diff options
author | Vito Caputo <vcaputo@gnugeneration.com> | 2017-01-18 17:14:52 -0800 |
---|---|---|
committer | Vito Caputo <vcaputo@gnugeneration.com> | 2017-01-18 17:31:44 -0800 |
commit | 524db0cf19648e3c7c78d3e73103b7a0bdcd6bfc (patch) | |
tree | 6fd682629904a210927797c92d956c208666b03a /modules | |
parent | ee2073d4e411555aba878277131b56f7eb562c84 (diff) |
*: move source into src/ subdir
Restoring some organizational sanity since adopting autotools.
Diffstat (limited to 'modules')
52 files changed, 0 insertions, 4205 deletions
diff --git a/modules/Makefile.am b/modules/Makefile.am deleted file mode 100644 index a291174..0000000 --- a/modules/Makefile.am +++ /dev/null @@ -1 +0,0 @@ -SUBDIRS = ray roto sparkler stars diff --git a/modules/ray/Makefile.am b/modules/ray/Makefile.am deleted file mode 100644 index a0b3fbb..0000000 --- a/modules/ray/Makefile.am +++ /dev/null @@ -1,4 +0,0 @@ -noinst_LIBRARIES = libray.a -libray_a_SOURCES = ray_3f.h ray.c ray_camera.c ray_camera.h ray_color.h ray_euler.h ray.h ray_light_emitter.h ray_object.c ray_object.h ray_object_light.h ray_object_plane.h ray_object_point.h ray_object_sphere.h ray_object_type.h ray_ray.h ray_scene.c ray_scene.h ray_surface.h ray_threads.c ray_threads.h -libray_a_CFLAGS = @ROTOTILLER_CFLAGS@ -ffast-math -libray_a_CPPFLAGS = @ROTOTILLER_CFLAGS@ -I../../ diff --git a/modules/ray/ray.c b/modules/ray/ray.c deleted file mode 100644 index 60d08cf..0000000 --- a/modules/ray/ray.c +++ /dev/null @@ -1,161 +0,0 @@ -#include <stdint.h> -#include <inttypes.h> -#include <math.h> - -#include "fb.h" -#include "rototiller.h" -#include "util.h" - -#include "ray_camera.h" -#include "ray_object.h" -#include "ray_scene.h" -#include "ray_threads.h" - -/* Copyright (C) 2016 Vito Caputo <vcaputo@pengaru.com> */ - -/* ray trace a simple scene into the fragment */ -static void ray(fb_fragment_t *fragment) -{ - static ray_object_t objects[] = { - { - .plane = { - .type = RAY_OBJECT_TYPE_PLANE, - .surface = { - .color = { .x = 0.4, .y = 0.2, .z = 0.5 }, - .diffuse = 1.0f, - .specular = 0.2f, - }, - .normal = { .x = 0.0, .y = 1.0, .z = 0.0 }, - .distance = -3.2f, - } - }, { - .sphere = { - .type = RAY_OBJECT_TYPE_SPHERE, - .surface = { - .color = { .x = 1.0, .y = 0.0, .z = 0.0 }, - .diffuse = 1.0f, - .specular = 0.05f, - }, - .center = { .x = 0.5, .y = 1.0, .z = 0.0 }, - .radius = 1.2f, - } - }, { - .sphere = { - .type = RAY_OBJECT_TYPE_SPHERE, - .surface = { - .color = { .x = 0.0, .y = 0.0, .z = 1.0 }, - .diffuse = 1.0f, - .specular = 1.0f, - }, - .center = { .x = -2.0, .y = 1.0, .z = 0.0 }, - .radius = 0.9f, - } - }, { - .sphere = { - .type = RAY_OBJECT_TYPE_SPHERE, - .surface = { - .color = { .x = 0.0, .y = 1.0, .z = 1.0 }, - .diffuse = 1.0f, - .specular = 1.0f, - }, - .center = { .x = 2.0, .y = -1.0, .z = 0.0 }, - .radius = 1.0f, - } - }, { - .sphere = { - .type = RAY_OBJECT_TYPE_SPHERE, - .surface = { - .color = { .x = 0.0, .y = 1.0, .z = 0.0 }, - .diffuse = 1.0f, - .specular = 1.0f, - }, - .center = { .x = 0.2, .y = -1.25, .z = 0.0 }, - .radius = 0.6f, - } - }, { - .light = { - .type = RAY_OBJECT_TYPE_LIGHT, - .brightness = 1.0, - .emitter = { - .point.type = RAY_LIGHT_EMITTER_TYPE_POINT, - .point.center = { .x = 3.0f, .y = 3.0f, .z = 3.0f }, - .point.surface = { - .color = { .x = 1.0f, .y = 1.0f, .z = 1.0f }, - }, - } - } - } - }; - - ray_camera_t camera = { - .position = { .x = 0.0, .y = 0.0, .z = 6.0 }, - .orientation = { - .yaw = RAY_EULER_DEGREES(0.0f), - .pitch = RAY_EULER_DEGREES(0.0f), - .roll = RAY_EULER_DEGREES(180.0f), - }, - .focal_length = 700.0f, - .width = fragment->width, - .height = fragment->height, - }; - - static ray_scene_t scene = { - .objects = objects, - .n_objects = nelems(objects), - .lights = &objects[5], - .n_lights = 1, - .ambient_color = { .x = 1.0f, .y = 1.0f, .z = 1.0f }, - .ambient_brightness = .04f, - }; - static int initialized; - static ray_threads_t *threads; - static fb_fragment_t *fragments; - static unsigned ncpus; -#if 1 - /* animated point light source */ - static double r; - - r += .02; - - scene.lights[0].light.emitter.point.center.x = cosf(r) * 3.5f; - scene.lights[0].light.emitter.point.center.z = sinf(r) * 3.5f; - camera.orientation.yaw = sinf(r) / 4; - camera.orientation.pitch = sinf(r * 10) / 100; - camera.orientation.roll = RAY_EULER_DEGREES(180.0f) + cosf(r) / 10; - camera.position.x = cosf(r) / 10; - camera.position.z = 4.0f + sinf(r) / 10; -#endif - - if (!initialized) { - initialized = 1; - ncpus = get_ncpus(); - - if (ncpus > 1) { - threads = ray_threads_create(ncpus - 1); - fragments = malloc(sizeof(fb_fragment_t) * ncpus); - } - } - - if (ncpus > 1) { - /* Always recompute the fragments[] geometry. - * This way the fragment geometry can change at any moment and things will - * continue functioning, which may prove important later on. - * (imagine things like a preview window, or perhaps composite modules - * which call on other modules supplying virtual fragments of varying dimensions..) - */ - fb_fragment_divide(fragment, ncpus, fragments); - } else { - fragments = fragment; - } - - ray_scene_render_fragments(&scene, &camera, threads, fragments); -} - - -rototiller_renderer_t ray_renderer = { - .render = ray, - .name = "ray", - .description = "Multi-threaded ray tracer", - .author = "Vito Caputo <vcaputo@pengaru.com>", - .license = "GPLv2", -}; diff --git a/modules/ray/ray.h b/modules/ray/ray.h deleted file mode 100644 index d33f96a..0000000 --- a/modules/ray/ray.h +++ /dev/null @@ -1,8 +0,0 @@ -#ifndef _RAY_RAY_H -#define _RAY_RAY_H - -#include "fb.h" - -void ray(fb_fragment_t *fragment); - -#endif diff --git a/modules/ray/ray_3f.h b/modules/ray/ray_3f.h deleted file mode 100644 index 8408abb..0000000 --- a/modules/ray/ray_3f.h +++ /dev/null @@ -1,161 +0,0 @@ -#ifndef _RAY_3F_H -#define _RAY_3F_H - -#include <math.h> - -typedef struct ray_3f_t { - float x, y, z; -} ray_3f_t; - - -/* return the result of (a + b) */ -static inline ray_3f_t ray_3f_add(ray_3f_t *a, ray_3f_t *b) -{ - ray_3f_t res = { - .x = a->x + b->x, - .y = a->y + b->y, - .z = a->z + b->z, - }; - - return res; -} - - -/* return the result of (a - b) */ -static inline ray_3f_t ray_3f_sub(ray_3f_t *a, ray_3f_t *b) -{ - ray_3f_t res = { - .x = a->x - b->x, - .y = a->y - b->y, - .z = a->z - b->z, - }; - - return res; -} - - -/* return the result of (-v) */ -static inline ray_3f_t ray_3f_negate(ray_3f_t *v) -{ - ray_3f_t res = { - .x = -v->x, - .y = -v->y, - .z = -v->z, - }; - - return res; -} - - -/* return the result of (a * b) */ -static inline ray_3f_t ray_3f_mult(ray_3f_t *a, ray_3f_t *b) -{ - ray_3f_t res = { - .x = a->x * b->x, - .y = a->y * b->y, - .z = a->z * b->z, - }; - - return res; -} - - -/* return the result of (v * scalar) */ -static inline ray_3f_t ray_3f_mult_scalar(ray_3f_t *v, float scalar) -{ - ray_3f_t res = { - .x = v->x * scalar, - .y = v->y * scalar, - .z = v->z * scalar, - }; - - return res; -} - - -/* return the result of (uv / scalar) */ -static inline ray_3f_t ray_3f_div_scalar(ray_3f_t *v, float scalar) -{ - ray_3f_t res = { - .x = v->x / scalar, - .y = v->y / scalar, - .z = v->z / scalar, - }; - - return res; -} - - -/* return the result of (a . b) */ -static inline float ray_3f_dot(ray_3f_t *a, ray_3f_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 ray_3f_length(ray_3f_t *v) -{ - return sqrtf(ray_3f_dot(v, v)); -} - - -/* return the normalized form of the supplied vector */ -static inline ray_3f_t ray_3f_normalize(ray_3f_t *v) -{ - ray_3f_t nv; - float f; - - f = 1.0f / ray_3f_length(v); - - nv.x = f * v->x; - nv.y = f * v->y; - nv.z = f * v->z; - - return nv; -} - - -/* return the distance between two arbitrary points */ -static inline float ray_3f_distance(ray_3f_t *a, ray_3f_t *b) -{ - return sqrtf(powf(a->x - b->x, 2) + powf(a->y - b->y, 2) + powf(a->z - b->z, 2)); -} - - -/* return the cross product of two unit vectors */ -static inline ray_3f_t ray_3f_cross(ray_3f_t *a, ray_3f_t *b) -{ - ray_3f_t product; - - product.x = a->y * b->z - a->z * b->y; - product.y = a->z * b->x - a->x * b->z; - product.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 ray_3f_t ray_3f_lerp(ray_3f_t *a, ray_3f_t *b, float alpha) -{ - ray_3f_t lerp_a, lerp_b; - - lerp_a = ray_3f_mult_scalar(a, 1.0f - alpha); - lerp_b = ray_3f_mult_scalar(b, alpha); - - return ray_3f_add(&lerp_a, &lerp_b); -} - - -/* return the normalized linearly interpolated vector between the two vectors at point alpha (0-1.0) */ -static inline ray_3f_t ray_3f_nlerp(ray_3f_t *a, ray_3f_t *b, float alpha) -{ - ray_3f_t lerp; - - lerp = ray_3f_lerp(a, b, alpha); - - return ray_3f_normalize(&lerp); -} - -#endif diff --git a/modules/ray/ray_camera.c b/modules/ray/ray_camera.c deleted file mode 100644 index 0703c2e..0000000 --- a/modules/ray/ray_camera.c +++ /dev/null @@ -1,85 +0,0 @@ -#include "fb.h" - -#include "ray_camera.h" -#include "ray_euler.h" - - -/* Produce a vector from the provided orientation vectors and proportions. */ -static ray_3f_t project_corner(ray_3f_t *forward, ray_3f_t *left, ray_3f_t *up, float focal_length, float horiz, float vert) -{ - ray_3f_t tmp; - ray_3f_t corner; - - corner = ray_3f_mult_scalar(forward, focal_length); - tmp = ray_3f_mult_scalar(left, horiz); - corner = ray_3f_add(&corner, &tmp); - tmp = ray_3f_mult_scalar(up, vert); - corner = ray_3f_add(&corner, &tmp); - - return ray_3f_normalize(&corner); -} - - -/* Produce vectors for the corners of the entire camera frame, used for interpolation. */ -static void project_corners(ray_camera_t *camera, ray_camera_frame_t *frame) -{ - ray_3f_t forward, left, up, right, down; - float half_horiz = (float)camera->width / 2.0f; - float half_vert = (float)camera->height / 2.0f; - - ray_euler_basis(&camera->orientation, &forward, &up, &left); - right = ray_3f_negate(&left); - down = ray_3f_negate(&up); - - frame->nw = project_corner(&forward, &left, &up, camera->focal_length, half_horiz, half_vert); - frame->ne = project_corner(&forward, &right, &up, camera->focal_length, half_horiz, half_vert); - frame->se = project_corner(&forward, &right, &down, camera->focal_length, half_horiz, half_vert); - frame->sw = project_corner(&forward, &left, &down, camera->focal_length, half_horiz, half_vert); -} - - -/* Begin a frame for the fragment of camera projection, initializing frame and ray. */ -void ray_camera_frame_begin(ray_camera_t *camera, fb_fragment_t *fragment, ray_ray_t *ray, ray_camera_frame_t *frame) -{ - /* References are kept to the camera, fragment, and ray to be traced. - * The ray is maintained as we step through the frame, that is the - * purpose of this api. - * - * Since the ray direction should be a normalized vector, the obvious - * implementation is a bit costly. The camera frame api hides this - * detail so we can explore interpolation techniques to potentially - * lessen the per-pixel cost. - */ - frame->camera = camera; - frame->fragment = fragment; - frame->ray = ray; - - frame->x = frame->y = 0; - - /* From camera->orientation and camera->focal_length compute the vectors - * through the viewport's corners, and place these normalized vectors - * in frame->(nw,ne,sw,se). - * - * These can than be interpolated between to produce the ray vectors - * throughout the frame's fragment. The efficient option of linear - * interpolation will not maintain the unit vector length, so to - * produce normalized interpolated directions will require the costly - * normalize function. - * - * I'm hoping a simple length correction table can be used to fixup the - * linearly interpolated vectors to make them unit vectors with just - * scalar multiplication instead of the sqrt of normalize. - */ - project_corners(camera, frame); - - frame->x_delta = 1.0f / (float)camera->width; - frame->y_delta = 1.0f / (float)camera->height; - frame->x_alpha = frame->x_delta * (float)fragment->x; - frame->y_alpha = frame->y_delta * (float)fragment->y; - - frame->cur_w = ray_3f_nlerp(&frame->nw, &frame->sw, frame->y_alpha); - frame->cur_e = ray_3f_nlerp(&frame->ne, &frame->se, frame->y_alpha); - - ray->origin = camera->position; - ray->direction = frame->cur_w; -} diff --git a/modules/ray/ray_camera.h b/modules/ray/ray_camera.h deleted file mode 100644 index 387f8c5..0000000 --- a/modules/ray/ray_camera.h +++ /dev/null @@ -1,77 +0,0 @@ -#ifndef _RAY_CAMERA_H -#define _RAY_CAMERA_H - -#include <math.h> - -#include "fb.h" - -#include "ray_3f.h" -#include "ray_euler.h" -#include "ray_ray.h" - - -typedef struct ray_camera_t { - ray_3f_t position; /* position of camera, the origin of all its rays */ - ray_euler_t orientation; /* orientation of the camera */ - float focal_length; /* controls the field of view */ - unsigned width; /* width of camera viewport in pixels */ - unsigned height; /* height of camera viewport in pixels */ -} ray_camera_t; - - -typedef struct ray_camera_frame_t { - ray_camera_t *camera; /* the camera supplied to frame_begin() */ - fb_fragment_t *fragment; /* the fragment supplied to frame_begin() */ - ray_ray_t *ray; /* the ray supplied to frame_begin(), which gets updated as we step through the frame. */ - - ray_3f_t nw, ne, sw, se; /* directions pointing through the corners of the frame fragment */ - ray_3f_t cur_w, cur_e; /* current row's west and east ends */ - float x_alpha, y_alpha; /* interpolation position along the x and y axis */ - float x_delta, y_delta; /* interpolation step delta along the x and y axis */ - unsigned x, y; /* integral position within frame fragment */ -} ray_camera_frame_t; - - -void ray_camera_frame_begin(ray_camera_t *camera, fb_fragment_t *fragment, ray_ray_t *ray, ray_camera_frame_t *frame); - - -/* Step the ray through the frame on the x axis, returns 1 when rays remain on this axis, 0 at the end. */ -/* When 1 is returned, frame->ray is left pointing through the new coordinate. */ -static inline int ray_camera_frame_x_step(ray_camera_frame_t *frame) -{ - frame->x++; - - if (frame->x >= frame->fragment->width) { - frame->x = 0; - frame->x_alpha = frame->x_delta * (float)frame->fragment->x; - return 0; - } - - frame->x_alpha += frame->x_delta; - frame->ray->direction = ray_3f_nlerp(&frame->cur_w, &frame->cur_e, frame->x_alpha); - - return 1; -} - - -/* Step the ray through the frame on the y axis, returns 1 when rays remain on this axis, 0 at the end. */ -/* When 1 is returned, frame->ray is left pointing through the new coordinate. */ -static inline int ray_camera_frame_y_step(ray_camera_frame_t *frame) -{ - frame->y++; - - if (frame->y >= frame->fragment->height) { - frame->y = 0; - frame->y_alpha = frame->y_delta * (float)frame->fragment->y; - return 0; - } - - frame->y_alpha += frame->y_delta; - frame->cur_w = ray_3f_nlerp(&frame->nw, &frame->sw, frame->y_alpha); - frame->cur_e = ray_3f_nlerp(&frame->ne, &frame->se, frame->y_alpha); - frame->ray->direction = frame->cur_w; - - return 1; -} - -#endif diff --git a/modules/ray/ray_color.h b/modules/ray/ray_color.h deleted file mode 100644 index 9fe62c1..0000000 --- a/modules/ray/ray_color.h +++ /dev/null @@ -1,29 +0,0 @@ -#ifndef _RAY_COLOR_H -#define _RAY_COLOR_H - -#include <stdint.h> - -#include "ray_3f.h" - -typedef ray_3f_t ray_color_t; - -/* convert a vector into a packed, 32-bit rgb pixel value */ -static inline uint32_t ray_color_to_uint32_rgb(ray_color_t color) { - uint32_t pixel; - - /* doing this all per-pixel, ugh. */ - - if (color.x > 1.0f) color.x = 1.0f; - if (color.y > 1.0f) color.y = 1.0f; - if (color.z > 1.0f) color.z = 1.0f; - - pixel = (uint32_t)(color.x * 255.0f); - pixel <<= 8; - pixel |= (uint32_t)(color.y * 255.0f); - pixel <<= 8; - pixel |= (uint32_t)(color.z * 255.0f); - - return pixel; -} - -#endif diff --git a/modules/ray/ray_euler.h b/modules/ray/ray_euler.h deleted file mode 100644 index 86f5221..0000000 --- a/modules/ray/ray_euler.h +++ /dev/null @@ -1,45 +0,0 @@ -#ifndef _RAY_EULER_H -#define _RAY_EULER_H - -#include <math.h> - -#include "ray_3f.h" - - -/* euler angles are convenient for describing orientation */ -typedef struct ray_euler_t { - float pitch; /* pitch in radiasn */ - float yaw; /* yaw in radians */ - float roll; /* roll in radians */ -} ray_euler_t; - - -/* convenience macro for converting degrees to radians */ -#define RAY_EULER_DEGREES(_deg) \ - (_deg * (2 * M_PI / 360.0f)) - - -/* produce basis vectors from euler angles */ -static inline void ray_euler_basis(ray_euler_t *e, ray_3f_t *forward, ray_3f_t *up, ray_3f_t *left) -{ - float cos_yaw = cosf(e->yaw); - float sin_yaw = sinf(e->yaw); - float cos_roll = cosf(e->roll); - float sin_roll = sinf(e->roll); - float cos_pitch = cosf(e->pitch); - float sin_pitch = sinf(e->pitch); - - forward->x = sin_yaw; - forward->y = -sin_pitch * cos_yaw; - forward->z = cos_pitch * cos_yaw; - - up->x = -cos_yaw * sin_roll; - up->y = -sin_pitch * sin_yaw * sin_roll + cos_pitch * cos_roll; - up->z = cos_pitch * sin_yaw * sin_roll + sin_pitch * cos_roll; - - left->x = cos_yaw * cos_roll; - left->y = sin_pitch * sin_yaw * cos_roll + cos_pitch * sin_roll; - left->z = -cos_pitch * sin_yaw * cos_roll + sin_pitch * sin_roll; -} - -#endif diff --git a/modules/ray/ray_light_emitter.h b/modules/ray/ray_light_emitter.h deleted file mode 100644 index 3b5509e..0000000 --- a/modules/ray/ray_light_emitter.h +++ /dev/null @@ -1,18 +0,0 @@ -#ifndef _RAY_LIGHT_EMITTER_H -#define _RAY_LIGHT_EMITTER_H - -#include "ray_object_point.h" -#include "ray_object_sphere.h" - -typedef enum ray_light_emitter_type_t { - RAY_LIGHT_EMITTER_TYPE_SPHERE, - RAY_LIGHT_EMITTER_TYPE_POINT, -} ray_light_emitter_type_t; - -typedef union ray_light_emitter_t { - ray_light_emitter_type_t type; - ray_object_sphere_t sphere; - ray_object_point_t point; -} ray_light_emitter_t; - -#endif diff --git a/modules/ray/ray_object.c b/modules/ray/ray_object.c deleted file mode 100644 index 4c5ccaf..0000000 --- a/modules/ray/ray_object.c +++ /dev/null @@ -1,74 +0,0 @@ -#include <assert.h> - -#include "ray_object.h" -#include "ray_object_light.h" -#include "ray_object_plane.h" -#include "ray_object_point.h" -#include "ray_object_sphere.h" -#include "ray_ray.h" -#include "ray_surface.h" - - -/* Determine if a ray intersects object. - * If the object is intersected, store where along the ray the intersection occurs in res_distance. - */ -int ray_object_intersects_ray(ray_object_t *object, ray_ray_t *ray, float *res_distance) -{ - switch (object->type) { - case RAY_OBJECT_TYPE_SPHERE: - return ray_object_sphere_intersects_ray(&object->sphere, ray, res_distance); - - case RAY_OBJECT_TYPE_POINT: - return ray_object_point_intersects_ray(&object->point, ray, res_distance); - - case RAY_OBJECT_TYPE_PLANE: - return ray_object_plane_intersects_ray(&object->plane, ray, res_distance); - - case RAY_OBJECT_TYPE_LIGHT: - return ray_object_light_intersects_ray(&object->light, ray, res_distance); - default: - assert(0); - } -} - - -/* Return the surface normal of object @ point */ -ray_3f_t ray_object_normal(ray_object_t *object, ray_3f_t *point) -{ - switch (object->type) { - case RAY_OBJECT_TYPE_SPHERE: - return ray_object_sphere_normal(&object->sphere, point); - - case RAY_OBJECT_TYPE_POINT: - return ray_object_point_normal(&object->point, point); - - case RAY_OBJECT_TYPE_PLANE: - return ray_object_plane_normal(&object->plane, point); - - case RAY_OBJECT_TYPE_LIGHT: - return ray_object_light_normal(&object->light, point); - default: - assert(0); - } -} - - -/* Return the surface of object @ point */ -ray_surface_t ray_object_surface(ray_object_t *object, ray_3f_t *point) -{ - switch (object->type) { - case RAY_OBJECT_TYPE_SPHERE: - return ray_object_sphere_surface(&object->sphere, point); - - case RAY_OBJECT_TYPE_POINT: - return ray_object_point_surface(&object->point, point); - - case RAY_OBJECT_TYPE_PLANE: - return ray_object_plane_surface(&object->plane, point); - - case RAY_OBJECT_TYPE_LIGHT: - return ray_object_light_surface(&object->light, point); - default: - assert(0); - } -} diff --git a/modules/ray/ray_object.h b/modules/ray/ray_object.h deleted file mode 100644 index abdb254..0000000 --- a/modules/ray/ray_object.h +++ /dev/null @@ -1,24 +0,0 @@ -#ifndef _RAY_OBJECT_H -#define _RAY_OBJECT_H - -#include "ray_object_light.h" -#include "ray_object_plane.h" -#include "ray_object_point.h" -#include "ray_object_sphere.h" -#include "ray_object_type.h" -#include "ray_ray.h" -#include "ray_surface.h" - -typedef union ray_object_t { - ray_object_type_t type; - ray_object_sphere_t sphere; - ray_object_point_t point; - ray_object_plane_t plane; - ray_object_light_t light; -} ray_object_t; - -int ray_object_intersects_ray(ray_object_t *object, ray_ray_t *ray, float *res_distance); -ray_3f_t ray_object_normal(ray_object_t *object, ray_3f_t *point); -ray_surface_t ray_object_surface(ray_object_t *object, ray_3f_t *point); - -#endif diff --git a/modules/ray/ray_object_light.h b/modules/ray/ray_object_light.h deleted file mode 100644 index 342c050..0000000 --- a/modules/ray/ray_object_light.h +++ /dev/null @@ -1,67 +0,0 @@ -#ifndef _RAY_OBJECT_LIGHT_H -#define _RAY_OBJECT_LIGHT_H - -#include <assert.h> - -#include "ray_light_emitter.h" -#include "ray_object_light.h" -#include "ray_object_point.h" -#include "ray_object_sphere.h" -#include "ray_object_type.h" -#include "ray_ray.h" -#include "ray_surface.h" - - -typedef struct ray_object_light_t { - ray_object_type_t type; - float brightness; - ray_light_emitter_t emitter; -} ray_object_light_t; - - -/* TODO: point is really the only one I've implemented... */ -static inline int ray_object_light_intersects_ray(ray_object_light_t *light, ray_ray_t *ray, float *res_distance) -{ - switch (light->emitter.type) { - case RAY_LIGHT_EMITTER_TYPE_POINT: - return ray_object_point_intersects_ray(&light->emitter.point, ray, res_distance); - - case RAY_LIGHT_EMITTER_TYPE_SPHERE: - return ray_object_sphere_intersects_ray(&light->emitter.sphere, ray, res_distance); - default: - assert(0); - } -} - - -static inline ray_3f_t ray_object_light_normal(ray_object_light_t *light, ray_3f_t *point) -{ - ray_3f_t normal; - - /* TODO */ - switch (light->emitter.type) { - case RAY_LIGHT_EMITTER_TYPE_SPHERE: - return normal; - - case RAY_LIGHT_EMITTER_TYPE_POINT: - return normal; - default: - assert(0); - } -} - - -static inline ray_surface_t ray_object_light_surface(ray_object_light_t *light, ray_3f_t *point) -{ - switch (light->emitter.type) { - case RAY_LIGHT_EMITTER_TYPE_SPHERE: - return ray_object_sphere_surface(&light->emitter.sphere, point); - - case RAY_LIGHT_EMITTER_TYPE_POINT: - return ray_object_point_surface(&light->emitter.point, point); - default: - assert(0); - } -} - -#endif diff --git a/modules/ray/ray_object_plane.h b/modules/ray/ray_object_plane.h deleted file mode 100644 index b33f342..0000000 --- a/modules/ray/ray_object_plane.h +++ /dev/null @@ -1,46 +0,0 @@ -#ifndef _RAY_OBJECT_PLANE_H -#define _RAY_OBJECT_PLANE_H - -#include "ray_object_type.h" -#include "ray_ray.h" -#include "ray_surface.h" - - -typedef struct ray_object_plane_t { - ray_object_type_t type; - ray_surface_t surface; - ray_3f_t normal; - float distance; -} ray_object_plane_t; - - -static inline int ray_object_plane_intersects_ray(ray_object_plane_t *plane, ray_ray_t *ray, float *res_distance) -{ - float d = ray_3f_dot(&plane->normal, &ray->direction); - - if (d != 0) { - float distance = -(ray_3f_dot(&plane->normal, &ray->origin) + plane->distance) / d; - - if (distance > 0) { - *res_distance = distance; - - return 1; - } - } - - return 0; -} - - -static inline ray_3f_t ray_object_plane_normal(ray_object_plane_t *plane, ray_3f_t *point) -{ - return plane->normal; -} - - -static inline ray_surface_t ray_object_plane_surface(ray_object_plane_t *plane, ray_3f_t *point) -{ - return plane->surface; -} - -#endif diff --git a/modules/ray/ray_object_point.h b/modules/ray/ray_object_point.h deleted file mode 100644 index c0c9610..0000000 --- a/modules/ray/ray_object_point.h +++ /dev/null @@ -1,37 +0,0 @@ -#ifndef _RAY_OBJECT_POINT_H -#define _RAY_OBJECT_POINT_H - -#include "ray_3f.h" -#include "ray_object_type.h" -#include "ray_ray.h" -#include "ray_surface.h" - - -typedef struct ray_object_point_t { - ray_object_type_t type; - ray_surface_t surface; - ray_3f_t center; -} ray_object_point_t; - - -static inline int ray_object_point_intersects_ray(ray_object_point_t *point, ray_ray_t *ray, float *res_distance) -{ - /* TODO: determine a ray:point intersection */ - return 0; -} - - -static inline ray_3f_t ray_object_point_normal(ray_object_point_t *point, ray_3f_t *_point) -{ - ray_3f_t normal; - - return normal; -} - - -static inline ray_surface_t ray_object_point_surface(ray_object_point_t *point, ray_3f_t *_point) -{ - return point->surface; -} - -#endif diff --git a/modules/ray/ray_object_sphere.h b/modules/ray/ray_object_sphere.h deleted file mode 100644 index 85b3d93..0000000 --- a/modules/ray/ray_object_sphere.h +++ /dev/null @@ -1,65 +0,0 @@ -#ifndef _RAY_OBJECT_SPHERE_H -#define _RAY_OBJECT_SPHERE_H - -#include <math.h> -#include <stdio.h> - -#include "ray_3f.h" -#include "ray_color.h" -#include "ray_object_type.h" -#include "ray_ray.h" -#include "ray_surface.h" - - -typedef struct ray_object_sphere_t { - ray_object_type_t type; - ray_surface_t surface; - ray_3f_t center; - float radius; -} ray_object_sphere_t; - - -static inline int ray_object_sphere_intersects_ray(ray_object_sphere_t *sphere, ray_ray_t *ray, float *res_distance) -{ - ray_3f_t v = ray_3f_sub(&ray->origin, &sphere->center); - float b = ray_3f_dot(&v, &ray->direction); - float disc = (sphere->radius * sphere->radius) - ray_3f_dot(&v, &v) + (b * b); - - if (disc > 0) { - float i1, i2; - - disc = sqrtf(disc); - - i1 = b - disc; - i2 = b + disc; - - if (i2 > 0 && i1 > 0) { - *res_distance = i1; - return 1; - } - } - - return 0; -} - - -/* return the normal of the surface at the specified point */ -static inline ray_3f_t ray_object_sphere_normal(ray_object_sphere_t *sphere, ray_3f_t *point) -{ - ray_3f_t normal; - - normal = ray_3f_sub(point, &sphere->center); - normal = ray_3f_div_scalar(&normal, sphere->radius); /* normalize without the sqrt() */ - - return normal; -} - - -/* return the surface of the sphere @ point */ -static inline ray_surface_t ray_object_sphere_surface(ray_object_sphere_t *sphere, ray_3f_t *point) -{ - /* uniform solids for now... */ - return sphere->surface; -} - -#endif diff --git a/modules/ray/ray_object_type.h b/modules/ray/ray_object_type.h deleted file mode 100644 index 6ce20f5..0000000 --- a/modules/ray/ray_object_type.h +++ /dev/null @@ -1,11 +0,0 @@ -#ifndef _RAY_OBJECT_TYPE_H -#define _RAY_OBJECT_TYPE_H - -typedef enum ray_object_type_t { - RAY_OBJECT_TYPE_SPHERE, - RAY_OBJECT_TYPE_POINT, - RAY_OBJECT_TYPE_PLANE, - RAY_OBJECT_TYPE_LIGHT, -} ray_object_type_t; - -#endif diff --git a/modules/ray/ray_ray.h b/modules/ray/ray_ray.h deleted file mode 100644 index 91469a2..0000000 --- a/modules/ray/ray_ray.h +++ /dev/null @@ -1,11 +0,0 @@ -#ifndef _RAY_RAY_H -#define _RAY_RAY_H - -#include "ray_3f.h" - -typedef struct ray_ray_t { - ray_3f_t origin; - ray_3f_t direction; -} ray_ray_t; - -#endif diff --git a/modules/ray/ray_scene.c b/modules/ray/ray_scene.c deleted file mode 100644 index e44990b..0000000 --- a/modules/ray/ray_scene.c +++ /dev/null @@ -1,188 +0,0 @@ -#include <stdlib.h> -#include <math.h> - -#include "fb.h" - -#include "ray_camera.h" -#include "ray_color.h" -#include "ray_object.h" -#include "ray_ray.h" -#include "ray_scene.h" -#include "ray_threads.h" - -#define MAX_RECURSION_DEPTH 5 - - -static ray_color_t trace_ray(ray_scene_t *scene, ray_ray_t *ray, unsigned depth); - - -/* Determine if the ray is obstructed by an object within the supplied distance, for shadows */ -static inline int ray_is_obstructed(ray_scene_t *scene, ray_ray_t *ray, float distance) -{ - unsigned i; - - for (i = 0; i < scene->n_objects; i++) { - float ood; - - if (scene->objects[i].type == RAY_OBJECT_TYPE_LIGHT) - continue; - - if (ray_object_intersects_ray(&scene->objects[i], ray, &ood) && - ood < distance) { - return 1; - } - } - - return 0; -} - - -/* Determine the color @ distance on ray on object viewed from origin */ -static inline ray_color_t shade_ray(ray_scene_t *scene, ray_ray_t *ray, ray_object_t *object, float distance, unsigned depth) -{ - ray_surface_t surface; - ray_color_t color; - ray_3f_t rvec = ray_3f_mult_scalar(&ray->direction, distance); - ray_3f_t intersection = ray_3f_sub(&ray->origin, &rvec); - ray_3f_t normal = ray_object_normal(object, &intersection); - unsigned i; - - surface = ray_object_surface(object, &intersection); - color = ray_3f_mult_scalar(&scene->ambient_color, scene->ambient_brightness); - color = ray_3f_mult(&surface.color, &color); - - /* visit lights for shadows and illumination */ - for (i = 0; i < scene->n_lights; i++) { - ray_3f_t lvec = ray_3f_sub(&scene->lights[i].light.emitter.point.center, &intersection); - float ldist = ray_3f_length(&lvec); - float lvec_normal_dot; - ray_ray_t shadow_ray; - - lvec = ray_3f_mult_scalar(&lvec, (1.0f / ldist)); /* normalize lvec */ -#if 1 - /* skip this light if it's obstructed, - * we must shift the origin slightly towards the light to prevent - * spurious self-obstruction at the ray:object intersection */ - /* negate the light vector so it's pointed at the light rather than from it */ - shadow_ray.direction = ray_3f_negate(&lvec); - shadow_ray.origin = ray_3f_mult_scalar(&shadow_ray.direction, 0.00001f); - shadow_ray.origin = ray_3f_add(&shadow_ray.origin, &intersection); - - if (ray_is_obstructed(scene, &shadow_ray, ldist)) - continue; -#endif - lvec_normal_dot = ray_3f_dot(&normal, &lvec); - - if (lvec_normal_dot > 0) { -#if 1 - float rvec_lvec_dot = ray_3f_dot(&ray->direction, &lvec); - ray_color_t diffuse; - ray_color_t specular; - - diffuse = ray_3f_mult_scalar(&surface.color, lvec_normal_dot); - diffuse = ray_3f_mult_scalar(&diffuse, surface.diffuse); - color = ray_3f_add(&color, &diffuse); - - /* FIXME: assumes light is a point for its color, and 20 is a constant "Phong exponent", - * which should really be object/surface-specific - */ - specular = ray_3f_mult_scalar(&scene->lights[i].light.emitter.point.surface.color, powf(rvec_lvec_dot, 20)); - specular = ray_3f_mult_scalar(&specular, surface.specular); - color = ray_3f_add(&color, &specular); -#else - ray_color_t diffuse; - - diffuse = ray_3f_mult_scalar(&surface.color, lvec_normal_dot); - color = ray_3f_add(&color, &diffuse); -#endif - } - } - - /* generate a reflection ray */ -#if 1 - float dot = ray_3f_dot(&ray->direction, &normal); - ray_ray_t reflected_ray = { .direction = ray_3f_mult_scalar(&normal, dot * 2.0f) }; - ray_3f_t reflection; - - reflected_ray.origin = intersection; - reflected_ray.direction = ray_3f_sub(&ray->direction, &reflected_ray.direction); - - reflection = trace_ray(scene, &reflected_ray, depth + 1); - reflection = ray_3f_mult_scalar(&reflection, surface.specular); - color = ray_3f_add(&color, &reflection); -#endif - - /* TODO: generate a refraction ray */ - - return color; -} - - -static ray_color_t trace_ray(ray_scene_t *scene, ray_ray_t *ray, unsigned depth) -{ - ray_object_t *nearest_object = NULL; - float nearest_object_distance = INFINITY; - ray_color_t color = { .x = 0.0, .y = 0.0, .z = 0.0 }; - unsigned i; - - depth++; - if (depth > MAX_RECURSION_DEPTH) - return color; - - for (i = 0; i < scene->n_objects; i++) { - float distance; - - /* Does this ray intersect object? */ - if (ray_object_intersects_ray(&scene->objects[i], ray, &distance)) { - - /* Is it the nearest intersection? */ - if (!nearest_object || - distance < nearest_object_distance) { - nearest_object = &scene->objects[i]; - nearest_object_distance = distance; - } - } - } - - if (nearest_object) - color = shade_ray(scene, ray, nearest_object, nearest_object_distance, depth); - - depth--; - - return color; -} - - -void ray_scene_render_fragment(ray_scene_t *scene, ray_camera_t *camera, fb_fragment_t *fragment) -{ - ray_camera_frame_t frame; - ray_ray_t ray; - uint32_t *buf = fragment->buf; - unsigned stride = fragment->stride / 4; - - ray_camera_frame_begin(camera, fragment, &ray, &frame); - do { - do { - *buf = ray_color_to_uint32_rgb(trace_ray(scene, &ray, 0)); - buf++; - } while (ray_camera_frame_x_step(&frame)); - - buf += stride; - } while (ray_camera_frame_y_step(&frame)); -} - -/* we expect fragments[threads->n_threads + 1], or fragments[1] when threads == NULL */ -void ray_scene_render_fragments(ray_scene_t *scene, ray_camera_t *camera, ray_threads_t *threads, fb_fragment_t *fragments) -{ - unsigned n_threads = threads ? threads->n_threads + 1 : 1; - unsigned i; - - for (i = 1; i < n_threads; i++) - ray_thread_fragment_submit(&threads->threads[i - 1], scene, camera, &fragments[i]); - - /* always render the zero fragment in-line */ - ray_scene_render_fragment(scene, camera, &fragments[0]); - - for (i = 1; i < n_threads; i++) - ray_thread_wait_idle(&threads->threads[i - 1]); -} diff --git a/modules/ray/ray_scene.h b/modules/ray/ray_scene.h deleted file mode 100644 index e9781c6..0000000 --- a/modules/ray/ray_scene.h +++ /dev/null @@ -1,27 +0,0 @@ -#ifndef _RAY_SCENE_H -#define _RAY_SCENE_H - -#include "fb.h" - -#include "ray_camera.h" -#include "ray_color.h" -#include "ray_ray.h" -#include "ray_threads.h" - -typedef union ray_object_t ray_object_t; - -typedef struct ray_scene_t { - ray_object_t *objects; - unsigned n_objects; - - ray_object_t *lights; - unsigned n_lights; - - ray_color_t ambient_color; - float ambient_brightness; -} ray_scene_t; - -void ray_scene_render_fragments(ray_scene_t *scene, ray_camera_t *camera, ray_threads_t *threads, fb_fragment_t *fragments); -void ray_scene_render_fragment(ray_scene_t *scene, ray_camera_t *camera, fb_fragment_t *fragment); - -#endif diff --git a/modules/ray/ray_surface.h b/modules/ray/ray_surface.h deleted file mode 100644 index b3e3c68..0000000 --- a/modules/ray/ray_surface.h +++ /dev/null @@ -1,14 +0,0 @@ -#ifndef _RAY_MATERIAL_H -#define _RAY_MATERIAL_H - -#include "ray_3f.h" -#include "ray_color.h" - -/* Surface properties we expect every object to be able to introspect */ -typedef struct ray_surface_t { - ray_color_t color; - float specular; - float diffuse; -} ray_surface_t; - -#endif diff --git a/modules/ray/ray_threads.c b/modules/ray/ray_threads.c deleted file mode 100644 index 2369687..0000000 --- a/modules/ray/ray_threads.c +++ /dev/null @@ -1,111 +0,0 @@ -#include <pthread.h> -#include <stdlib.h> - -#include "fb.h" - -#include "ray_scene.h" -#include "ray_threads.h" - -#define BUSY_WAIT_NUM 1000000000 /* How much to spin before sleeping in pthread_cond_wait() */ - -/* for now assuming x86 */ -#define cpu_relax() \ - __asm__ __volatile__ ( "pause\n" : : : "memory") - -/* This is a very simple/naive implementation, there's certainly room for improvement. - * - * Without the BUSY_WAIT_NUM spinning this approach seems to leave a fairly - * substantial proportion of CPU idle while waiting for the render thread to - * complete on my core 2 duo. - * - * It's probably just latency in getting the render thread woken when the work - * is submitted, and since the fragments are split equally the main thread gets - * a head start and has to wait when it finishes first. The spinning is just - * an attempt to avoid going to sleep while the render threads finish, there - * still needs to be improvement in how the work is submitted. - * - * I haven't spent much time on optimizing the raytracer yet. - */ - -static void * ray_thread_func(void *_thread) -{ - ray_thread_t *thread = _thread; - - for (;;) { - pthread_mutex_lock(&thread->mutex); - while (thread->fragment == NULL) - pthread_cond_wait(&thread->cond, &thread->mutex); - - ray_scene_render_fragment(thread->scene, thread->camera, thread->fragment); - thread->fragment = NULL; - pthread_mutex_unlock(&thread->mutex); - pthread_cond_signal(&thread->cond); - } - - return NULL; -} - - -void ray_thread_fragment_submit(ray_thread_t *thread, ray_scene_t *scene, ray_camera_t *camera, fb_fragment_t *fragment) -{ - pthread_mutex_lock(&thread->mutex); - while (thread->fragment != NULL) /* XXX: never true due to ray_thread_wait_idle() */ - pthread_cond_wait(&thread->cond, &thread->mutex); - - thread->fragment = fragment; - thread->scene = scene; - thread->camera = camera; - - pthread_mutex_unlock(&thread->mutex); - pthread_cond_signal(&thread->cond); -} - - -void ray_thread_wait_idle(ray_thread_t *thread) -{ - unsigned n; - - /* Spin before going to sleep, the other thread should not take substantially longer. */ - for (n = 0; thread->fragment != NULL && n < BUSY_WAIT_NUM; n++) - cpu_relax(); - - pthread_mutex_lock(&thread->mutex); - while (thread->fragment != NULL) - pthread_cond_wait(&thread->cond, &thread->mutex); - pthread_mutex_unlock(&thread->mutex); -} - - -ray_threads_t * ray_threads_create(unsigned num) -{ - ray_threads_t *threads; - unsigned i; - - threads = malloc(sizeof(ray_threads_t) + sizeof(ray_thread_t) * num); - if (!threads) - return NULL; - - for (i = 0; i < num; i++) { - pthread_mutex_init(&threads->threads[i].mutex, NULL); - pthread_cond_init(&threads->threads[i].cond, NULL); - threads->threads[i].fragment = NULL; - pthread_create(&threads->threads[i].thread, NULL, ray_thread_func, &threads->threads[i]); - } - threads->n_threads = num; - - return threads; -} - - -void ray_threads_destroy(ray_threads_t *threads) -{ - unsigned i; - - for (i = 0; i < threads->n_threads; i++) - pthread_cancel(threads->threads[i].thread); - - for (i = 0; i < threads->n_threads; i++) - pthread_join(threads->threads[i].thread, NULL); - - free(threads); -} diff --git a/modules/ray/ray_threads.h b/modules/ray/ray_threads.h deleted file mode 100644 index b4c601d..0000000 --- a/modules/ray/ray_threads.h +++ /dev/null @@ -1,30 +0,0 @@ -#ifndef _RAY_THREADS_H -#define _RAY_THREADS_H - -#include <pthread.h> - -typedef struct ray_scene_t ray_scene_t; -typedef struct ray_camera_t ray_camera_t; -typedef struct fb_fragment_t fb_fragment_t; - -typedef struct ray_thread_t { - pthread_t thread; - pthread_mutex_t mutex; - pthread_cond_t cond; - ray_scene_t *scene; - ray_camera_t *camera; - fb_fragment_t *fragment; -} ray_thread_t; - -typedef struct ray_threads_t { - unsigned n_threads; - ray_thread_t threads[]; -} ray_threads_t; - - -ray_threads_t * ray_threads_create(unsigned num); -void ray_threads_destroy(ray_threads_t *threads); - -void ray_thread_fragment_submit(ray_thread_t *thread, ray_scene_t *scene, ray_camera_t *camera, fb_fragment_t *fragment); -void ray_thread_wait_idle(ray_thread_t *thread); -#endif diff --git a/modules/roto/Makefile.am b/modules/roto/Makefile.am deleted file mode 100644 index 08d8522..0000000 --- a/modules/roto/Makefile.am +++ /dev/null @@ -1,4 +0,0 @@ -noinst_LIBRARIES = libroto.a -libroto_a_SOURCES = roto.c roto.h -libroto_a_CFLAGS = @ROTOTILLER_CFLAGS@ -libroto_a_CPPFLAGS = @ROTOTILLER_CFLAGS@ -I../../ diff --git a/modules/roto/roto.c b/modules/roto/roto.c deleted file mode 100644 index d789f85..0000000 --- a/modules/roto/roto.c +++ /dev/null @@ -1,305 +0,0 @@ -#include <stdint.h> -#include <inttypes.h> -#include <math.h> - -#include "fb.h" -#include "rototiller.h" - -/* Copyright (C) 2016 Vito Caputo <vcaputo@pengaru.com> */ - -/* Some defines for the fixed-point stuff in render(). */ -#define FIXED_TRIG_LUT_SIZE 4096 /* size of the cos/sin look-up tables */ -#define FIXED_BITS 11 /* fractional bits */ -#define FIXED_EXP (1 << FIXED_BITS) /* 2^FIXED_BITS */ -#define FIXED_MASK (FIXED_EXP - 1) /* fractional part mask */ -#define FIXED_COS(_rad) costab[(_rad) % FIXED_TRIG_LUT_SIZE] -#define FIXED_SIN(_rad) sintab[(_rad) % FIXED_TRIG_LUT_SIZE] -#define FIXED_MULT(_a, _b) (((_a) * (_b)) >> FIXED_BITS) -#define FIXED_NEW(_i) ((_i) << FIXED_BITS) -#define FIXED_TO_INT(_f) ((_f) >> FIXED_BITS) - -typedef struct color_t { - int r, g, b; -} color_t; - - -/* linearly interpolate between two colors, alpha is fixed-point value 0-FIXED_EXP. */ -static inline color_t lerp_color(color_t *a, color_t *b, int alpha) -{ - /* TODO: This could be done without multiplies with a bit of effort, - * maybe a simple table mapping integer color deltas to shift values - * for shifting alpha which then gets simply added? A table may not even - * be necessary, use the order of the delta to derive how much to shift - * alpha? - */ - color_t c = { - .r = a->r + FIXED_MULT(alpha, b->r - a->r), - .g = a->g + FIXED_MULT(alpha, b->g - a->g), - .b = a->b + FIXED_MULT(alpha, b->b - a->b), - }; - - return c; -} - - -/* Return the bilinearly interpolated color palette[texture[ty][tx]] (Anti-Aliasing) */ -/* tx, ty are fixed-point for fractions, palette colors are also in fixed-point format. */ -static uint32_t bilerp_color(uint8_t texture[256][256], color_t *palette, int tx, int ty) -{ - uint8_t itx = FIXED_TO_INT(tx), ity = FIXED_TO_INT(ty); - color_t n_color, s_color, color; - int x_alpha, y_alpha; - uint8_t nw, ne, sw, se; - - /* We need the 4 texels constituting a 2x2 square pattern to interpolate. - * A point tx,ty can only intersect one texel; one corner of the 2x2 square. - * Where relative to the corner's center the intersection occurs determines which corner has been intersected, - * and the other corner texels may then be addressed relative to that corner. - * Alpha values must also be determined for both axis, these values describe the position between - * the 2x2 texel centers the intersection occurred, aka the weight or bias. - * Once the two alpha values are known, linear interpolation between the texel colors is trivial. - */ - - if ((ty & FIXED_MASK) > (FIXED_EXP >> 1)) { - y_alpha = ty & (FIXED_MASK >> 1); - - if ((tx & (FIXED_MASK)) > (FIXED_EXP >> 1)) { - nw = texture[ity][itx]; - ne = texture[ity][(uint8_t)(itx + 1)]; - sw = texture[(uint8_t)(ity + 1)][itx]; - se = texture[(uint8_t)(ity + 1)][(uint8_t)(itx + 1)]; - - x_alpha = tx & (FIXED_MASK >> 1); - } else { - ne = texture[ity][itx]; - nw = texture[ity][(uint8_t)(itx - 1)]; - se = texture[(uint8_t)(ity + 1)][itx]; - sw = texture[(uint8_t)(ity + 1)][(uint8_t)(itx - 1)]; - - x_alpha = (FIXED_EXP >> 1) + (tx & (FIXED_MASK >> 1)); - } - } else { - y_alpha = (FIXED_EXP >> 1) + (ty & (FIXED_MASK >> 1)); - - if ((tx & (FIXED_MASK)) > (FIXED_EXP >> 1)) { - sw = texture[ity][itx]; - se = texture[ity][(uint8_t)(itx + 1)]; - nw = texture[(uint8_t)(ity - 1)][itx]; - ne = texture[(uint8_t)(ity - 1)][(uint8_t)(itx + 1)]; - - x_alpha = tx & (FIXED_MASK >> 1); - } else { - se = texture[ity][itx]; - sw = texture[ity][(uint8_t)(itx - 1)]; - ne = texture[(uint8_t)(ity - 1)][itx]; - nw = texture[(uint8_t)(ity - 1)][(uint8_t)(itx - 1)]; - - x_alpha = (FIXED_EXP >> 1) + (tx & (FIXED_MASK >> 1)); - } - } - - /* Skip interpolation of same colors, a substantial optimization with plain textures like the checker pattern */ - if (nw == ne) { - if (ne == sw && sw == se) { - return (FIXED_TO_INT(palette[sw].r) << 16) | (FIXED_TO_INT(palette[sw].g) << 8) | FIXED_TO_INT(palette[sw].b); - } - n_color = palette[nw]; - } else { - n_color = lerp_color(&palette[nw], &palette[ne], x_alpha); - } - - if (sw == se) { - s_color = palette[sw]; - } else { - s_color = lerp_color(&palette[sw], &palette[se], x_alpha); - } - - color = lerp_color(&n_color, &s_color, y_alpha); - - return (FIXED_TO_INT(color.r) << 16) | (FIXED_TO_INT(color.g) << 8) | FIXED_TO_INT(color.b); -} - - -static void init_roto(uint8_t texture[256][256], int32_t *costab, int32_t *sintab) -{ - int x, y, i; - - /* Generate simple checker pattern texture, nothing clever, feel free to play! */ - /* If you modify texture on every frame instead of only @ initialization you can - * produce some neat output. These values are indexed into palette[] below. */ - for (y = 0; y < 128; y++) { - for (x = 0; x < 128; x++) - texture[y][x] = 1; - for (; x < 256; x++) - texture[y][x] = 0; - } - for (; y < 256; y++) { - for (x = 0; x < 128; x++) - texture[y][x] = 0; - for (; x < 256; x++) - texture[y][x] = 1; - } - - /* Generate fixed-point cos & sin LUTs. */ - for (i = 0; i < FIXED_TRIG_LUT_SIZE; i++) { - costab[i] = ((cos((double)2*M_PI*i/FIXED_TRIG_LUT_SIZE))*FIXED_EXP); - sintab[i] = ((sin((double)2*M_PI*i/FIXED_TRIG_LUT_SIZE))*FIXED_EXP); - } -} - - -/* Draw a rotating checkered 256x256 texture into fragment. (32-bit version) */ -static void roto32(fb_fragment_t *fragment) -{ - static int32_t costab[FIXED_TRIG_LUT_SIZE], sintab[FIXED_TRIG_LUT_SIZE]; - static uint8_t texture[256][256]; - static int initialized; - static color_t palette[2]; - static unsigned r, rr; - - int y_cos_r, y_sin_r, x_cos_r, x_sin_r, x_cos_r_init, x_sin_r_init, cos_r, sin_r; - int x, y, stride = fragment->stride / 4, width = fragment->width, height = fragment->height; - uint32_t *buf = fragment->buf; - - if (!initialized) { - initialized = 1; - - init_roto(texture, costab, sintab); - } - - /* This is all done using fixed-point in the hopes of being faster, and yes assumptions - * are being made WRT the overflow of tx/ty as well, only tested on x86_64. */ - cos_r = FIXED_COS(r); - sin_r = FIXED_SIN(r); - - /* Vary the colors, this is just a mashup of sinusoidal rgb values. */ - palette[0].r = (FIXED_MULT(FIXED_COS(rr), FIXED_NEW(127)) + FIXED_NEW(128)); - palette[0].g = (FIXED_MULT(FIXED_SIN(rr / 2), FIXED_NEW(127)) + FIXED_NEW(128)); - palette[0].b = (FIXED_MULT(FIXED_COS(rr / 3), FIXED_NEW(127)) + FIXED_NEW(128)); - - palette[1].r = (FIXED_MULT(FIXED_SIN(rr / 2), FIXED_NEW(127)) + FIXED_NEW(128)); - palette[1].g = (FIXED_MULT(FIXED_COS(rr / 2), FIXED_NEW(127)) + FIXED_NEW(128)); - palette[1].b = (FIXED_MULT(FIXED_SIN(rr), FIXED_NEW(127)) + FIXED_NEW(128)); - - /* The dimensions are cut in half and negated to center the rotation. */ - /* The [xy]_{sin,cos}_r variables are accumulators to replace multiplication with addition. */ - x_cos_r_init = FIXED_MULT(-FIXED_NEW((width / 2)), cos_r); - x_sin_r_init = FIXED_MULT(-FIXED_NEW((width / 2)), sin_r); - - y_cos_r = FIXED_MULT(-FIXED_NEW((height / 2)), cos_r); - y_sin_r = FIXED_MULT(-FIXED_NEW((height / 2)), sin_r); - - for (y = 0; y < height; y++) { - - x_cos_r = x_cos_r_init; - x_sin_r = x_sin_r_init; - - for (x = 0; x < width; x++, buf++) { - *buf = bilerp_color(texture, palette, x_sin_r - y_cos_r, y_sin_r + x_cos_r); - - x_cos_r += cos_r; - x_sin_r += sin_r; - } - - buf += stride; - y_cos_r += cos_r; - y_sin_r += sin_r; - } - - // This governs the rotation and color cycle. - r += FIXED_TO_INT(FIXED_MULT(FIXED_SIN(rr), FIXED_NEW(16))); - rr += 2; -} - - -/* Draw a rotating checkered 256x256 texture into fragment. (64-bit version) */ -static void roto64(fb_fragment_t *fragment) -{ - static int32_t costab[FIXED_TRIG_LUT_SIZE], sintab[FIXED_TRIG_LUT_SIZE]; - static uint8_t texture[256][256]; - static int initialized; - static color_t palette[2]; - static unsigned r, rr; - - int y_cos_r, y_sin_r, x_cos_r, x_sin_r, x_cos_r_init, x_sin_r_init, cos_r, sin_r; - int x, y, stride = fragment->stride / 8, width = fragment->width, height = fragment->height; - uint64_t *buf = (uint64_t *)fragment->buf; - - if (!initialized) { - initialized = 1; - - init_roto(texture, costab, sintab); - } - - /* This is all done using fixed-point in the hopes of being faster, and yes assumptions - * are being made WRT the overflow of tx/ty as well, only tested on x86_64. */ - cos_r = FIXED_COS(r); - sin_r = FIXED_SIN(r); - - /* Vary the colors, this is just a mashup of sinusoidal rgb values. */ - palette[0].r = (FIXED_MULT(FIXED_COS(rr), FIXED_NEW(127)) + FIXED_NEW(128)); - palette[0].g = (FIXED_MULT(FIXED_SIN(rr / 2), FIXED_NEW(127)) + FIXED_NEW(128)); - palette[0].b = (FIXED_MULT(FIXED_COS(rr / 3), FIXED_NEW(127)) + FIXED_NEW(128)); - - palette[1].r = (FIXED_MULT(FIXED_SIN(rr / 2), FIXED_NEW(127)) + FIXED_NEW(128)); - palette[1].g = (FIXED_MULT(FIXED_COS(rr / 2), FIXED_NEW(127)) + FIXED_NEW(128)); - palette[1].b = (FIXED_MULT(FIXED_SIN(rr), FIXED_NEW(127)) + FIXED_NEW(128)); - - /* The dimensions are cut in half and negated to center the rotation. */ - /* The [xy]_{sin,cos}_r variables are accumulators to replace multiplication with addition. */ - x_cos_r_init = FIXED_MULT(-FIXED_NEW((width / 2)), cos_r); - x_sin_r_init = FIXED_MULT(-FIXED_NEW((width / 2)), sin_r); - - y_cos_r = FIXED_MULT(-FIXED_NEW((height / 2)), cos_r); - y_sin_r = FIXED_MULT(-FIXED_NEW((height / 2)), sin_r); - - width /= 2; /* Since we're processing 64-bit words (2 pixels) at a time */ - - for (y = 0; y < height; y++) { - - x_cos_r = x_cos_r_init; - x_sin_r = x_sin_r_init; - - for (x = 0; x < width; x++, buf++) { - uint64_t p; - - p = bilerp_color(texture, palette, x_sin_r - y_cos_r, y_sin_r + x_cos_r); - - x_cos_r += cos_r; - x_sin_r += sin_r; - - p |= (uint64_t)(bilerp_color(texture, palette, x_sin_r - y_cos_r, y_sin_r + x_cos_r)) << 32; - - *buf = p; - - x_cos_r += cos_r; - x_sin_r += sin_r; - } - - buf += stride; - y_cos_r += cos_r; - y_sin_r += sin_r; - } - - // This governs the rotation and color cycle. - r += FIXED_TO_INT(FIXED_MULT(FIXED_SIN(rr), FIXED_NEW(16))); - rr += 2; -} - - -rototiller_renderer_t roto32_renderer = { - .render = roto32, - .name = "roto32", - .description = "Anti-aliased tiled texture rotation (32-bit)", - .author = "Vito Caputo <vcaputo@pengaru.com>", - .license = "GPLv2", -}; - - -rototiller_renderer_t roto64_renderer = { - .render = roto64, - .name = "roto64", - .description = "Anti-aliased tiled texture rotation (64-bit)", - .author = "Vito Caputo <vcaputo@pengaru.com>", - .license = "GPLv2", -}; diff --git a/modules/roto/roto.h b/modules/roto/roto.h deleted file mode 100644 index 84a66a9..0000000 --- a/modules/roto/roto.h +++ /dev/null @@ -1,9 +0,0 @@ -#ifndef _ROTO_H -#define _ROTO_H - -#include "fb.h" - -void roto64(fb_fragment_t *fragment); -void roto32(fb_fragment_t *fragment); - -#endif diff --git a/modules/sparkler/Makefile.am b/modules/sparkler/Makefile.am deleted file mode 100644 index 13d8e8a..0000000 --- a/modules/sparkler/Makefile.am +++ /dev/null @@ -1,4 +0,0 @@ -noinst_LIBRARIES = libsparkler.a -libsparkler_a_SOURCES = bsp.c bsp.h burst.c chunker.c chunker.h container.h draw.h list.h particle.c particle.h particles.c particles.h rocket.c simple.c spark.c sparkler.c sparkler.h v3f.h xplode.c -libsparkler_a_CFLAGS = @ROTOTILLER_CFLAGS@ -ffast-math -libsparkler_a_CPPFLAGS = @ROTOTILLER_CFLAGS@ -I../../ diff --git a/modules/sparkler/bsp.c b/modules/sparkler/bsp.c deleted file mode 100644 index 381e922..0000000 --- a/modules/sparkler/bsp.c +++ /dev/null @@ -1,584 +0,0 @@ -#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 ^^ */ -}; - -#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 - -/* 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; - -struct bsp_t { - bsp_node_t root; - list_head_t free; - bsp_lookup_t lookup_cache; -}; - - -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); -} - - -/* Initialize the lookup cache to the root */ -static inline void bsp_init_lookup_cache(bsp_t *bsp) { - bsp->lookup_cache.bv = &bsp->root; - bsp->lookup_cache.depth = 0; - v3f_set(&bsp->lookup_cache.left, -1.0, -1.0, -1.0); /* TODO: the bsp AABB should be supplied to bsp_new() */ - v3f_set(&bsp->lookup_cache.right, 1.0, 1.0, 1.0); -} - - -/* Invalidate/reset the bsp's lookup cache TODO: make conditional on a supplied node being cached? */ -static inline void bsp_invalidate_lookup_cache(bsp_t *bsp) { - if (bsp->lookup_cache.bv != &bsp->root) { - bsp_init_lookup_cache(bsp); - } -} - - -/* 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); - bsp_init_lookup_cache(bsp); - - return bsp; -} - - -/* Free a bsp octree */ -void bsp_free(bsp_t *bsp) -{ - /* TODO: free everything ... */ - free(bsp); -} - - -/* 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_t *bsp, bsp_node_t *root, v3f_t *position, bsp_lookup_t *lookup_res) -{ - bsp_lookup_t res = bsp->lookup_cache; - - if (res.bv->parent) { - /* When starting from a cached (non-root) lookup, we must verify our position falls within the cached bv */ - if (position->x < res.left.x || position->x > res.right.x || - position->y < res.left.y || position->y > res.right.y || - position->z < res.left.z || position->z > res.right.z) { - bsp_invalidate_lookup_cache(bsp); - res = bsp->lookup_cache; - } - } - - 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 = bsp->lookup_cache = 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 explicitly cached lookup result was provided, perform the lookup now (which may still be cached). */ - if (!l) { - l = &_lookup; - bsp_lookup_position(bsp, &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) * .5f + bv->center.x; - bv->octrants[OCT_XR_YR_ZR].center.y = (l->right.y - bv->center.y) * .5f + bv->center.y; - bv->octrants[OCT_XR_YR_ZR].center.z = (l->right.z - bv->center.z) * .5f + 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) * .5f + 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) * .5f + 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) * .5f + 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; - bsp_invalidate_lookup_cache(bsp); - } - } - -_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; - } - - /* TODO: now that there's a cache maintained in bsp->lookup_cache as well, - * this feels a bit vestigial, see about consolidating things. We still - * need to be able to pin lookup_res.bv in the delete, but why not just use - * the one in bsp->lookup_cache.bv then stop having lookup_position return - * a result at all???? this bsp isn't concurrent/threaded, so it doens't - * really matter. - */ - bsp_lookup_position(bsp, &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 deleted file mode 100644 index f5ce303..0000000 --- a/modules/sparkler/bsp.h +++ /dev/null @@ -1,28 +0,0 @@ -#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 deleted file mode 100644 index 828ca02..0000000 --- a/modules/sparkler/burst.c +++ /dev/null @@ -1,111 +0,0 @@ -#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 deleted file mode 100644 index ca072eb..0000000 --- a/modules/sparkler/chunker.c +++ /dev/null @@ -1,225 +0,0 @@ -#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 deleted file mode 100644 index ac53cec..0000000 --- a/modules/sparkler/chunker.h +++ /dev/null @@ -1,11 +0,0 @@ -#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 deleted file mode 100644 index a3779e8..0000000 --- a/modules/sparkler/container.h +++ /dev/null @@ -1,11 +0,0 @@ -#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 deleted file mode 100644 index 5010374..0000000 --- a/modules/sparkler/draw.h +++ /dev/null @@ -1,32 +0,0 @@ -#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 deleted file mode 100644 index 48bca36..0000000 --- a/modules/sparkler/list.h +++ /dev/null @@ -1,252 +0,0 @@ -#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 deleted file mode 100644 index 0e3d2c8..0000000 --- a/modules/sparkler/particle.c +++ /dev/null @@ -1,14 +0,0 @@ -#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 deleted file mode 100644 index 95c117e..0000000 --- a/modules/sparkler/particle.h +++ /dev/null @@ -1,79 +0,0 @@ -#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 deleted file mode 100644 index 0eb260e..0000000 --- a/modules/sparkler/particles.c +++ /dev/null @@ -1,342 +0,0 @@ -#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 * .5f, h2 = fragment->height * .5f; - _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 = (p->props.position.x / (p->props.position.z - ZCONST) * w2) + w2; - y = (p->props.position.y / (p->props.position.z - ZCONST) * h2) + h2; - - particle_draw(particles, &p->public, x, y, fragment); - - if (!list_empty(&p->children)) { - _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 (!list_empty(&p->children) && - _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, -0.05f, 0.0f); - - p->props.direction = v3f_add(&p->props.direction, &gravity); - 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); - } - - if (!list_empty(&p->children)) { - _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 deleted file mode 100644 index 689934b..0000000 --- a/modules/sparkler/particles.h +++ /dev/null @@ -1,21 +0,0 @@ -#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 deleted file mode 100644 index 6b9dc5e..0000000 --- a/modules/sparkler/rocket.c +++ /dev/null @@ -1,144 +0,0 @@ -#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 deleted file mode 100644 index e453e46..0000000 --- a/modules/sparkler/simple.c +++ /dev/null @@ -1,113 +0,0 @@ -#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 deleted file mode 100644 index ea68ac2..0000000 --- a/modules/sparkler/spark.c +++ /dev/null @@ -1,63 +0,0 @@ -#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 deleted file mode 100644 index 0bb0fcf..0000000 --- a/modules/sparkler/sparkler.c +++ /dev/null @@ -1,53 +0,0 @@ -#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; - } - - memset(buf, 0, ((fragment->width << 2) + fragment->stride) * fragment->height); - - particles_age(particles); - 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 deleted file mode 100644 index 3beb610..0000000 --- a/modules/sparkler/sparkler.h +++ /dev/null @@ -1,8 +0,0 @@ -#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 deleted file mode 100644 index 8bf7e24..0000000 --- a/modules/sparkler/v3f.h +++ /dev/null @@ -1,157 +0,0 @@ -#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 deleted file mode 100644 index 24a436e..0000000 --- a/modules/sparkler/xplode.c +++ /dev/null @@ -1,82 +0,0 @@ -#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, - }; diff --git a/modules/stars/Makefile.am b/modules/stars/Makefile.am deleted file mode 100644 index e709e85..0000000 --- a/modules/stars/Makefile.am +++ /dev/null @@ -1,4 +0,0 @@ -noinst_LIBRARIES = libstars.a -libstars_a_SOURCES = draw.h stars.c stars.h starslib.c starslib.h -libstars_a_CFLAGS = @ROTOTILLER_CFLAGS@ -libstars_a_CPPFLAGS = @ROTOTILLER_CFLAGS@ -I../../ diff --git a/modules/stars/draw.h b/modules/stars/draw.h deleted file mode 100644 index 5010374..0000000 --- a/modules/stars/draw.h +++ /dev/null @@ -1,32 +0,0 @@ -#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/stars/stars.c b/modules/stars/stars.c deleted file mode 100644 index e009714..0000000 --- a/modules/stars/stars.c +++ /dev/null @@ -1,63 +0,0 @@ -#include <stdint.h> -#include <stdlib.h> -#include <string.h> -#include <inttypes.h> -#include <time.h> -#include <sys/types.h> -#include <unistd.h> - -#include "draw.h" -#include "fb.h" -#include "rototiller.h" -#include "starslib.h" - -/* Copyright (C) 2017 Philip J. Freeman <elektron@halo.nu> */ - -static void stars(fb_fragment_t *fragment) -{ - static int initialized, z; - static struct universe* u; - - struct return_point rp; - int x, y, width = fragment->width, height = fragment->height; - - if (!initialized) { - z = 128; - srand(time(NULL) + getpid()); - - // Initialize the stars lib (and pre-add a bunch of stars) - new_universe(&u, width, height, z); - for(y=0; y<z; y++) { - while (process_point(u, &rp) != 0); - for(x=0; x<rand()%128; x++){ - new_point(u); - } - } - initialized = 1; - } - - // draw space (or blank the frame, if you prefer) - memset(fragment->buf, 0, ((fragment->width << 2) + fragment->stride) * fragment->height); - - // draw stars - for (;;) { - int ret = process_point( u, &rp ); - if (ret==0) break; - if (ret==1) draw_pixel(fragment, rp.x+(width/2), rp.y+(height/2), - makergb(0xFF, 0xFF, 0xFF, (float)rp.opacity/OPACITY_MAX) - ); - } - - // add stars at horizon - for (x=0; x<rand()%128; x++) { - new_point(u); - } -} - -rototiller_renderer_t stars_renderer = { - .render = stars, - .name = "stars", - .description = "basic starfield", - .author = "Philip J Freeman <elektron@halo.nu>", - .license = "GPLv2", -}; diff --git a/modules/stars/stars.h b/modules/stars/stars.h deleted file mode 100644 index 70ef6f2..0000000 --- a/modules/stars/stars.h +++ /dev/null @@ -1,8 +0,0 @@ -#ifndef _STARS_H -#define _STARS_H - -#include "fb.h" - -void stars(fb_fragment_t *fragment); - -#endif diff --git a/modules/stars/starslib.c b/modules/stars/starslib.c deleted file mode 100644 index 9d43062..0000000 --- a/modules/stars/starslib.c +++ /dev/null @@ -1,133 +0,0 @@ -/* - * a starfield simulation library from: https://github.com/ph1l/stars - * Copyright 2014 Philip J. Freeman <elektron@halo.nu> - */ - -#include <stdlib.h> -#ifdef DEBUG -#include <stdio.h> -#endif -#include "starslib.h" - -struct points -{ - int x, y, z; - struct points *next; -}; - -void new_universe( struct universe** u, int width, int height, int depth ) -{ - *u = malloc(sizeof(struct universe)); - - (*u)->width = width; - (*u)->height = height; - (*u)->depth = depth; - - (*u)->iterator = NULL; - (*u)->points = NULL; - #ifdef DEBUG - printf("NEW UNIVERSE: %lx: (%i,%i,%i)\n", (long unsigned int )(*u), (*u)->width, (*u)->height, (*u)->depth); - #endif - - return; -} - -void new_point( struct universe* u ) -{ - - struct points* p_ptr = malloc(sizeof(struct points)); - - p_ptr->x = (rand()%u->width - (u->width/2)) * u->depth; - p_ptr->y = (rand()%u->height - (u->height/2)) * u->depth; - p_ptr->z = u->depth; - - p_ptr->next = u->points; - u->points = p_ptr; - #ifdef DEBUG - printf("NEW POINT: %lx: (%i,%i,%i) next=%lx\n", (long unsigned int )p_ptr, p_ptr->x, p_ptr->y, p_ptr->z, (long unsigned int) p_ptr->next); - #endif - - return; -} - -void kill_point( struct universe* universe, struct points* to_kill ) -{ - - struct points *p_ptr, *last_ptr = NULL; - - - for ( p_ptr = universe->points; p_ptr != NULL; p_ptr = p_ptr->next) - { - if (p_ptr == to_kill) - { - #ifdef DEBUG - printf("KILL POINT: %lx: (%i,%i,%i).\n", (long unsigned int )p_ptr, p_ptr->x, p_ptr->y, p_ptr->z); - #endif - if (last_ptr == NULL) - { - universe->points = p_ptr->next; - } else { - last_ptr->next = p_ptr->next; - } - free(p_ptr); - } else { - last_ptr = p_ptr; - } - } - #ifdef DEBUG - printf("KILL POINT: %lx\n", (long unsigned int )p_ptr); - #endif - return; -} - -int process_point( struct universe *u, struct return_point *rp ) -{ - - if ( u->iterator == NULL ) { - if (u->points == NULL){ - return 0; - } else { - u->iterator = u->points; - } - } - - if ( u->iterator->z == 0 ){ - // Delete point that has reached us. - struct points *tmp = u->iterator; - u->iterator = u->iterator->next; - kill_point( u, tmp ); - return(-1); - } else { - // Plot the point - int x, y; - x = u->iterator->x / u->iterator->z; - y = u->iterator->y / u->iterator->z; - if ( abs(x) >= u->width/2 || abs(y) >= u->height/2 ){ - // Delete point that is off screen - struct points *tmp = u->iterator; - u->iterator = u->iterator->next; - kill_point( u, tmp ); - if ( u->iterator == NULL ) { - return(0); - } else { - return(-1); - } - } else { - int m = OPACITY_MAX*((u->depth-u->iterator->z)*4)/u->depth; - if ( m>OPACITY_MAX ){ m=OPACITY_MAX; } - u->iterator->z = u->iterator->z - 1; - #ifdef DEBUG - printf("RETURN POINT: %lx\n", (long unsigned int )u->iterator); - #endif - u->iterator = u->iterator->next; - rp->x = x; - rp->y = y; - rp->opacity = m; - if ( u->iterator == NULL ) { - return(0); - } else { - return(1); - } - } - } -} diff --git a/modules/stars/starslib.h b/modules/stars/starslib.h deleted file mode 100644 index 0c125a3..0000000 --- a/modules/stars/starslib.h +++ /dev/null @@ -1,19 +0,0 @@ -struct universe -{ - int width, height, depth; - struct points* points; - struct points* iterator; -}; - -void new_universe( struct universe** u, int width, int height, int depth ); -void new_point( struct universe* universe ); - -#define OPACITY_MAX 8 -struct return_point -{ - int x, y; - int opacity; -}; - -int process_point( struct universe *u, struct return_point *rp ); - |