if (p->props.velocity > 0.0f) {
+ v3f_t movement = v3f_mult_scalar(&p->props.direction, p->props.velocity);
+
+ p->props.position = v3f_add(&p->props.position, &movement);
+ bsp_move_occupant(particles->bsp, &p->public.occupant, &p->props.position);
+ }
+
+ _particles_age(particles, &p->children);
+ }
+}
+
+
+/* advance time for all the particles (move them), this doesn't currently invoke any part-specific helpers, it's just applying
+ * physics-type stuff, moving particles according to their velocities, directions, mass, drag, gravity etc... */
+void particles_age(particles_t *particles)
+{
+ assert(particles);
+
+ _particles_age(particles, &particles->active);
+}
diff --git a/modules/sparkler/particles.h b/modules/sparkler/particles.h
new file mode 100644
index 0000000..689934b
--- /dev/null
+++ b/modules/sparkler/particles.h
@@ -0,0 +1,21 @@
+#ifndef _PARTICLES_H
+#define _PARTICLES_H
+
+#include "bsp.h"
+#include "fb.h"
+#include "list.h"
+#include "particle.h"
+
+typedef struct particles_t particles_t;
+
+particles_t * particles_new(void);
+void particles_draw(particles_t *particles, fb_fragment_t *fragment);
+particle_status_t particles_sim(particles_t *particles);
+void particles_age(particles_t *particles);
+void particles_free(particles_t *particles);
+int particles_add_particle(particles_t *particles, particle_props_t *props, particle_ops_t *ops);
+void particles_spawn_particle(particles_t *particles, particle_t *parent, particle_props_t *props, particle_ops_t *ops);
+void particles_add_particles(particles_t *particles, particle_props_t *props, particle_ops_t *ops, int num);
+bsp_t * particles_bsp(particles_t *particles);
+
+#endif
diff --git a/modules/sparkler/rocket.c b/modules/sparkler/rocket.c
new file mode 100644
index 0000000..6b9dc5e
--- /dev/null
+++ b/modules/sparkler/rocket.c
@@ -0,0 +1,144 @@
+#include <stdlib.h>
+
+#include "draw.h"
+#include "particle.h"
+#include "particles.h"
+
+/* a "rocket" particle type */
+#define ROCKET_MAX_DECAY_RATE 20
+#define ROCKET_MIN_DECAY_RATE 2
+#define ROCKET_MAX_LIFETIME 500
+#define ROCKET_MIN_LIFETIME 300
+#define ROCKETS_MAX 20
+#define ROCKETS_XPLODE_MIN_SIZE 2000
+#define ROCKETS_XPLODE_MAX_SIZE 8000
+
+extern particle_ops_t burst_ops;
+extern particle_ops_t spark_ops;
+extern particle_ops_t xplode_ops;
+
+static unsigned rockets_cnt;
+
+typedef struct rocket_ctxt_t {
+ int decay_rate;
+ int longevity;
+ v3f_t wander;
+ float last_velocity; /* cache velocity to sense violent accelerations and explode when they happen */
+} rocket_ctxt_t;
+
+
+static int rocket_init(particles_t *particles, particle_t *p)
+{
+ rocket_ctxt_t *ctxt = p->ctxt;
+
+ if (rockets_cnt >= ROCKETS_MAX) {
+ return 0;
+ }
+ rockets_cnt++;
+
+ ctxt->decay_rate = rand_within_range(ROCKET_MIN_DECAY_RATE, ROCKET_MAX_DECAY_RATE);
+ ctxt->longevity = rand_within_range(ROCKET_MIN_LIFETIME, ROCKET_MAX_LIFETIME);
+
+ ctxt->wander.x = (float)(rand_within_range(0, 628) - 314) / 10000.0f;
+ ctxt->wander.y = (float)(rand_within_range(0, 628) - 314) / 10000.0f;
+ ctxt->wander.z = (float)(rand_within_range(0, 628) - 314) / 10000.0f;
+ ctxt->wander = v3f_normalize(&ctxt->wander);
+
+ ctxt->last_velocity = p->props->velocity;
+ p->props->drag = 0.4;
+ p->props->mass = 0.8;
+
+ return 1;
+}
+
+
+static particle_status_t rocket_sim(particles_t *particles, particle_t *p)
+{
+ rocket_ctxt_t *ctxt = p->ctxt;
+ int i, n_sparks;
+
+ if (!ctxt->longevity ||
+ (ctxt->longevity -= ctxt->decay_rate) <= 0 ||
+ p->props->velocity - ctxt->last_velocity > p->props->velocity * .05) { /* explode if accelerated too hard (burst) */
+ int n_xplode;
+ /* on death we explode */
+
+ ctxt->longevity = 0;
+
+ /* add a burst shockwave particle at our location
+ * TODO: need way to supply particle-type-specific parameters at spawn (burst size should derive from n_xplode)
+ */
+ particles_spawn_particle(particles, p, NULL, &burst_ops);
+
+ /* add a bunch of new explosion particles */
+ /* TODO: also particle-type-specific parameters, colors! rocket bursts should be able to vary the color. */
+ n_xplode = rand_within_range(ROCKETS_XPLODE_MIN_SIZE, ROCKETS_XPLODE_MAX_SIZE);
+ for (i = 0; i < n_xplode; i++) {
+ particle_props_t props = *p->props;
+ particle_ops_t *ops = &xplode_ops;
+
+ props.direction.x = ((float)(rand_within_range(0, 314159 * 2) - 314159) / 100000.0);
+ props.direction.y = ((float)(rand_within_range(0, 314159 * 2) - 314159) / 100000.0);
+ props.direction.z = ((float)(rand_within_range(0, 314159 * 2) - 314159) / 100000.0);
+ props.direction = v3f_normalize(&props.direction);
+
+ //props->velocity = ((float)rand_within_range(100, 200) / 100000.0);
+ props.velocity = ((float)rand_within_range(100, 300) / 100000.0);
+ particles_spawn_particle(particles, p, &props, ops);
+ }
+ return PARTICLE_DEAD;
+ }
+
+#if 1
+ /* FIXME: this isn't behaving as intended */
+ p->props->direction = v3f_add(&p->props->direction, &ctxt->wander);
+ p->props->direction = v3f_normalize(&p->props->direction);
+#endif
+ p->props->velocity += .00003;
+
+ /* spray some sparks behind the rocket */
+ n_sparks = rand_within_range(10, 40);
+ for (i = 0; i < n_sparks; i++) {
+ particle_props_t props = *p->props;
+
+ props.direction = v3f_negate(&props.direction);
+
+ props.direction.x += (float)(rand_within_range(0, 40) - 20) / 100.0;
+ props.direction.y += (float)(rand_within_range(0, 40) - 20) / 100.0;
+ props.direction.z += (float)(rand_within_range(0, 40) - 20) / 100.0;
+ props.direction = v3f_normalize(&props.direction);
+
+ props.velocity = (float)rand_within_range(10, 50) / 100000.0;
+ particles_spawn_particle(particles, p, &props, &spark_ops);
+ }
+
+ ctxt->last_velocity = p->props->velocity;
+
+ return PARTICLE_ALIVE;
+}
+
+
+static void rocket_draw(particles_t *particles, particle_t *p, int x, int y, fb_fragment_t *f)
+{
+ rocket_ctxt_t *ctxt = p->ctxt;
+
+ if (!draw_pixel(f, x, y, 0xff0000)) {
+ /* kill off parts that wander off screen */
+ ctxt->longevity = 0;
+ }
+}
+
+
+static void rocket_cleanup(particles_t *particles, particle_t *p)
+{
+ rockets_cnt--;
+}
+
+
+particle_ops_t rocket_ops = {
+ .context_size = sizeof(rocket_ctxt_t),
+ .sim = rocket_sim,
+ .init = rocket_init,
+ .draw = rocket_draw,
+ .cleanup = rocket_cleanup,
+ };
diff --git a/modules/sparkler/simple.c b/modules/sparkler/simple.c
new file mode 100644
index 0000000..e453e46
--- /dev/null
+++ b/modules/sparkler/simple.c
@@ -0,0 +1,113 @@
+#include <stdlib.h>
+
+#include "draw.h"
+#include "particle.h"
+#include "particles.h"
+
+
+/* a "simple" particle type */
+#define SIMPLE_MAX_DECAY_RATE 20
+#define SIMPLE_MIN_DECAY_RATE 2
+#define SIMPLE_MAX_LIFETIME 110
+#define SIMPLE_MIN_LIFETIME 30
+#define SIMPLE_MAX_SPAWN 15
+#define SIMPLE_MIN_SPAWN 2
+
+extern particle_ops_t rocket_ops;
+
+typedef struct _simple_ctxt_t {
+ int decay_rate;
+ int longevity;
+ int lifetime;
+} simple_ctxt_t;
+
+
+static int simple_init(particles_t *particles, particle_t *p)
+{
+ simple_ctxt_t *ctxt = p->ctxt;
+
+ ctxt->decay_rate = rand_within_range(SIMPLE_MIN_DECAY_RATE, SIMPLE_MAX_DECAY_RATE);
+ ctxt->lifetime = ctxt->longevity = rand_within_range(SIMPLE_MIN_LIFETIME, SIMPLE_MAX_LIFETIME);
+
+ if (!p->props->of_use) {
+ /* everything starts from the bottom center */
+ p->props->position.x = 0;
+ p->props->position.y = 0;
+ p->props->position.z = 0;
+
+ /* TODO: direction random-ish within the range of a narrow upward facing cone */
+ p->props->direction.x = (float)(rand_within_range(0, 6) - 3) * .1f;
+ p->props->direction.y = 1.0f + (float)(rand_within_range(0, 6) - 3) * .1f;
+ p->props->direction.z = (float)(rand_within_range(0, 6) - 3) * .1f;
+ p->props->direction = v3f_normalize(&p->props->direction);
+
+ p->props->velocity = (float)rand_within_range(300, 800) / 100000.0;
+
+ p->props->drag = 0.03;
+ p->props->mass = 0.3;
+ p->props->of_use = 1;
+ } /* else { we've been given properties, manipulate them or run with them? } */
+
+ return 1;
+}
+
+
+static particle_status_t simple_sim(particles_t *particles, particle_t *p)
+{
+ simple_ctxt_t *ctxt = p->ctxt;
+
+ /* a particle is free to manipulate its children list when aging, but not itself or its siblings */
+ /* return PARTICLE_DEAD to remove kill yourself, do not age children here, the age pass will recurse
+ * into children and age them independently _after_ their parents have been aged
+ */
+ if (!ctxt->longevity || (ctxt->longevity -= ctxt->decay_rate) <= 0) {
+ ctxt->longevity = 0;
+ return PARTICLE_DEAD;
+ }
+
+ /* create particles inheriting our type based on some silly conditions, with some tweaks to their direction */
+ if (ctxt->longevity == 42 || (ctxt->longevity > 500 && !(ctxt->longevity % 50))) {
+ int i, num = rand_within_range(SIMPLE_MIN_SPAWN, SIMPLE_MAX_SPAWN);
+
+ for (i = 0; i < num; i++) {
+ particle_props_t props = *p->props;
+ particle_ops_t *ops = INHERIT_OPS;
+
+ if (i == (SIMPLE_MAX_SPAWN - 2)) {
+ ops = &rocket_ops;
+ props.velocity = (float)rand_within_range(60, 100) / 1000000.0;
+ } else {
+ props.velocity = (float)rand_within_range(30, 100) / 10000.0;
+ }
+
+ props.direction.x += (float)(rand_within_range(0, 315 * 2) - 315) / 100.0;
+ props.direction.y += (float)(rand_within_range(0, 315 * 2) - 315) / 100.0;
+ props.direction.z += (float)(rand_within_range(0, 315 * 2) - 315) / 100.0;
+ props.direction = v3f_normalize(&props.direction);
+
+ particles_spawn_particle(particles, p, &props, ops); // XXX
+ }
+ }
+
+ return PARTICLE_ALIVE;
+}
+
+
+static void simple_draw(particles_t *particles, particle_t *p, int x, int y, fb_fragment_t *f)
+{
+ simple_ctxt_t *ctxt = p->ctxt;
+
+ if (!draw_pixel(f, x, y, makergb(0xff, 0xff, 0xff, ((float)ctxt->longevity / ctxt->lifetime)))) {
+ /* immediately kill off stars that wander off screen */
+ ctxt->longevity = 0;
+ }
+}
+
+
+particle_ops_t simple_ops = {
+ .context_size = sizeof(simple_ctxt_t),
+ .sim = simple_sim,
+ .init = simple_init,
+ .draw = simple_draw,
+ .cleanup = NULL,
+ };
diff --git a/modules/sparkler/spark.c b/modules/sparkler/spark.c
new file mode 100644
index 0000000..ea68ac2
--- /dev/null
+++ b/modules/sparkler/spark.c
@@ -0,0 +1,63 @@
+#include <stdlib.h>
+
+#include "draw.h"
+#include "particle.h"
+#include "particles.h"
+
+/* a "spark" particle type, emitted from behind rockets */
+#define SPARK_MAX_DECAY_RATE 20
+#define SPARK_MIN_DECAY_RATE 2
+#define SPARK_MAX_LIFETIME 150
+#define SPARK_MIN_LIFETIME 1
+
+typedef struct _spark_ctxt_t {
+ int decay_rate;
+ int longevity;
+ int lifetime;
+} spark_ctxt_t;
+
+
+static int spark_init(particles_t *particles, particle_t *p)
+{
+ spark_ctxt_t *ctxt = p->ctxt;
+
+ p->props->drag = 20.0;
+ p->props->mass = 0.1;
+ ctxt->decay_rate = rand_within_range(SPARK_MIN_DECAY_RATE, SPARK_MAX_DECAY_RATE);
+ ctxt->lifetime = ctxt->longevity = rand_within_range(SPARK_MIN_LIFETIME, SPARK_MAX_LIFETIME);
+
+ return 1;
+}
+
+
+static particle_status_t spark_sim(particles_t *particles, particle_t *p)
+{
+ spark_ctxt_t *ctxt = p->ctxt;
+
+ if (!ctxt->longevity || (ctxt->longevity -= ctxt->decay_rate) <= 0) {
+ ctxt->longevity = 0;
+ return PARTICLE_DEAD;
+ }
+
+ return PARTICLE_ALIVE;
+}
+
+
+static void spark_draw(particles_t *particles, particle_t *p, int x, int y, fb_fragment_t *f)
+{
+ spark_ctxt_t *ctxt = p->ctxt;
+
+ if (!draw_pixel(f, x, y, makergb(0xff, 0xa0, 0x20, ((float)ctxt->longevity / ctxt->lifetime)))) {
+ /* offscreen */
+ ctxt->longevity = 0;
+ }
+}
+
+
+particle_ops_t spark_ops = {
+ .context_size = sizeof(spark_ctxt_t),
+ .sim = spark_sim,
+ .init = spark_init,
+ .draw = spark_draw,
+ .cleanup = NULL,
+ };
diff --git a/modules/sparkler/sparkler.c b/modules/sparkler/sparkler.c
new file mode 100644
index 0000000..de2123e
--- /dev/null
+++ b/modules/sparkler/sparkler.c
@@ -0,0 +1,53 @@
+#include <stdlib.h>
+#include <string.h>
+#include <sys/types.h>
+#include <time.h>
+#include <unistd.h>
+
+#include "fb.h"
+#include "rototiller.h"
+#include "util.h"
+
+#include "particles.h"
+
+/* particle system gadget (C) Vito Caputo <vcaputo@pengaru.com> 2/15/2014 */
+/* 1/10/2015 added octree bsp (though not yet leveraged) */
+/* 11/25/2016 refactor and begun adapting to rototiller */
+
+#define INIT_PARTS 100
+
+extern particle_ops_t simple_ops;
+
+
+/* Render a 3D particle system */
+static void sparkler(fb_fragment_t *fragment)
+{
+ static particles_t *particles;
+ static int initialized;
+ uint32_t *buf = fragment->buf;
+
+ if (!initialized) {
+ srand(time(NULL) + getpid());
+
+ particles = particles_new();
+ particles_add_particles(particles, NULL, &simple_ops, INIT_PARTS);
+
+ initialized = 1;
+ }
+
+ particles_age(particles);
+ memset(buf, 0, ((fragment->width << 2) + fragment->stride) * fragment->height);
+
+ particles_draw(particles, fragment);
+ particles_sim(particles);
+ particles_add_particles(particles, NULL, &simple_ops, INIT_PARTS / 4);
+}
+
+
+rototiller_renderer_t sparkler_renderer = {
+ .render = sparkler,
+ .name = "sparkler",
+ .description = "Particle system with spatial interactions",
+ .author = "Vito Caputo <vcaputo@pengaru.com>",
+ .license = "GPLv2",
+};
diff --git a/modules/sparkler/sparkler.h b/modules/sparkler/sparkler.h
new file mode 100644
index 0000000..3beb610
--- /dev/null
+++ b/modules/sparkler/sparkler.h
@@ -0,0 +1,8 @@
+#ifndef _SPARKLER_H
+#define _SPARKLER_H
+
+#include "fb.h"
+
+void sparkler(fb_fragment_t *fragment);
+
+#endif
diff --git a/modules/sparkler/v3f.h b/modules/sparkler/v3f.h
new file mode 100644
index 0000000..8bf7e24
--- /dev/null
+++ b/modules/sparkler/v3f.h
@@ -0,0 +1,157 @@
+#ifndef _V3F_H
+#define _V3F_H
+
+#include <math.h>
+
+typedef struct v3f_t {
+ float x, y, z;
+} v3f_t;
+
+#define v3f_set(_v3f, _x, _y, _z) \
+ (_v3f)->x = _x; \
+ (_v3f)->y = _y; \
+ (_v3f)->z = _z;
+
+#define v3f_init(_x, _y, _z) \
+ { \
+ .x = _x, \
+ .y = _y, \
+ .z = _z, \
+ }
+
+/* return if a and b are equal */
+static inline int v3f_equal(v3f_t *a, v3f_t *b)
+{
+ return (a->x == b->x && a->y == b->y && a->z == b->z);
+}
+
+
+/* return the result of (a + b) */
+static inline v3f_t v3f_add(v3f_t *a, v3f_t *b)
+{
+ v3f_t res = v3f_init(a->x + b->x, a->y + b->y, a->z + b->z);
+
+ return res;
+}
+
+
+/* return the result of (a - b) */
+static inline v3f_t v3f_sub(v3f_t *a, v3f_t *b)
+{
+ v3f_t res = v3f_init(a->x - b->x, a->y - b->y, a->z - b->z);
+
+ return res;
+}
+
+
+/* return the result of (-v) */
+static inline v3f_t v3f_negate(v3f_t *v)
+{
+ v3f_t res = v3f_init(-v->x, -v->y, -v->z);
+
+ return res;
+}
+
+
+/* return the result of (a * b) */
+static inline v3f_t v3f_mult(v3f_t *a, v3f_t *b)
+{
+ v3f_t res = v3f_init(a->x * b->x, a->y * b->y, a->z * b->z);
+
+ return res;
+}
+
+
+/* return the result of (v * scalar) */
+static inline v3f_t v3f_mult_scalar(v3f_t *v, float scalar)
+{
+ v3f_t res = v3f_init( v->x * scalar, v->y * scalar, v->z * scalar);
+
+ return res;
+}
+
+
+/* return the result of (uv / scalar) */
+static inline v3f_t v3f_div_scalar(v3f_t *v, float scalar)
+{
+ v3f_t res = v3f_init(v->x / scalar, v->y / scalar, v->z / scalar);
+
+ return res;
+}
+
+
+/* return the result of (a . b) */
+static inline float v3f_dot(v3f_t *a, v3f_t *b)
+{
+ return a->x * b->x + a->y * b->y + a->z * b->z;
+}
+
+
+/* return the length of the supplied vector */
+static inline float v3f_length(v3f_t *v)
+{
+ return sqrtf(v3f_dot(v, v));
+}
+
+
+/* return the normalized form of the supplied vector */
+static inline v3f_t v3f_normalize(v3f_t *v)
+{
+ v3f_t nv;
+ float f;
+
+ f = 1.0f / v3f_length(v);
+
+ v3f_set(&nv, f * v->x, f * v->y, f * v->z);
+
+ return nv;
+}
+
+
+/* return the distance squared between two arbitrary points */
+static inline float v3f_distance_sq(v3f_t *a, v3f_t *b)
+{
+ return powf(a->x - b->x, 2) + powf(a->y - b->y, 2) + powf(a->z - b->z, 2);
+}
+
+
+/* return the distance between two arbitrary points */
+/* (consider using v3f_distance_sq() instead if possible, sqrtf() is slow) */
+static inline float v3f_distance(v3f_t *a, v3f_t *b)
+{
+ return sqrtf(v3f_distance_sq(a, b));
+}
+
+
+/* return the cross product of two unit vectors */
+static inline v3f_t v3f_cross(v3f_t *a, v3f_t *b)
+{
+ v3f_t product = v3f_init(a->y * b->z - a->z * b->y, a->z * b->x - a->x * b->z, a->x * b->y - a->y * b->x);
+
+ return product;
+}
+
+
+/* return the linearly interpolated vector between the two vectors at point alpha (0-1.0) */
+static inline v3f_t v3f_lerp(v3f_t *a, v3f_t *b, float alpha)
+{
+ v3f_t lerp_a, lerp_b;
+
+ lerp_a = v3f_mult_scalar(a, 1.0f - alpha);
+ lerp_b = v3f_mult_scalar(b, alpha);
+
+ return v3f_add(&lerp_a, &lerp_b);
+}
+
+
+/* return the normalized linearly interpolated vector between the two vectors at point alpha (0-1.0) */
+static inline v3f_t v3f_nlerp(v3f_t *a, v3f_t *b, float alpha)
+{
+ v3f_t lerp;
+
+ lerp = v3f_lerp(a, b, alpha);
+
+ return v3f_normalize(&lerp);
+}
+
+#endif
diff --git a/modules/sparkler/xplode.c b/modules/sparkler/xplode.c
new file mode 100644
index 0000000..24a436e
--- /dev/null
+++ b/modules/sparkler/xplode.c
@@ -0,0 +1,82 @@
+#include <stdlib.h>
+
+#include "draw.h"
+#include "particle.h"
+#include "particles.h"
+
+/* a "xplode" particle type, emitted by rockets in large numbers at the end of their lifetime */
+#define XPLODE_MAX_DECAY_RATE 10
+#define XPLODE_MIN_DECAY_RATE 5
+#define XPLODE_MAX_LIFETIME 150
+#define XPLODE_MIN_LIFETIME 5
+
+extern particle_ops_t spark_ops;
+particle_ops_t xplode_ops;
+
+typedef struct _xplode_ctxt_t {
+ int decay_rate;
+ int longevity;
+ int lifetime;
+} xplode_ctxt_t;
+
+
+static int xplode_init(particles_t *particles, particle_t *p)
+{
+ xplode_ctxt_t *ctxt = p->ctxt;
+
+ ctxt->decay_rate = rand_within_range(XPLODE_MIN_DECAY_RATE, XPLODE_MAX_DECAY_RATE);
+ ctxt->lifetime = ctxt->longevity = rand_within_range(XPLODE_MIN_LIFETIME, XPLODE_MAX_LIFETIME);
+
+ p->props->drag = 10.9;
+ p->props->mass = 0.3;
+
+ return 1;
+}
+
+
+static particle_status_t xplode_sim(particles_t *particles, particle_t *p)
+{
+ xplode_ctxt_t *ctxt = p->ctxt;
+
+ if (!ctxt->longevity || (ctxt->longevity -= ctxt->decay_rate) <= 0) {
+ ctxt->longevity = 0;
+ return PARTICLE_DEAD;
+ }
+
+ /* litter some small sparks behind the explosion particle */
+ if (!(ctxt->lifetime % 30)) {
+ particle_props_t props = *p->props;
+
+ props.velocity = (float)rand_within_range(10, 50) / 10000.0;
+ particles_spawn_particle(particles, p, &props, &xplode_ops);
+ }
+
+ return PARTICLE_ALIVE;
+}
+
+
+static void xplode_draw(particles_t *particles, particle_t *p, int x, int y, fb_fragment_t *f)
+{
+ xplode_ctxt_t *ctxt = p->ctxt;
+ uint32_t color;
+
+ if (ctxt->longevity == ctxt->lifetime) {
+ color = makergb(0xff, 0xff, 0xa0, 1.0);
+ } else {
+ color = makergb(0xff, 0xff, 0x00, ((float)ctxt->longevity / ctxt->lifetime));
+ }
+
+ if (!draw_pixel(f, x, y, color)) {
+ /* offscreen */
+ ctxt->longevity = 0;
+ }
+}
+
+
+particle_ops_t xplode_ops = {
+ .context_size = sizeof(xplode_ctxt_t),
+ .sim = xplode_sim,
+ .init = xplode_init,
+ .draw = xplode_draw,
+ .cleanup = NULL,
+ };
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