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authorVito Caputo <vcaputo@gnugeneration.com>2017-01-18 17:14:52 -0800
committerVito Caputo <vcaputo@gnugeneration.com>2017-01-18 17:31:44 -0800
commit524db0cf19648e3c7c78d3e73103b7a0bdcd6bfc (patch)
tree6fd682629904a210927797c92d956c208666b03a /modules
parentee2073d4e411555aba878277131b56f7eb562c84 (diff)
*: move source into src/ subdir
Restoring some organizational sanity since adopting autotools.
Diffstat (limited to 'modules')
-rw-r--r--modules/Makefile.am1
-rw-r--r--modules/ray/Makefile.am4
-rw-r--r--modules/ray/ray.c161
-rw-r--r--modules/ray/ray.h8
-rw-r--r--modules/ray/ray_3f.h161
-rw-r--r--modules/ray/ray_camera.c85
-rw-r--r--modules/ray/ray_camera.h77
-rw-r--r--modules/ray/ray_color.h29
-rw-r--r--modules/ray/ray_euler.h45
-rw-r--r--modules/ray/ray_light_emitter.h18
-rw-r--r--modules/ray/ray_object.c74
-rw-r--r--modules/ray/ray_object.h24
-rw-r--r--modules/ray/ray_object_light.h67
-rw-r--r--modules/ray/ray_object_plane.h46
-rw-r--r--modules/ray/ray_object_point.h37
-rw-r--r--modules/ray/ray_object_sphere.h65
-rw-r--r--modules/ray/ray_object_type.h11
-rw-r--r--modules/ray/ray_ray.h11
-rw-r--r--modules/ray/ray_scene.c188
-rw-r--r--modules/ray/ray_scene.h27
-rw-r--r--modules/ray/ray_surface.h14
-rw-r--r--modules/ray/ray_threads.c111
-rw-r--r--modules/ray/ray_threads.h30
-rw-r--r--modules/roto/Makefile.am4
-rw-r--r--modules/roto/roto.c305
-rw-r--r--modules/roto/roto.h9
-rw-r--r--modules/sparkler/Makefile.am4
-rw-r--r--modules/sparkler/bsp.c584
-rw-r--r--modules/sparkler/bsp.h28
-rw-r--r--modules/sparkler/burst.c111
-rw-r--r--modules/sparkler/chunker.c225
-rw-r--r--modules/sparkler/chunker.h11
-rw-r--r--modules/sparkler/container.h11
-rw-r--r--modules/sparkler/draw.h32
-rw-r--r--modules/sparkler/list.h252
-rw-r--r--modules/sparkler/particle.c14
-rw-r--r--modules/sparkler/particle.h79
-rw-r--r--modules/sparkler/particles.c342
-rw-r--r--modules/sparkler/particles.h21
-rw-r--r--modules/sparkler/rocket.c144
-rw-r--r--modules/sparkler/simple.c113
-rw-r--r--modules/sparkler/spark.c63
-rw-r--r--modules/sparkler/sparkler.c53
-rw-r--r--modules/sparkler/sparkler.h8
-rw-r--r--modules/sparkler/v3f.h157
-rw-r--r--modules/sparkler/xplode.c82
-rw-r--r--modules/stars/Makefile.am4
-rw-r--r--modules/stars/draw.h32
-rw-r--r--modules/stars/stars.c63
-rw-r--r--modules/stars/stars.h8
-rw-r--r--modules/stars/starslib.c133
-rw-r--r--modules/stars/starslib.h19
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 );
-
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