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/*
* Copyright (C) 2021 - Vito Caputo - <vcaputo@pengaru.com>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 3 as published
* by the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/* this implements a very simplified "boids" inspired particles swarm
* http://www.red3d.com/cwr/boids/
* https://en.wikipedia.org/wiki/Boids
* https://en.wikipedia.org/wiki/Swarm_intelligence
*/
#include <stdlib.h>
#include <unistd.h>
#include <math.h>
#include "fb.h"
#include "rototiller.h"
#define SWARM_SIZE (32 * 1024)
#define SWARM_ZCONST 4.f
typedef struct v3f_t {
float x, y, z;
} v3f_t;
typedef struct v2f_t {
float x, y;
} v2f_t;
typedef struct boid_t {
v3f_t position;
v3f_t direction;
float velocity;
} boid_t;
typedef struct swarm_context_t {
v3f_t color;
float ztweak;
boid_t boids[];
} swarm_context_t;
static inline float randf(float min, float max)
{
return ((float)rand() / (float)RAND_MAX) * (max - min) + min;
}
static inline void v3f_rand(v3f_t *v, float min, float max)
{
v->x = randf(min, max);
v->y = randf(min, max);
v->z = randf(min, max);
}
static inline v3f_t v3f_add(v3f_t a, v3f_t b)
{
return (v3f_t){
.x = a.x + b.x,
.y = a.y + b.y,
.z = a.z + b.z,
};
}
static inline v3f_t v3f_sub(v3f_t a, v3f_t b)
{
return (v3f_t){
.x = a.x - b.x,
.y = a.y - b.y,
.z = a.z - b.z,
};
}
static inline v3f_t v3f_mult_scalar(v3f_t v, float scalar)
{
return (v3f_t){
.x = v.x * scalar,
.y = v.y * scalar,
.z = v.z * scalar,
};
}
static inline float v3f_len(v3f_t v)
{
return sqrtf(v.x * v.x + v.y * v.y + v.z * v.z);
}
static inline void v3f_normalize(v3f_t *v)
{
float l = 1.f / v3f_len(*v);
v->x *= l;
v->y *= l;
v->z *= l;
}
static v3f_t v3f_lerp(v3f_t a, v3f_t b, float t)
{
return (v3f_t){
.x = (b.x - a.x) * t + a.x,
.y = (b.y - a.y) * t + a.y,
.z = (b.z - a.z) * t + a.z,
};
}
static void boid_randomize(boid_t *boid)
{
v3f_rand(&boid->position, -1.f, 1.f);
v3f_rand(&boid->direction, -1.f, 1.f);
v3f_normalize(&boid->direction);
boid->velocity = randf(.05f, .2f);
}
/* convert a color into a packed, 32-bit rgb pixel value (taken from libs/ray/ray_color.h) */
static inline uint32_t color_to_uint32(v3f_t color) {
uint32_t pixel;
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;
if (color.x < .0f) color.x = .0f;
if (color.y < .0f) color.y = .0f;
if (color.z < .0f) color.z = .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;
}
static void * swarm_create_context(unsigned ticks, unsigned num_cpus)
{
swarm_context_t *ctxt;
ctxt = calloc(1, sizeof(swarm_context_t) + sizeof(*(ctxt->boids)) * SWARM_SIZE);
if (!ctxt)
return NULL;
for (unsigned i = 0; i < SWARM_SIZE; i++)
boid_randomize(&ctxt->boids[i]);
return ctxt;
}
static void swarm_destroy_context(void *context)
{
swarm_context_t *ctxt = context;
free(ctxt);
}
static void swarm_update(swarm_context_t *ctxt, unsigned ticks)
{
v3f_t avg_direction = {};
float avg_velocity = 0.f;
v3f_t avg_center = {};
float wleader, wcenter, wdirection;
{ /* [0] = leader */
float r = (float)ticks * ((cosf((float)ticks * .0001f) * .5f + .5f) * .1f);
ctxt->boids[0].position.x = cosf(r);
ctxt->boids[0].position.y = sinf(r);
ctxt->boids[0].position.z = cosf(r * 2.f);
}
/* characterize the current swarm */
for (unsigned i = 0; i < SWARM_SIZE; i++) {
boid_t *b = &ctxt->boids[i];
avg_center = v3f_add(avg_center, b->position);
avg_direction = v3f_add(avg_direction, b->direction);
avg_velocity += b->velocity;
}
avg_velocity *= (1.f / (float)SWARM_SIZE);
avg_center = v3f_mult_scalar(avg_center, (1.f / (float)SWARM_SIZE));
avg_direction = v3f_mult_scalar(avg_direction, (1.f / (float)SWARM_SIZE));
v3f_normalize(&avg_direction);
/* vary weights */
wleader = cosf((float)ticks * .001f) * .5f + .5f;
wcenter = cosf((float)ticks * .0005f) * .5f + .5f;
wdirection = sinf((float)ticks * .003f) * .5f + .5f;
/* update the followers in relation to leader and swarm itself */
for (unsigned i = 1; i < SWARM_SIZE; i++) {
boid_t *b = &ctxt->boids[i];
v3f_t to_leader = v3f_sub(ctxt->boids[0].position, b->position);
v3f_t to_center = v3f_sub(avg_center, b->position);
v3f_normalize(&to_leader);
b->direction = v3f_lerp(b->direction, to_leader, wleader * .1f);
v3f_normalize(&b->direction);
b->direction = v3f_lerp(b->direction, to_center, wcenter * .1f);
v3f_normalize(&b->direction);
b->direction = v3f_lerp(b->direction, avg_direction, wdirection * .05f);
v3f_normalize(&b->direction);
b->position = v3f_add(b->position, v3f_mult_scalar(b->direction, b->velocity));
}
/* color the swarm according to the current weights */
ctxt->color.x = wleader;
ctxt->color.y = wcenter;
ctxt->color.z = wdirection;
/* this zooms out a bit when the swarm loosens up, gauged by low weights */
ctxt->ztweak = (1.8f - v3f_len(ctxt->color)) * 4.f;
}
static void swarm_render_fragment(void *context, unsigned ticks, unsigned cpu, fb_fragment_t *fragment)
{
swarm_context_t *ctxt = context;
swarm_update(ctxt, ticks);
fb_fragment_zero(fragment);
{
float fw = fragment->frame_width, fh = fragment->frame_height;
uint32_t color = color_to_uint32(ctxt->color);
fw *= .5f;
fh *= .5f;
for (unsigned i = 0; i < SWARM_SIZE; i++) {
boid_t *b = &ctxt->boids[i];
v2f_t nc;
nc.x = b->position.x / (b->position.z + SWARM_ZCONST + ctxt->ztweak);
nc.y = b->position.y / (b->position.z + SWARM_ZCONST + ctxt->ztweak);
nc.x = nc.x * fw + fw;
nc.y = nc.y * fh + fh;
fb_fragment_put_pixel_checked(fragment, nc.x, nc.y, color);
}
}
}
rototiller_module_t swarm_module = {
.create_context = swarm_create_context,
.destroy_context = swarm_destroy_context,
.render_fragment = swarm_render_fragment,
.name = "swarm",
.description = "\"Boids\"-inspired particle swarm in 3D",
.author = "Vito Caputo <vcaputo@pengaru.com>",
.license = "GPLv3",
};
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