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authorepoch <epoch@thebackupbox.net>2020-04-06 04:41:47 -0500
committerepoch <epoch@thebackupbox.net>2020-04-06 04:41:47 -0500
commit167169abe4df9bd67b5994b6a665abb437947815 (patch)
tree8a3e41ec46219fbb572734e00d70f3cb0f5b2fb1
parent4e8281fc12c7fe71b1a0370dc144c6d7b7356757 (diff)
downloadhackvr-167169abe4df9bd67b5994b6a665abb437947815.tar.gz
hackvr-167169abe4df9bd67b5994b6a665abb437947815.zip
added a lot of code while trying to fix the 3D projection to be less suck. ended up adding some code to have multiple "eyes" on a camera, instead of moving the camera around.
-rw-r--r--src/common.h7
-rw-r--r--src/graphics_c3.c150
-rw-r--r--src/graphics_c3.h3
3 files changed, 106 insertions, 54 deletions
diff --git a/src/common.h b/src/common.h
index a555cb1..9dddf3d 100644
--- a/src/common.h
+++ b/src/common.h
@@ -49,10 +49,10 @@ typedef struct {
} c3_rot_t;
typedef struct {
- char *id;
+ char *id;//for the camera this is $USER, right?
c3_rot_t r;//rotation
c3_t p;//position
- c3_t s;//??? shape??? I dunno.
+ c3_t s;//??? shape??? I dunno. really. wtf was this for?
c3_t v;//velocity
} c3_group_rot_t;
@@ -113,7 +113,8 @@ struct hvr_global {
int shapes;
c3_group_rot_t *group_rot[SHAPES];//there can be less of these.
struct hashtable ht_group;
- c3_group_rot_t camera;
+ c3_group_rot_t eye[MAX_SIDES];//lol. 1000 eyes! array of group_rots for each eye. how to arrange eyes?
+ c3_group_rot_t camera;//should there be an array for this? camera has .s which is a shape struct. each point is the eye?
real zoom;
int derp;
real split;
diff --git a/src/graphics_c3.c b/src/graphics_c3.c
index dd45fb9..98c2c25 100644
--- a/src/graphics_c3.c
+++ b/src/graphics_c3.c
@@ -127,12 +127,17 @@ c3_t c3_subtract(c3_t p1,c3_t p2) {
//how is this supposed to work? x is distance?
#define MAGIC(x) (1.0l-(1.0l/pow(1.01l,(x)))) //??? might want to have some changables in here
+//#define MAGIC(x) (-250.0l / x )
+#define TOO_CLOSE (.25l)
+#define TOO_FAR (15l)
+
+//input is distance from camera point.
real magic(real x) {
return MAGIC(x);
}
-c2_t c3_to_c2(c3_t p3) { //DO NOT DRAW STUFF IN HERE
+c2_t c3_to_c2(c3_group_rot_t eye,c3_t p3) { //DO NOT DRAW STUFF IN HERE
c2_t p2;
c3_t tmp1;
// c3_t tmp2;
@@ -140,18 +145,19 @@ c2_t c3_to_c2(c3_t p3) { //DO NOT DRAW STUFF IN HERE
c3_t final;
//these rotations need to be about the previous axis after the axis itself has been rotated.
//this rotation needs to not be applied to objects attached to the camera?
- tmp1=rotate_c3_yr(p3,global.camera.p,d2r(global.camera.r.y));//rotate everything around the camera's location.
+ tmp1=rotate_c3_yr(p3,eye.p,d2r(eye.r.y));//rotate everything around the camera's location.
//now to rotate the shape around it's group's center.
//final=rotate_c3_yr(p3,(c3_t){0,0,0},d2r(camera.yr));//rotate everything around the center no matter what.
- final=rotate_c3_xr(tmp1,global.camera.p,d2r(global.camera.r.x));
+ final=rotate_c3_xr(tmp1,eye.p,d2r(eye.r.x));
// final=rotate_c3_zr(tmp2,camera.p,d2r(camera.zr));
- real delta_x=(global.camera.p.x - final.x);//I guess X needs this flippage too.
- real delta_y=(global.camera.p.y - final.y);//I dunno. Y is weird.
- real delta_z=(final.z - global.camera.p.z);
+ real delta_x=(eye.p.x - final.x);//I guess X needs this flippage too.
+ real delta_y=(eye.p.y - final.y);//I dunno. Y is weird.
+ real delta_z=(final.z - eye.p.z);
//real d=distance3(global.camera.p,final);
p2.x=global.zoom * (delta_x * MAGIC(delta_z) - delta_x);
p2.y=global.zoom * (delta_y * MAGIC(delta_z) - delta_y);//this doesn't look right either.
-// p2.x=global.zoom * (delta_x * MAGIC(d) - delta_x); // this doesn't look quite right
+
+ // p2.x=global.zoom * (delta_x * MAGIC(d) - delta_x); // this doesn't look quite right
// p2.y=global.zoom * (delta_y * MAGIC(d) - delta_y);//dunno if this is better or not.
return p2;
}
@@ -164,7 +170,9 @@ void draw_minimap_shape(c3_s_t s) {//this should replace the draw_minimap_line a
int i=0;
//if(gra_global.drawminimap == 1) {
for(i=0;i<s.len+(s.len==1);i++) {
- s2.p[i]=(c2_t){(s.p[i].z - global.camera.p.z) * global.mmz,(s.p[i].x - global.camera.p.x) * global.mmz};
+ //s2.p[i]=(c2_t){(s.p[i].z - global.camera.p.z) * global.mmz,(s.p[i].x - global.camera.p.x) * global.mmz};
+ //s2.p[i]=(c2_t){(global.camera.p.z - s.p[i].z) * global.mmz,(global.camera.p.x - s.p[i].x) * global.mmz};
+ s2.p[i]=(c2_t){(global.camera.p.z - s.p[i].z) * global.mmz,(s.p[i].x - global.camera.p.x) * global.mmz};
}
draw_c2_shape(s2);
// }
@@ -184,12 +192,14 @@ void draw_minimap_line(c3_t p1,c3_t p2) {
}
*/
-void draw_c3_shape(c3_s_t s) {//outlined. needs to be filled? //draw minimap shit in here too? probably...
+void draw_c3_shape(c3_group_rot_t eye,c3_s_t s) {//outlined. needs to be filled? //draw minimap shit in here too? probably...
int i;
char drawthefucker=0;//I don't wanna!
c3_s_t s2;//post rotation
c2_s_t s3;//post projection
- radians r;
+ //radians rx;
+ radians ry;
+ real d;
s3.id=s.id;
s3.len=s.len;
@@ -197,19 +207,31 @@ void draw_c3_shape(c3_s_t s) {//outlined. needs to be filled? //draw minimap shi
//this function will get the group relative by itself if the argument is NULL
s2=apply_group_relative(s,NULL);//math.c
+ for(i=0;i<s.len+(s.len==1);i++) {
+ d=distance3(s2.p[i],eye.p);
+ if(d > TOO_FAR) {
+ //return;//
+ }
+ if(d < TOO_CLOSE) {//how close is too close?
+ //return;//ha. not going to draw a shape that we're too close to.
+ }
+ }
//all s2 needs to bet set before this loop.
for(i=0;i<s.len+(s.len==1);i++) {//
- r=points_to_angle((c2_t){global.camera.p.x,global.camera.p.z},(c2_t){s2.p[i].x,s2.p[i].z});
- if(between_angles(r2d(r),(360-global.camera.r.y.d-(gra_global.fieldofview/2)+360+90)%360,(360-global.camera.r.y.d+(gra_global.fieldofview/2)+360+90)%360)) {
+ ry=points_to_angle((c2_t){eye.p.x,eye.p.z},(c2_t){s2.p[i].x,s2.p[i].z});
+ //rx=points_to_angle((c2_t){eye.p.y,eye.p.z},(c2_t){s2.p[i].y,s2.p[i].z});
+ if(between_angles(r2d(ry),(360-eye.r.y.d-(gra_global.fieldofview/2)+360+90)%360,(360-eye.r.y.d+(gra_global.fieldofview/2)+360+90)%360)
+ //&& between_angles(r2d(rx),(360-eye.r.x.d-(gra_global.fieldofview/2)+360)%360,(360-eye.r.x.d+(gra_global.fieldofview/2)+360)%360)
+ ) {
drawthefucker=1;//damn it. somewhere in this shape needs to be drawn.
}
}
if(!drawthefucker) return;//fuck yeah. didn't have to do all that other crap.
for(i=0;i<s.len+(s.len==1);i++) {
// if(s.len > 1) draw_minimap_line(s2.p[i],s2.p[(i+1)%s2.len]);//we shouldn't draw circles in here. //yeah. we probably should.
- s3.p[i]=c3_to_c2(s2.p[i]);//we need to convert all points in the shape if we have to draw any parts of it.
+ s3.p[i]=c3_to_c2(eye,s2.p[i]);//we need to convert all points in the shape if we have to draw any parts of it.
}
- //draw_minimap_shape(s2);
+ draw_minimap_shape(s2);
if(gra_global.draw3d == 1) {
set_ansi_color(s.attrib.col%16);
draw_c2_shape(s3);
@@ -257,8 +279,8 @@ void draw_graph(real (*fun)(real x)) {
}
}
-cs_t c3_to_cs(c3_t p) {
- return c2_to_cs(c3_to_c2(p));
+cs_t c3_to_cs(c3_group_rot_t eye,c3_t p) {
+ return c2_to_cs(c3_to_c2(eye,p));
}
real shitdist2(c3_t p1,c3_t p2) {
@@ -274,9 +296,9 @@ real shitdist(struct c3_shape *s,c3_t p) {//this function is a killer. :/
c3_group_rot_t *gr=get_group_relative(s->id);
for(i=0;i< s->len+(s->len==1);i++) {
if(gr) {
- curdist=shitdist2(global.camera.p,rotate_c3_yr(c3_add(gr->p,s->p[i]),gr->p,d2r(gr->r.y)));
+ curdist=shitdist2(p,rotate_c3_yr(c3_add(gr->p,s->p[i]),gr->p,d2r(gr->r.y)));
} else {
- curdist=shitdist2(global.camera.p,s->p[i]);//if there's no gr we're basically just this point. no rotation, not offests.
+ curdist=shitdist2(p,s->p[i]);//if there's no gr we're basically just this point. no rotation, not offests.
}
if(curdist > maxdist) maxdist=curdist;
}
@@ -326,8 +348,8 @@ void HatchLines(c2_t p1,c2_t p2,c2_t p3,int density) {
//black out the rest of the triangle first?
//sounds alright to me...
-void draw_c3_text(c3_t p,char *text) {
- c2_t p2=c3_to_c2(p);
+void draw_c3_text(c3_group_rot_t eye,c3_t p,char *text) {
+ c2_t p2=c3_to_c2(eye,p);
draw_c2_text(p2,text);
}
@@ -359,27 +381,25 @@ void draw_c3_point_text(c3_t p,char *text) {
void draw_screen() {
int i;
- int cn=0;//camera number.
+ int en=0;//eye number. different from "camera number" because a camera can have multiple eyes... a camera is like a "shape"??? hrm..
//char tmp[256];
zsort_t zs[SHAPES];
clear_backbuffer();
- real oldx=global.camera.p.x;
- real oldz=global.camera.p.z;
-
- for(i=0;global.shape[i];i++) zs[i].s=global.shape[i];
- for(i=0;global.shape[i];i++) zs[i].d=shitdist(zs[i].s,global.camera.p);
- qsort(&zs,i,sizeof(zs[0]),(int (*)(const void *,const void *))compar);//sort these zs structs based on d. farthest first.
- if(i > 0 && zs[i-1].s) strcpy(global.selected_object,zs[i-1].s->id);
if(gra_global.split_screen > 1) {
-//oh... this will need to be a couple more lines... of what? I forgot. -Sep 2017
- radians tmprad=d2r((degrees){global.camera.r.y.d+90});
- radians tmprad2=d2r((degrees){global.camera.r.y.d+90});
- global.camera.p.z-=(gra_global.split_flip)*((gra_global.split/gra_global.split_screen)*cos( tmprad.r ));
- global.camera.p.x-=(gra_global.split_flip)*((gra_global.split/gra_global.split_screen)*sin( tmprad2.r ));
+ recalculate_eyes();//still have to redo this even if we only have one eye.
+ }
+ if(gra_global.split_screen == 1) {
+ global.eye[0]=global.camera;//shortcut.
}
//return 0;//after this
- for(cn=0;cn<gra_global.split_screen;cn++) {
+ for(en=0;en<gra_global.split_screen;en++) {
+ //now, to zsort for all shapes in each eye... is there a quick way to filter some out early?
+ for(i=0;global.shape[i];i++) zs[i].s=global.shape[i];
+ for(i=0;global.shape[i];i++) zs[i].d=shitdist(zs[i].s,global.eye[en].p);
+ qsort(&zs,i,sizeof(zs[0]),(int (*)(const void *,const void *))compar);//sort these zs structs based on d. farthest first.
+ if(i > 0 && zs[i-1].s) strcpy(global.selected_object,zs[i-1].s->id);
+ //
set_color();//restart each draw with the default color.
if(gra_global.red_and_blue) {
//set color for left half to red and right half to blue
@@ -387,7 +407,7 @@ void draw_screen() {
red_and_blue_magic();
gra_global.xoff=0;//we're overlapping our drawing so no offset based on camera.
} else {
- gra_global.xoff=(gra_global.width/gra_global.split_screen)*cn;
+ gra_global.xoff=(gra_global.width/gra_global.split_screen)*en;
}
if(!gra_global.red_and_blue) {
set_clipping_rectangle(gra_global.xoff,0,gra_global.width/gra_global.split_screen,gra_global.height);//
@@ -403,7 +423,7 @@ void draw_screen() {
///// shiiiit. I should be applying group rotations to all these shapes before sorting them.
//when I do that. I need to make sure to take the group rotation out of draw_c3_shape()'s code.
for(i=0;global.shape[i];i++) {
- zs[i].d=shitdist(zs[i].s,global.camera.p);
+ zs[i].d=shitdist(zs[i].s,global.eye[en].p);
}
qsort(&zs,i,sizeof(zs[0]),(int (*)(const void *,const void *))compar);//sort these zs structs based on d.
//draw all triangles
@@ -414,7 +434,7 @@ void draw_screen() {
for(;global.shape[i];i++) {
//now we pick the color of this triangle!
if(gra_global.red_and_blue) {//this can be moved to the draw_c3_shape function and color can be set then.
- if(cn%2==0) {
+ if(en%2==0) {
set_color_red();
} else {
set_color_blue();
@@ -430,7 +450,7 @@ void draw_screen() {
}
//if(between_angles(points_to_angle((c2_t){zs[i].s->p[0].x,zs[i].s->p[0].z},(c2_t){camera.p.x,camera.p.z}),d2r(camera.yr+45),d2r(camera.yr+135))) {
// set_color_based_on_distance(zs[i].d);
- draw_c3_shape(*(zs[i].s));
+ draw_c3_shape(global.eye[en],*(zs[i].s));//the eye viewing it, and the shape
//}
}
//we check here to see if the mouse button is still down
@@ -452,20 +472,22 @@ void draw_screen() {
}*/
// XSetForeground(global.dpy, global.backgc, global.green.pixel);
- radians tmprad=d2r((degrees){global.camera.r.y.d+90});
- radians tmprad2=d2r((degrees){global.camera.r.y.d+90});
- global.camera.p.z+=(gra_global.split_flip)*(gra_global.split*cos( tmprad.r ));
- global.camera.p.x+=(gra_global.split_flip)*(gra_global.split*sin( tmprad2.r ));
+ set_color();
+ draw_c2_line((c2_t){0,0},rotate_c2((c2_t){40,0},(c2_t){0,0},d2r(global.eye[en].r.x)));
+ set_color_red();
+ draw_c2_line((c2_t){0,0},rotate_c2((c2_t){-40,0},(c2_t){0,0},d2r((degrees){360-global.eye[en].r.y.d})));
+ set_color_blue();
+ draw_c2_line((c2_t){0,0},rotate_c2((c2_t){40,0},(c2_t){0,0},d2r(global.eye[en].r.z)));
}
//just draw a line from center to 40 away from the center at the angle of the camera's y-rotation
-//this should be minimap shit draw_c2_line((c2_t){0,0},rotate_c2((c2_t){40,0},(c2_t){0,0},d2r(global.camera.r.y)));
+//this should be minimap shit
+
//draw a line from the center to 80 away from the center in the angle of what should point at the mouse.
+ /*draw_c2_line((c2_t){0,0},gra_global.mouse);
+ set_color();
//if(points_on_same_side_of_line(gra_global.mouse,(c2_t){80,80},(c2_t){0,0},(c2_t){0,80})) {
- // draw_c2_line((c2_t){0,0},rotate_c2((c2_t){80,0},(c2_t){0,0},points_to_angle((c2_t){0,0},gra_global.mouse))));
- //}
- //draw_c2_line((c2_t){0,0},gra_global.mouse);
- global.camera.p.x = oldx;
- global.camera.p.z = oldz; //-= cn*CAMERA_SEPARATION;
+ draw_c2_line((c2_t){0,0},rotate_c2((c2_t){80,0},(c2_t){0,0},points_to_angle((c2_t){0,0},gra_global.mouse)));
+ //}*/
flipscreen();
}
@@ -476,12 +498,40 @@ void redraw() {//something is requesting a redraw.
}
}
+void recalculate_eyes() {//should I put the eyes into the global group_rot array so we can move them?
+ int i;
+ radians rad=d2r((degrees){global.camera.r.y.d+90});
+ //radians tmprad2=d2r((degrees){global.camera.r.y.d+90});
+ for(i=0;i<gra_global.split_screen;i++) {//derp. eyes need to be recalculated each camera rotation.
+ global.eye[i]=global.camera;//re-init so it follows the camera's location.
+ //if split == 1, we need a 0 eye.
+ //if split == 2, we need a -.5, and a +.5 eye
+ //if split == 3, we need a -1, and a 0 and a +1
+ //etc... each eye is gra_global.split away from the next. by default. moving individual eyes might be fun later.
+ //even split-screen single-computer playing?
+ //left offset
+ /*
+ i - (split_screen / 2) + (split / 2) : -.5, .5
+ i - (split_screen / 2) + (split / 2) :
+ 1.5 .5 : -1, 0, 1
+ numbers add up close enough for me.
+ */
+ global.eye[i].p.x+=(gra_global.split_flip) * ( i - (gra_global.split_screen/2 + gra_global.split/2) * sin( rad.r ));
+ //global.eye[i].p.y+=0;//no relative change from the camera.
+ global.eye[i].p.z+=(gra_global.split_flip) * ( i - (gra_global.split_screen/2 + gra_global.split/2) * cos( rad.r ));
+ }
+}
+
int graphics_init() {//return the fd needed to read graphics events.
//some of these values set
- global.zoom=25.0l;//I think if this is set to 1, then 1 3d unit is 1 2d unit?
+// global.zoom=1.0l;//I think if this is set to 1, then 1 3d unit is 1 2d unit?
+ global.zoom=25.0l;
global.camera.r.x.d=0;
global.camera.r.y.d=0;//we should be facing east. but we're facing north? increasing z goes farther away from camera. :/
global.camera.r.z.d=0;
+
+ recalculate_eyes();
+
global.mmz=1;//this is minimap zoom.
global.shape[0]=0;//we'll allocate as we need more.
@@ -491,7 +541,7 @@ int graphics_init() {//return the fd needed to read graphics events.
global.group_rot[1]=0;//why do we have the camera in here? we need to prevent this from getting deleted.
global.camera.p.x=0;
- global.camera.p.y=10;//10 units above the ground should be as low as it goes.
+ global.camera.p.y=10;
global.camera.p.z=-6;
gra_global.oldcamera=global.camera.r;
diff --git a/src/graphics_c3.h b/src/graphics_c3.h
index 388a982..3f9fb78 100644
--- a/src/graphics_c3.h
+++ b/src/graphics_c3.h
@@ -41,8 +41,9 @@ int graphics_sub_init();
void graphics_event_handler(struct shit *me,char *line);
void draw_screen();
void set_aspect_ratio();
+void recalculate_eyes();
int selfcommand(char *s);
-cs_t c3_to_cs(c3_t p);
+cs_t c3_to_cs(c3_group_rot_t eye,c3_t p);
radians d2r(degrees d);
real shitdist(struct c3_shape *s,c3_t p);
c3_t rotate_c3_xr(c3_t p1,c3_t p2,radians xr);