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author | epoch <epoch@hacking.allowed.org> | 2017-09-30 02:38:03 -0500 |
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committer | epoch <epoch@hacking.allowed.org> | 2017-09-30 02:38:03 -0500 |
commit | f0fc2460f183d0d8c0bef7936f5576bbc27283df (patch) | |
tree | c99b9c8262d4ac64a16ea4f68222701b94aaca0a /src | |
parent | 3bdcf9cdb539b885aeace3b516a436d84dfd6864 (diff) | |
download | hackvr-f0fc2460f183d0d8c0bef7936f5576bbc27283df.tar.gz hackvr-f0fc2460f183d0d8c0bef7936f5576bbc27283df.zip |
set some defaults to be more sane, cleaned out a bunch of commented out code and rewrote some of it in "modern" hackvr
Diffstat (limited to 'src')
-rw-r--r-- | src/graphics_c3.c | 60 |
1 files changed, 18 insertions, 42 deletions
diff --git a/src/graphics_c3.c b/src/graphics_c3.c index 9655f18..fcf08dc 100644 --- a/src/graphics_c3.c +++ b/src/graphics_c3.c @@ -19,8 +19,6 @@ #include "graphics_c2.h"//we're using these functions make them. #include "graphics_cs.h"//we'll need generic function that don't give a damn about which dimension it is? -//typedef float real; //think this conflicts? - //TODO: will have to make some pixmaps get resized when the window does. //for now set them to be as big as you think you'll ever resize the window to. @@ -173,8 +171,10 @@ c2_t c3_to_c2(c3_t p3) { //DO NOT DRAW STUFF IN HERE real delta_y=(global.camera.p.y - final.y); real delta_z=(global.camera.p.z - final.z); // real d=distance3(camera.p,final); - p2.y=global.zoom * (delta_y * MAGIC(delta_z) - delta_y); p2.x=global.zoom * (delta_x * MAGIC(delta_z) - delta_x); + p2.y=global.zoom * (delta_y * MAGIC(delta_z) - delta_y); +// p2.x=global.zoom * (delta_x * MAGIC(delta_z)); +// p2.y=global.zoom * (delta_y * MAGIC(delta_z));//dunno if this is better or not. return p2; } @@ -186,6 +186,7 @@ void draw_c3_shape(c3_s_t s) {//outlined. needs to be filled? //draw minimap shi c3_group_rot_t *gr=get_group_rotation(s.id); for(i=0;i<s.len+(s.len==1);i++) { //this is causing rotation even when values are 0. this should not be. this is why the tictactoe game has hacks. + //I think this is fixed now. s2.p[i]=c3_to_c2(gr?c3_add(gr->p,rotate_c3_yr(s.p[i],gr->p,d2r(gr->r.y))):s.p[i]); //s2.p[i]=c3_to_c2(s.p[i]); } @@ -262,7 +263,7 @@ real shitdist(struct c3_shape *s,c3_t p) {//this function is a killer. :/ s->p[i],global.camera.p ,d2r(global.camera.r.y)) ,global.camera.p); - } + }//why the fuck are we rotating this around the camera? that shouldn't make any difference to the distance from the camera... return (total) / (real)(s->len+(s->len==1)); } @@ -350,7 +351,7 @@ void draw_screen() { 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 +//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+180}); radians tmprad2=d2r((degrees){global.camera.r.y.d+180}); global.camera.p.z-=(gra_global.split_flip)*((gra_global.split/gra_global.split_screen)*cosl( tmprad.r )); @@ -370,11 +371,12 @@ void draw_screen() { set_clipping_rectangle(gra_global.xoff,0,gra_global.width/gra_global.split_screen,gra_global.height);// } if(gra_global.drawminimap == 3) { draw_graph(magic); continue; } - if(gra_global.drawsky) { + if(gra_global.drawsky) { //draw_sky() should be a function in an engine specific file. + //draw_sky();//???p? //XCopyArea(global.dpy,skypixmap,global.backbuffer,global.backgc,((camera.yr*5)+SKYW)%SKYW,0,WIDTH,global.height/2,0,0); } if(gra_global.draw3d) { -// draw_c2_line((c2_t){LEFT,0},(c2_t){RIGHT,0}); //horizon + draw_c2_line((c2_t){LEFT,0},(c2_t){RIGHT,0}); //horizon } if(time(0) == gra_global.oldtime) { gra_global.fps++; @@ -384,7 +386,6 @@ void draw_screen() { gra_global.oldfps=gra_global.fps; gra_global.fps=0; } - //XSetForeground(global.dpy, global.backgc, global.green.pixel); if(global.debug) {//the way I have text done won't scale... // draw_c2_text((cs_t){0,0},global.user); // fprintf(stderr,"\x1b[H"); @@ -453,49 +454,24 @@ void draw_screen() { global.camera.p.z+=(gra_global.split_flip)*(gra_global.split*cosl( tmprad.r )); global.camera.p.x+=(gra_global.split_flip)*(gra_global.split*sinl( tmprad2.r )); } -//TODO: figure out what all this shit is and either update or remove. -//DONT USE WIDTH for shit. -/* - x1=nextX(WIDTH/2,HEIGHT/2,d2r(camera.yr),40); - y1=nextY(WIDTH/2,HEIGHT/2,d2r(camera.yr),40); - x2=nextX(WIDTH/2,HEIGHT/2,d2r(camera.yr+180),80); - y2=nextY(WIDTH/2,HEIGHT/2,d2r(camera.yr+180),80); - XDrawLine(global.dpy,w,gc,WIDTH/2,HEIGHT/2,x1,y1); - XDrawLine(global.dpy,w,gc,WIDTH/2,HEIGHT/2,x2,y2); - - XDrawLine(global.dpy,w,gc,0,HEIGHT/2,WIDTH,HEIGHT/2); - - x1=global.mousex; - y1=global.mousey; - real a=points_to_angle((c2_t){0,0},cs_to_c2((cs_t){x1,y1})); - - snprintf(tmp,sizeof(tmp)-1,"%llf",a); - XTextExtents(font,tmp,strlen(tmp),&direction,&ascent,&descent,&overall); - XDrawString(global.dpy,w,gc,global.xoff,(descent+0+ascent)*6,tmp,strlen(tmp)); - snprintf(tmp,sizeof(tmp)-1,"%llf",points_to_angle(cs_to_c2((cs_t){global.mousex,global.mousey}),(c2_t){0,0})+(M_PIl/2)); - XTextExtents(font,tmp,strlen(tmp),&direction,&ascent,&descent,&overall); - XDrawString(global.dpy,w,gc,global.xoff,(descent+0+ascent)*7,tmp,strlen(tmp)); - XDrawLine(global.dpy,w,gc,global.mousex,global.mousey,global.width/2,global.height/2); - - real c=cosl(d2r(camera.yr) - a) * distance((c2_t){x1,y1},(c2_t){WIDTH/2,HEIGHT/2}); - x2=nextX(x1,y1,d2r(camera.yr-90),c); - y2=nextY(x1,y1,d2r(camera.yr-90),c); - XDrawLine(global.dpy,w,gc,x1,y1,x2,y2); -*/ +//just draw a line from center to 40 away from the center at the angle of the camera's y-rotation + draw_c2_line((c2_t){0,0},rotate_c2((c2_t){40,0},(c2_t){0,0},d2r(global.camera.r.y))); +//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},rotate_c2((c2_t){80,0},(c2_t){0,0},points_to_angle((c2_t){0,0},cs_to_c2((cs_t){gra_global.mousex,gra_global.mousey})))); global.camera.p.x = oldx; global.camera.p.z = oldz; //-= cn*CAMERA_SEPARATION; flipscreen(); } int graphics_init() { - global.zoom=30.0l; - global.camera.r.x.d=270; - global.camera.r.y.d=90; + global.zoom=1.0l;//I think if this is set to 1, then 1 3d unit is 1 2d unit? + global.camera.r.x.d=0; + global.camera.r.y.d=0; global.camera.r.z.d=0; - global.mmz=1; + global.mmz=1;//this is minimap zoom. global.camera.p.x=0; + global.camera.p.y=0; global.camera.p.z=-6; - global.camera.p.y=5; gra_global.split_screen=SPLIT_SCREEN; gra_global.split_flip=-1; |