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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 2 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 <errno.h>
#include <stdlib.h>
#include <unistd.h>
#include <math.h>
#include "til.h"
#include "til_fb.h"
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 enum swarm_draw_style_t {
SWARM_DRAW_STYLE_POINTS, /* simple opaque pixel per particle */
SWARM_DRAW_STYLE_LINES, /* simple opaque lines per particle, oriented and sized by direction and velocity */
} swarm_draw_style_t;
typedef struct swarm_setup_t {
swarm_draw_style_t draw_style;
} swarm_setup_t;
typedef struct swarm_context_t {
v3f_t color;
float ztweak;
swarm_setup_t setup;
boid_t boids[];
} swarm_context_t;
#define SWARM_SIZE (32 * 1024)
#define SWARM_ZCONST 4.f
#define SWARM_DEFAULT_STYLE SWARM_DRAW_STYLE_LINES
static swarm_setup_t swarm_default_setup = {
.draw_style = SWARM_DEFAULT_STYLE,
};
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 inline v3f_t v3f_invert(v3f_t v)
{
return (v3f_t){
.x = -v.x,
.y = -v.y,
.z = -v.z,
};
}
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, void *setup)
{
swarm_context_t *ctxt;
if (!setup)
setup = &swarm_default_setup;
ctxt = calloc(1, sizeof(swarm_context_t) + sizeof(*(ctxt->boids)) * SWARM_SIZE);
if (!ctxt)
return NULL;
ctxt->setup = *(swarm_setup_t *)setup;
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 = M_PI * 2 * ((cosf((float)ticks * .001f) * .5f + .5f));
v3f_t newpos = {
.x = cosf(r),
.y = sinf(r),
.z = cosf(r * 2.f),
};
boid_t *b = &ctxt->boids[0];
if (newpos.x != b->position.x ||
newpos.y != b->position.y ||
newpos.z != b->position.z) {
/* XXX: this must be conditional on position changing otherwise
* it could produce a zero direction vector, making normalize
* spit out NaN, and things fall apart.
*/
b->direction = v3f_sub(b->position, newpos);
b->velocity = v3f_len(b->direction);
v3f_normalize(&b->direction);
b->position = newpos;
}
#if 0
printf("pos={%f,%f,%f},dir={%f,%f,%f},v=%f\n",
b->position.x, b->position.y, b->position.z,
b->direction.x, b->direction.y, b->direction.z,
b->velocity);
#endif
}
/* 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 inline v2f_t swarm_project_point(swarm_context_t *ctxt, v3f_t *point)
{
return (v2f_t) {
.x = point->x / (point->z + SWARM_ZCONST + ctxt->ztweak),
.y = point->y / (point->z + SWARM_ZCONST + ctxt->ztweak),
};
}
static inline v2f_t swarm_scale(v2f_t normcoord, v2f_t scale)
{
return (v2f_t) {
.x = normcoord.x * scale.x + scale.x,
.y = normcoord.y * scale.y + scale.y,
};
}
static inline v2f_t swarm_clip(v2f_t coord, til_fb_fragment_t *fragment)
{
// printf("coord={%f,%f}\n", coord.x, coord.y);
return (v2f_t) {
.x = coord.x < 0.f ? 0.f : (coord.x > (fragment->frame_width - 1) ? (fragment->frame_width - 1) : coord.x),
.y = coord.y < 0.f ? 0.f : (coord.y > (fragment->frame_height - 1) ? (fragment->frame_height - 1) : coord.y),
};
}
static void swarm_draw_as_points(swarm_context_t *ctxt, til_fb_fragment_t *fragment)
{
v2f_t scale = (v2f_t){
.x = fragment->frame_width * .5f,
.y = fragment->frame_height * .5f,
};
uint32_t color = color_to_uint32(ctxt->color);
for (unsigned i = 0; i < SWARM_SIZE; i++) {
boid_t *b = &ctxt->boids[i];
v2f_t nc = swarm_scale(swarm_project_point(ctxt, &b->position), scale);
til_fb_fragment_put_pixel_checked(fragment, nc.x, nc.y, color);
}
}
static void draw_line_unchecked(til_fb_fragment_t *fragment, int x1, int y1, int x2, int y2, uint32_t color)
{
int x_delta = x2 - x1;
int y_delta = y2 - y1;
int sdx = x_delta < 0 ? -1 : 1;
int sdy = y_delta < 0 ? -1 : 1;
x_delta = abs(x_delta);
y_delta = abs(y_delta);
if (x_delta >= y_delta) {
/* X-major */
for (int minor = 0, x = 0; x <= x_delta; x++, x1 += sdx, minor += y_delta) {
if (minor >= x_delta) {
y1 += sdy;
minor -= x_delta;
}
til_fb_fragment_put_pixel_unchecked(fragment, x1, y1, color);
}
} else {
/* Y-major */
for (int minor = 0, y = 0; y <= y_delta; y++, y1 += sdy, minor += x_delta) {
if (minor >= y_delta) {
x1 += sdx;
minor -= y_delta;
}
til_fb_fragment_put_pixel_unchecked(fragment, x1, y1, color);
}
}
}
static void swarm_draw_as_lines(swarm_context_t *ctxt, til_fb_fragment_t *fragment)
{
v2f_t scale = (v2f_t){
.x = fragment->frame_width * .5f,
.y = fragment->frame_height * .5f,
};
uint32_t color = color_to_uint32(ctxt->color);
/* this is similar to draw_as_points(), but derives two 3D points per boid,
* connecting them with a line in 2D.
*/
for (unsigned i = 0; i < SWARM_SIZE; i++) {
boid_t *b = &ctxt->boids[i];
v3f_t p1, p2;
v2f_t nc1, nc2;
p1 = v3f_add(b->position, v3f_mult_scalar(b->direction, b->velocity));
p2 = v3f_add(b->position, v3f_mult_scalar(v3f_invert(b->direction), b->velocity));
/* don't bother drawing anything too close/behind the viewer, it
* just produces diagonal lines across the entire frame.
*/
if (p1.z < -SWARM_ZCONST && p2.z < -SWARM_ZCONST)
continue;
nc1 = swarm_clip(swarm_scale(swarm_project_point(ctxt, &p1), scale), fragment);
nc2 = swarm_clip(swarm_scale(swarm_project_point(ctxt, &p2), scale), fragment);
draw_line_unchecked(fragment, nc1.x, nc1.y, nc2.x, nc2.y, color);
}
}
static void swarm_render_fragment(void *context, unsigned ticks, unsigned cpu, til_fb_fragment_t *fragment)
{
swarm_context_t *ctxt = context;
swarm_update(ctxt, ticks);
til_fb_fragment_clear(fragment);
switch (ctxt->setup.draw_style) {
case SWARM_DRAW_STYLE_POINTS:
return swarm_draw_as_points(ctxt, fragment);
case SWARM_DRAW_STYLE_LINES:
return swarm_draw_as_lines(ctxt, fragment);
}
}
static int swarm_setup(const til_settings_t *settings, til_setting_t **res_setting, const til_setting_desc_t **res_desc, void **res_setup)
{
const char *styles[] = {
"points",
"lines",
NULL,
};
const char *style;
int r;
r = til_settings_get_and_describe_value(settings,
&(til_setting_desc_t){
.name = "Particle drawing style",
.key = "style",
.values = styles,
.preferred = styles[SWARM_DEFAULT_STYLE],
.annotations = NULL
},
&style,
res_setting,
res_desc);
if (r)
return r;
if (res_setup) {
swarm_setup_t *setup;
setup = calloc(1, sizeof(*setup));
if (!setup)
return -ENOMEM;
for (int i = 0; styles[i]; i++) {
if (!strcmp(styles[i], style))
setup->draw_style = i;
}
*res_setup = setup;
}
return 0;
}
til_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>",
.setup = swarm_setup,
};
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