diff options
| author | Vito Caputo <vcaputo@gnugeneration.com> | 2016-12-13 08:20:24 -0800 | 
|---|---|---|
| committer | GitHub <noreply@github.com> | 2016-12-13 08:20:24 -0800 | 
| commit | 2e292bd40f67e6e2612ad93fd77cdcd3449e4892 (patch) | |
| tree | 4600607eb8c12af034b2bf29eec4f8207f9413c4 /modules/sparkler | |
| parent | 3ea61db55a9c21f7621f8a64d91153cb1955b2ff (diff) | |
| parent | 173cac2fe990496fca2403aa3a4bfcbd6007e7e6 (diff) | |
Merge pull request #2 from vcaputo/moar
More candy
Diffstat (limited to 'modules/sparkler')
| -rw-r--r-- | modules/sparkler/bsp.c | 556 | ||||
| -rw-r--r-- | modules/sparkler/bsp.h | 28 | ||||
| -rw-r--r-- | modules/sparkler/burst.c | 111 | ||||
| -rw-r--r-- | modules/sparkler/chunker.c | 225 | ||||
| -rw-r--r-- | modules/sparkler/chunker.h | 11 | ||||
| -rw-r--r-- | modules/sparkler/container.h | 11 | ||||
| -rw-r--r-- | modules/sparkler/draw.h | 32 | ||||
| -rw-r--r-- | modules/sparkler/list.h | 252 | ||||
| -rw-r--r-- | modules/sparkler/particle.c | 14 | ||||
| -rw-r--r-- | modules/sparkler/particle.h | 79 | ||||
| -rw-r--r-- | modules/sparkler/particles.c | 338 | ||||
| -rw-r--r-- | modules/sparkler/particles.h | 21 | ||||
| -rw-r--r-- | modules/sparkler/rocket.c | 144 | ||||
| -rw-r--r-- | modules/sparkler/simple.c | 113 | ||||
| -rw-r--r-- | modules/sparkler/spark.c | 63 | ||||
| -rw-r--r-- | modules/sparkler/sparkler.c | 53 | ||||
| -rw-r--r-- | modules/sparkler/sparkler.h | 8 | ||||
| -rw-r--r-- | modules/sparkler/v3f.h | 157 | ||||
| -rw-r--r-- | modules/sparkler/xplode.c | 82 | 
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, +		};  | 
