summaryrefslogtreecommitdiff
path: root/hackvr.c
diff options
context:
space:
mode:
Diffstat (limited to 'hackvr.c')
-rw-r--r--hackvr.c938
1 files changed, 938 insertions, 0 deletions
diff --git a/hackvr.c b/hackvr.c
new file mode 100644
index 0000000..ec71e29
--- /dev/null
+++ b/hackvr.c
@@ -0,0 +1,938 @@
+#define _POSIX_C_SOURCE 200809L //for fileno and strdup
+#define _BSD_SOURCE
+#include <stdio.h>
+#include <string.h>
+#include <fcntl.h>
+#include <assert.h>
+#include <unistd.h>
+#include <dirent.h>
+#include <stdlib.h>
+#include <X11/Xlib.h>
+#include <X11/keysym.h>
+#include <X11/cursorfont.h>
+#include <X11/Xutil.h> //for size hints
+#include <time.h>
+#define __USE_GNU //for longer math constants
+#include <math.h>
+
+int oldtime=0;
+int oldfps=0;
+int fps=0;
+
+//TODO: use different patterns on triangles for different shading.
+//TODO: don't forget to remake gophervr with this.
+
+#define CAMERA_SEPARATION 4
+
+#define DEPTH_FACTOR 0.965
+
+#define TRIANGLES 16386
+
+#define min(a,b) (((a)<(b))?(a):(b))
+#define max(a,b) (((a)>(b))?(a):(b))
+
+typedef double long real; //think this conflicts?
+//typedef float real; //think this conflicts?
+
+typedef struct {
+ real x;
+ real y;
+ real z;
+} c3_t;
+
+typedef struct {
+ real x;
+ real y;
+} c2_t;
+
+typedef struct { //same as XPoint, just use that? nah...
+ short x;
+ short y;
+} cs_t;
+
+//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.
+#define WIDTH 1024
+#define HEIGHT 768
+
+#define SKYRULE 90
+#define SKYW (WIDTH*5)
+#define SKYH (HEIGHT/2)
+
+Pixmap skypixmap;
+char sky[SKYH][SKYW];
+
+struct object_1 {
+ int type;
+ unsigned char x;
+ unsigned char y;
+ unsigned char z;
+};
+
+struct object_2 {
+ int type;
+ unsigned short x;
+ unsigned short y;
+ unsigned short z;
+};
+
+struct object_4 {
+ int type;
+ unsigned int x;
+ unsigned int y;
+ unsigned int z;
+};
+
+struct camera {
+ c3_t p;
+ int xr;//rotations
+ int yr;
+ int zr;
+ real zoom;
+} camera;
+
+struct c3_line {
+ char *id;
+ c3_t p1;
+ c3_t p2;
+};
+
+#define MAX_NGON 64 //why not?
+
+struct c3_polygon {
+ char *id;
+ c3_t p[MAX_NGON];
+};
+
+struct c3_triangle {//use array or linked list?
+ char *id;
+ c3_t p1;
+ c3_t p2;
+ c3_t p3;
+};
+
+struct mainwin {
+ int x;
+ int y;
+ unsigned int depth;
+ int mousex;
+ int mousey;
+ int rmousex;
+ int rmousey;
+ int buttonpressed;
+ unsigned int width;
+ unsigned int height;
+ unsigned int border_width;
+ XColor colors[256];
+ int xoff;
+ int math_error;
+ int mapxoff;
+ int mapyoff;
+ int split_screen;
+ int split_flip;//1 or -1
+ char *user;
+ char greyscale;
+ char drawminimap;//flag
+ char draw3d;//flag
+ char debug;//flag
+ char drawsky;//flag
+ char zsort;
+ real mmz;
+ XColor green;
+ Colormap color_map;
+ Display *dpy;
+ Window w;
+ Pixmap backbuffer;
+ Pixmap cleanbackbuffer;
+ GC gc;
+ GC backgc;
+ struct c3_triangle *triangle[TRIANGLES];
+ real tridist[TRIANGLES];
+ int triangles;
+ int derp;
+ int root_window;
+ real split;
+} global;
+
+//used to figure out what c2 values are associated with each edge of the window.
+#define TOP 240.0
+#define BOTTOM -240.0
+#define RIGHT 320.0
+#define LEFT -320.0
+
+int c2sX(long double x) { return (global.width/global.split_screen) * ((x + RIGHT) / (RIGHT *2)) + global.xoff; }
+int s2cX(long double x) { return (x/(global.width/global.split_screen))*(RIGHT*2)-RIGHT; }
+
+int c2sY(long double y) { return global.height * ((TOP-y) / (TOP*2)); }
+int s2cY(long double y) { return -((y/global.height) * (TOP*2) - TOP); }
+
+cs_t c2_to_cs(c2_t p) {
+ return (cs_t){c2sX(p.x),c2sY(p.y)};
+}
+c2_t cs_to_c2(cs_t p) {
+ return (c2_t){s2cX(p.x),s2cY(p.y)};
+}
+
+long double distance2(c2_t p1,c2_t p2) {
+ return sqrtl(( (p1.x-p2.x)*(p1.x-p2.x) )+( (p1.y-p2.y)*(p1.y-p2.y) ));
+}
+
+long double distance3(c3_t p1,c3_t p2) {
+ return sqrtl(( (p1.x-p2.x)*(p1.x-p2.x) )+( (p1.y-p2.y)*(p1.y-p2.y) )+( (p1.z-p2.z)*(p1.z-p2.z) ));
+}
+
+long double points_to_angle(c2_t p1,c2_t p2) {
+ long double a=atan2l(p2.y-p1.y,p2.x-p1.x);
+ return a>=0?a:M_PIl+M_PIl+a;
+}
+
+long double d2r(int d) {
+ while(d<0) d+=360;
+ return (long double)(d%360) / (long double)180 * M_PIl;
+}
+int r2d(real r) {
+ return r / M_PIl * 180;
+}
+
+int between_angles(real angle,real lower,real upper) {
+ //lower may be higher than upper.
+ //because lower is < 0 which wraps to higher. lower is 270, upper is 90. 270-90 is in front.
+ if(lower > upper) {
+ if(angle > lower) return 1;
+ if(angle < upper) return 1;
+ }
+ if(upper > lower) {
+ if(angle > lower && angle < upper) return 1;
+ }
+ return 0;
+}
+
+/*
+B (x2,y2)
+ |-. c
+a| '-.
+ | '-.
+ '--------~
+C b A (x1,y1)
+*/
+
+//I'll need this for collision I guess.
+
+/*
+c2_t get_c2_intersection(c2_t p1,real theta,c2_t p2) {
+
+}
+
+int get_2D_intersection_X(x1,y1,theta_offset,x2,y2) {
+ int x3a,y3a,x3b,y3b;
+ int a,b,c;//lenght of sides.
+ int theta_a,theta_b,theta_c;//angles opposite of same named sides.
+
+ //get angle C A B
+ theta_a=
+// x1,y1,x2,y2
+
+ if(d1==d2) return global.math_error=1;
+ c=dist(x1,y1,x2,y2);
+ b = (c/1) * (theta_a + theta_offset);
+ a = (c/1) * (theta_b + theta_offset);
+
+ x3b=sin(theta_a) * b;
+ y3b=cos(theta_a) * b;
+ x3a=sin(theta_a) * a;
+ y3a=cos(theta_a) * a;
+ printf("x: %d %d\nx: %d %d\n",x3a,y3a,x3b,y3b);
+}
+
+int get_2D_intersection_Y(x,y,d,x,z,d) {
+ int x3a,y3a,x3b,y3b;
+ int a,b,c;//lenght of sides.
+ int theta_a,theta_b,theta_c;//angles opposite of same named sides.
+
+ //get angle from A to B.
+ x1,y1,x2,y2
+
+ if(d1==d2) return global.math_error=1;
+ c=dist(x1,y1,x2,y2);
+ b = (c/1) * theta_a;
+ a = (c/1) * theta_b;
+
+ x3b=sin(a) * b;
+ y3b=cos(a) * b;
+ x3a=sin(a) * a;
+ y3a=cos(a) * a;
+ printf("y: %d %d\ny: %d %d\n",x3a,y3a,x3b,y3b);
+}
+*/
+
+void draw_cs_line(cs_t p1,cs_t p2) {
+ XDrawLine(global.dpy,global.backbuffer,global.backgc,p1.x,p1.y,p2.x,p2.y);
+}
+
+void draw_c2_line(c2_t p1,c2_t p2) {
+ draw_cs_line(c2_to_cs(p1),c2_to_cs(p2));
+}
+
+#define MAGIC(x) (1.0l-(1.0l/powl(1.01l,(x)))) //??? might want to have some changables in here
+
+real magic(real x) {
+ return MAGIC(x);
+}
+
+void draw_graph(real (*fun)(real x)) {
+ c2_t pa;
+ draw_c2_line((c2_t){LEFT,0},(c2_t){RIGHT,0});
+ draw_c2_line((c2_t){0,TOP},(c2_t){0,BOTTOM});
+ for(pa.x=LEFT;pa.x<RIGHT;pa.x+=5.0) {
+ draw_c2_line((c2_t){pa.x,2.0},(c2_t){pa.x,-2.0});
+ }
+ for(pa.y=BOTTOM;pa.y<TOP;pa.y+=5.0) {
+ draw_c2_line((c2_t){-2.0,pa.y},(c2_t){2.0,pa.y});
+ }
+ for(pa.x=LEFT;pa.x<RIGHT;pa.x+=1.0) {
+ draw_c2_line((c2_t){pa.x,fun(pa.x)},(c2_t){pa.x+1.0,fun(pa.x+1.0)});
+ }
+}
+
+c2_t rotate_c2(c2_t p1,c2_t p2,real dr) {
+ c2_t p3;
+ real d=distance2(p1,p2);
+ real r=points_to_angle(p1,p2);
+ r=r+dr;
+ p3.x=(sinl(r) * d) + p2.x;
+ p3.y=(cosl(r) * d) + p2.y;
+ return p3;
+}
+
+c3_t rotate_c3_xr(c3_t p1,c3_t p2,real xr) {//rotate y and z around camera based on xr (looking up and down)
+ c2_t tmp;
+ tmp=rotate_c2((c2_t){p1.y,p1.z},(c2_t){p2.y,p2.z},xr);
+ return (c3_t){p1.x,tmp.x,tmp.y};
+}
+c3_t rotate_c3_yr(c3_t p1,c3_t p2,real yr) {//rotate x and z around camera based on yr (looking left and right)
+ c2_t tmp;
+ tmp=rotate_c2((c2_t){p1.x,p1.z},(c2_t){p2.x,p2.z},yr);
+ return (c3_t){tmp.x,p1.y,tmp.y};
+}
+c3_t rotate_c3_zr(c3_t p1,c3_t p2,real zr) {//rotate x and y around camera based on zr (cocking your head to a side)
+ c2_t tmp;
+ tmp=rotate_c2((c2_t){p1.x,p1.y},(c2_t){p2.x,p2.y},zr);
+ return (c3_t){tmp.x,tmp.y,p1.z};
+}
+
+c2_t c3_to_c2(c3_t p3) { //DO NOT DRAW STUFF IN HERE
+ c2_t p2;
+// c3_t tmp1;
+// c3_t tmp2;
+// c3_t tmp3;
+ int colori=100;
+ c3_t final;
+// final=rotate_c3_yr(p3,camera.p,d2r(camera.yr));
+ final=rotate_c3_yr(p3,(c3_t){0,0,0},d2r(camera.yr));
+// tmp2=rotate_c3_xr(tmp1,camera.p,d2r(camera.xr));
+// final=rotate_c3_zr(tmp2,camera.p,d2r(camera.zr));
+ real delta_x=(camera.p.x - final.x);
+ real delta_y=(camera.p.y - final.y);
+ real delta_z=(camera.p.z - final.z);
+// XSetForeground(global.dpy, global.gc, global.green.pixel);
+ if(global.greyscale) {
+ if(delta_z*10 > 0) {
+ if(delta_z*10 < 100) {
+ colori=delta_z*10;
+ }
+ }
+ XSetForeground(global.dpy,global.backgc,global.colors[100-colori].pixel);
+ }
+// real d=distance3(camera.p,final);
+ p2.y=camera.zoom * (delta_y * MAGIC(delta_z) - delta_y);
+ p2.x=camera.zoom * (delta_x * MAGIC(delta_z) - delta_x);
+ return p2;
+}
+
+void draw_c3_line(c3_t p1,c3_t p2) {
+ if(global.drawminimap == 1) {
+ draw_c2_line((c2_t){(camera.p.x-2)*global.mmz,(camera.p.z+2)*global.mmz},(c2_t){(camera.p.x+2)*global.mmz,(camera.p.z-2)*global.mmz});
+ draw_c2_line((c2_t){(camera.p.x+2)*global.mmz,(camera.p.z+2)*global.mmz},(c2_t){(camera.p.x-2)*global.mmz,(camera.p.z-2)*global.mmz});
+ draw_c2_line((c2_t){p1.x*global.mmz,p1.z*global.mmz},(c2_t){p2.x*global.mmz,p2.z*global.mmz});
+ }
+ if(global.drawminimap == 2) {//map rotates.
+ c3_t t1=rotate_c3_yr(p1,camera.p,d2r(camera.yr));
+ c3_t t2=rotate_c3_yr(p2,camera.p,d2r(camera.yr));
+ draw_c2_line((c2_t){t1.x*global.mmz,t1.z*global.mmz},(c2_t){t2.x*global.mmz,t2.z*global.mmz});
+ }
+ if(global.draw3d != 0) draw_c2_line(c3_to_c2(p1),c3_to_c2(p2));
+}
+
+cs_t c3_to_cs(c3_t p) {
+ return c2_to_cs(c3_to_c2(p));
+}
+
+void XDrawTriangle(cs_t p1,cs_t p2,cs_t p3) {
+ //this is probably slower than drawing a triangle.
+ XPoint p[3];
+ p[0]=(XPoint){p1.x,p1.y};
+ p[1]=(XPoint){p2.x,p2.y};
+ p[2]=(XPoint){p3.x,p3.y};
+ XDrawLines(global.dpy,global.backbuffer,global.backgc,p,3,CoordModeOrigin);
+// XDrawLine(global.dpy,global.backbuffer,global.backgc,p1.x,p1.y,p2.x,p2.y);
+// XDrawLine(global.dpy,global.backbuffer,global.backgc,p2.x,p2.y,p3.x,p3.y);
+// XDrawLine(global.dpy,global.backbuffer,global.backgc,p3.x,p3.y,p1.x,p1.y);
+}
+
+void XDrawFilledTriangle(cs_t p1,cs_t p2,cs_t p3) {
+ XPoint p[3];
+ p[0]=(XPoint){p1.x,p1.y};//should I just use XPoint instead of cs_t ?
+ p[1]=(XPoint){p2.x,p2.y};
+ p[2]=(XPoint){p3.x,p3.y};
+ XFillPolygon(global.dpy,global.backbuffer,global.backgc,p,3,Convex,CoordModeOrigin);
+}
+
+void draw_c3_triangle(struct c3_triangle t) {
+ draw_c3_line(t.p1,t.p2);
+ draw_c3_line(t.p2,t.p3);
+ draw_c3_line(t.p3,t.p1);
+ if(global.draw3d == 2) { //draw it filled in
+ XDrawFilledTriangle(c3_to_cs(t.p1),c3_to_cs(t.p2),c3_to_cs(t.p3));
+ }
+}
+
+//is basing this all on triangles best, or should I use polygons?
+//void pushTriangle(x1,y1,z1,1) {
+// for(i=0;global.triangle[i];i++);
+// global.triangle[i]=malloc(sizeof(struct triangle));
+// global.triangle[i]->x1=x1;
+//}
+//void pushSquare() {
+// pushTriangle();
+// pushTriangle();
+//}
+real shitdist2(c3_t p1,c3_t p2) {
+ return ((p1.x - p2.x) * (p1.x - p2.x)) +
+ ((p1.y - p2.y) * (p1.y - p2.y)) +
+ ((p1.z - p2.z) * (p1.z - p2.z));
+}
+
+real shitdist(struct c3_triangle t,c3_t p) {
+ return (shitdist2(t.p1,p) + shitdist2(t.p2,p) + shitdist2(t.p3,p)) / 3.0l;
+}
+
+
+typedef struct {
+ struct c3_triangle *t;
+ real d;
+} zsort_t;
+
+int compar(zsort_t *a,zsort_t *b) {
+ return (a->d > b->d);
+}
+
+void draw_screen(Display *dpy,Window w,GC gc) {
+ int i;
+ int cn=0;//camera number.
+ XFontStruct *font=XLoadQueryFont(global.dpy,"fixed");
+ XCharStruct overall;
+ int direction,ascent,descent;
+ char coords[256];
+ zsort_t zs[TRIANGLES];
+ XCopyArea(global.dpy,global.cleanbackbuffer,global.backbuffer,gc,0,0,global.width,global.height,0,0);//clear the backbuffer.
+// XCopyPlane(global.dpy,global.cleanbackbuffer,global.backbuffer,gc,0,0,global.width,global.height,0,0,1);//clear the backbuffer.
+
+ XRectangle cliprect;
+ cliprect.x=0;
+ cliprect.y=0;
+ cliprect.width=global.width/global.split_screen;
+ cliprect.height=global.height;
+
+ real oldx=camera.p.x;
+ real oldz=camera.p.z;
+ if(global.split_screen > 1) {
+ camera.p.z-=(global.split_flip)*((global.split/global.split_screen)*cosl(d2r(camera.yr+180)));
+ camera.p.x-=(global.split_flip)*((global.split/global.split_screen)*sinl(d2r(camera.yr+180)));
+ }
+ for(cn=0;cn<global.split_screen;cn++) {
+ global.xoff=(global.width/global.split_screen)*cn;
+ XSetClipRectangles(global.dpy,global.backgc,global.xoff,0,&cliprect,1,Unsorted);
+ //if(global.drawminimap == 3) { draw_graph(magic); continue; }
+ if(global.drawsky) {
+ XCopyArea(global.dpy,skypixmap,global.backbuffer,global.backgc,((camera.yr*5)+SKYW)%SKYW,0,WIDTH,global.height/2,0,0);
+ }
+ if(global.draw3d) {
+ draw_c2_line((c2_t){LEFT,0},(c2_t){RIGHT,0}); //horizon
+ }
+ if(time(0) == oldtime) {
+ fps++;
+ }
+ else {
+ oldtime=time(0);
+ oldfps=fps;
+ fps=0;
+ }
+ snprintf(coords,sizeof(coords)-1,"debug: %s minimap: %d 3d: %d fps: %d triangles: %d",global.debug?"on":"off",global.drawminimap,global.draw3d,oldfps,global.triangles);
+ XTextExtents(font,coords,strlen(coords),&direction,&ascent,&descent,&overall);
+ XDrawString(global.dpy,global.backbuffer,global.backgc,global.xoff,global.height/2+(descent+0+ascent)*1,coords,strlen(coords));
+ if(global.debug) {
+ snprintf(coords,sizeof(coords)-1,"x: %d y: %d",global.mousex,global.mousey);
+ XTextExtents(font,coords,strlen(coords),&direction,&ascent,&descent,&overall);
+ XDrawString(global.dpy,global.backbuffer,global.backgc,global.xoff,global.height/2+(descent+0+ascent)*2,coords,strlen(coords));
+ snprintf(coords,sizeof(coords)-1,"cx: %Lf cy: %Lf cz: %Lf",camera.p.x,camera.p.y,camera.p.z);
+ XTextExtents(font,coords,strlen(coords),&direction,&ascent,&descent,&overall);
+ XDrawString(global.dpy,global.backbuffer,global.backgc,global.xoff,global.height/2+(descent+0+ascent)*3,coords,strlen(coords));
+ snprintf(coords,sizeof(coords)-1,"xr: %d yr: %d zr: %d",camera.xr,camera.yr,camera.zr);
+ XTextExtents(font,coords,strlen(coords),&direction,&ascent,&descent,&overall);
+ XDrawString(global.dpy,global.backbuffer,global.backgc,global.xoff,global.height/2+(descent+0+ascent)*4,coords,strlen(coords));
+ }
+
+// if(global.drawminimap) {//this isn't even useful I guess.
+ //cx1=(sinl(d2r(camera.yr+270))*7l);
+ //cy1=(cosl(d2r(camera.yr+270))*7l);
+ //cx2=(sinl(d2r(camera.yr+90))*7l);
+ //cy2=(cosl(d2r(camera.yr+90))*7l);
+// XDrawTriangle(camera.x+global.mapxoff,camera.z+global.mapyoff,
+// camera.x+global.mapxoff+cx1,camera.z+global.mapyoff+cy1,
+// camera.x+global.mapxoff+cx2,camera.z+global.mapyoff+cy2);
+// draw_c2_line((c2_t){0,0},(c2_t){10,10});
+// draw_c2_line((c2_t){0,0},(c2_t){-10,10});
+// draw_c2_line((c2_t){10,10},(c2_t){-10,10});
+// }
+
+/* cube
+ draw_c3_line((c3_t){-3,0,-3},(c3_t){-3,0,3});
+ draw_c3_line((c3_t){-3,0,-3},(c3_t){-3,6,-3});
+ draw_c3_line((c3_t){-3,0,-3},(c3_t){3,0,-3});
+
+ draw_c3_line((c3_t){3,6,3},(c3_t){3,6,-3});
+ draw_c3_line((c3_t){3,6,3},(c3_t){-3,6,3});
+ draw_c3_line((c3_t){3,6,3},(c3_t){3,0,3});
+
+ draw_c3_line((c3_t){-3,0,3},(c3_t){3,0,3});
+ draw_c3_line((c3_t){-3,0,3},(c3_t){-3,6,3});
+
+ draw_c3_line((c3_t){-3,6,-3},(c3_t){-3,6,3});
+ draw_c3_line((c3_t){-3,6,-3},(c3_t){3,6,-3});
+
+ draw_c3_line((c3_t){3,0,-3},(c3_t){3,0,3});
+ draw_c3_line((c3_t){3,0,-3},(c3_t){3,6,-3});
+*/
+
+ //floor grid
+/* for(i=-21;i<21;i+=3) {
+ for(j=-21;j<21;j+=3) {
+ //draw_c3_triangle((struct c3_triangle){"id",(c3_t){i,0,j},(c3_t){i,0,j+3},(c3_t){i+3,0,j}});
+ draw_c3_line((c3_t){i,0,j},(c3_t){i,0,j+3});
+ draw_c3_line((c3_t){i,0,j},(c3_t){i+3,0,j});
+ }
+ }*/
+
+ //zsort (only if I don't do wireframe)
+ for(i=0;global.triangle[i];i++) {
+ zs[i].t=global.triangle[i];
+ //zs[i].d=shitdist(*(zs[i].t),camera.p);
+ }
+ if(global.zsort) {
+ for(i=0;global.triangle[i];i++) {
+ zs[i].d=shitdist(*(zs[i].t),camera.p);
+ }
+ qsort(&zs,i,sizeof(zs[0]),compar);//sort these zs structs based on d.
+ }
+ //draw all triangles
+ for(i=0;global.triangle[i];i++) {
+ draw_c3_triangle(*(zs[i].t));
+ }
+ camera.p.z+=(global.split_flip)*(global.split*cosl(d2r(camera.yr+180)));
+ camera.p.x+=(global.split_flip)*(global.split*sinl(d2r(camera.yr+180)));
+ }
+
+//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(coords,sizeof(coords)-1,"%llf",a);
+ XTextExtents(font,coords,strlen(coords),&direction,&ascent,&descent,&overall);
+ XDrawString(global.dpy,w,gc,global.xoff,(descent+0+ascent)*6,coords,strlen(coords));
+ snprintf(coords,sizeof(coords)-1,"%llf",points_to_angle(cs_to_c2((cs_t){global.mousex,global.mousey}),(c2_t){0,0})+(M_PIl/2));
+ XTextExtents(font,coords,strlen(coords),&direction,&ascent,&descent,&overall);
+ XDrawString(global.dpy,w,gc,global.xoff,(descent+0+ascent)*7,coords,strlen(coords));
+ 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);
+*/
+ camera.p.x = oldx;
+ camera.p.z = oldz; //-= cn*CAMERA_SEPARATION;
+ XClearWindow(global.dpy, w);
+ XCopyArea(global.dpy,global.backbuffer,w,gc,0,0,global.width,global.height,0,0);//move backbuffer to window
+// XCopyPlane(global.dpy,global.backbuffer,w,gc,0,0,global.width,global.height,0,0,0x000100);//move backbuffer to window
+}
+
+char *read_line_hack(FILE *fp,int len) {
+ short in;
+ char *t;
+ if((in=fgetc(fp)) == '\n') {
+ t=malloc(len+1);
+ t[len]=0;
+ return t;
+ } else {
+ t=read_line_hack(fp,len+1);
+ t[len]=in;
+ }
+ return t;
+}
+
+int load_file(FILE *fp) {
+ struct c3_triangle *to;
+ struct c3_triangle t;
+// struct c3_line l;
+ char *command;
+ int ret=0;
+ int j,k;
+ static int i=0;//used to store the last triangle.
+ for(;global.triangle[i];i++) ;//hop to the end.
+
+ fcntl(fileno(fp),F_SETFL,O_NONBLOCK);
+
+ for(;;) {
+ if(feof(fp)) {
+ //printf("resetting EOF\n");
+ clearerr(fp);
+ }
+ //REWRITE THIS SHIT TO BE AN ACTUAL PARSER INSTEAD OF FSCANF!!!!
+ //read a line...
+ if(fscanf(fp,"%ms %ms %Lf %Lf %Lf %Lf %Lf %Lf %Lf %Lf %Lf",&(t.id),&command,&(t.p1.x),&(t.p1.y),&(t.p1.z),&(t.p2.x),&(t.p2.y),&(t.p2.z),&(t.p3.x),&(t.p3.y),&(t.p3.z)) > 0) {
+// if(fscanf(fp,"%ms %ms %f %f %f %f %f %f %f %f %f",&(t.id),&command,&(t.p1.x),&(t.p1.y),&(t.p1.z),&(t.p2.x),&(t.p2.y),&(t.p2.z),&(t.p3.x),&(t.p3.y),&(t.p3.z)) > 0) {
+ ret=1;
+// printf("%s %s %Lf %Lf %Lf %Lf %Lf %Lf %Lf %Lf %Lf\n",t.id,command,t.p1.x,t.p1.y,t.p1.z,t.p2.x,t.p2.y,t.p2.z,t.p3.x,t.p3.y,t.p3.z);
+ /*if(!strcmp(command,"addsquare")) { } */
+// if(!strcmp(command,"addline")) {
+// l.p1=t.p1
+// l.p2=t.p2
+// }
+ if(!strcmp(command,"deletegroup")) {
+ for(j=0;j<i;j++) {//really shitty algorithm!!!! :D
+ if(!strcmp(global.triangle[j]->id,t.id)) {
+ for(k=j;k<=(i+1);k++) {
+ global.triangle[k]=global.triangle[k+1];
+ i--;
+ j=-1;//restart!
+ }
+ }
+ }
+ }
+ if(!strcmp(command,"addtriangle")) {
+ global.triangle[i]=malloc(sizeof(struct c3_triangle));
+ to=global.triangle[i];
+ memcpy(to,&t,sizeof(t));
+ }
+
+ if(!strcmp(command,"scaleup")) {
+ for(i=0;global.triangle[i];i++) {
+ if(!strcmp(global.triangle[i]->id,t.id)) {
+ global.triangle[i]->p1.x*=t.p1.x;
+ global.triangle[i]->p1.y*=t.p1.x;
+ global.triangle[i]->p1.z*=t.p1.x;
+
+ global.triangle[i]->p2.x*=t.p1.x;
+ global.triangle[i]->p2.y*=t.p1.x;
+ global.triangle[i]->p2.z*=t.p1.x;
+
+ global.triangle[i]->p3.x*=t.p1.x;
+ global.triangle[i]->p3.y*=t.p1.x;
+ global.triangle[i]->p3.z*=t.p1.x;
+ }
+ }
+ }
+
+ if(!strcmp(command,"move")) {// extra fun if the arguments are different.
+ for(i=0;global.triangle[i];i++) {
+ if(!strcmp(global.triangle[i]->id,t.id)) {
+ global.triangle[i]->p1.x+=t.p1.x;
+ global.triangle[i]->p1.y+=t.p1.y;
+ global.triangle[i]->p1.z+=t.p1.z;
+
+ global.triangle[i]->p2.x+=t.p2.x;
+ global.triangle[i]->p2.y+=t.p2.y;
+ global.triangle[i]->p2.z+=t.p2.z;
+
+ global.triangle[i]->p3.x+=t.p3.x;
+ global.triangle[i]->p3.y+=t.p3.y;
+ global.triangle[i]->p3.z+=t.p3.z;
+ }
+ }
+ }
+ i++;
+ global.triangles=i;
+ global.triangle[i]=0;
+ } else {
+ break;
+ }
+ //draw_screen(global.dpy,global.w,global.gc);
+ }
+ return ret;
+}
+
+int export_file(FILE *fp) {//not used yet. maybe export in obj optionally?
+ struct c3_triangle *to;
+ int i;
+ for(i=0;global.triangle[i];i++) {
+ to=global.triangle[i];
+ printf("%s addtriangle %Lf %Lf %Lf %Lf %Lf %Lf %Lf %Lf %Lf\n",to->id,to->p1.x,to->p1.y,to->p1.z,to->p2.x,to->p2.y,to->p2.z,to->p3.x,to->p3.y,to->p3.z);
+ }
+ return 0;
+}
+
+
+int keypress_handler(int sym) {
+ real tmpx;
+// real tmpy; //unused atm
+ real tmpz;
+ switch(sym) {
+ case XK_Up:
+ tmpx=5*sinl(d2r(camera.yr+90));
+ tmpz=5*cosl(d2r(camera.yr+90));
+ camera.p.x+=tmpx;
+ camera.p.z+=tmpz;
+ printf("%s move %Lf 0 %Lf 0 0 0 0 0 0\n",global.user,tmpx,tmpz);
+ break;
+ case XK_Down:
+ tmpx=5*sinl(d2r(camera.yr+270));
+ tmpz=5*cosl(d2r(camera.yr+270));
+ camera.p.x+=tmpx;
+ camera.p.z+=tmpz;
+ printf("%s move %Lf 0 %Lf 0 0 0 0 0 0\n",global.user,tmpx,tmpz);
+ break;
+ case XK_Left:
+ tmpx=5*sinl(d2r(camera.yr));
+ tmpz=5*cosl(d2r(camera.yr));
+ camera.p.x+=tmpx;
+ camera.p.z+=tmpz;
+ printf("%s move %Lf 0 %Lf 0 0 0 0 0 0\n",global.user,tmpx,tmpz);
+ break;
+ case XK_Right:
+ tmpx=5*sinl(d2r(camera.yr+180));
+ tmpz=5*cosl(d2r(camera.yr+180));
+ camera.p.x+=tmpx;
+ camera.p.z+=tmpz;
+ printf("%s move %Lf 0 %Lf 0 0 0 0 0 0\n",global.user,tmpx,tmpz);
+ break;
+ case XK_w:
+ camera.p.y+=1;
+ printf("%s move 0 1 0 0 0 0 0 0 0\n",global.user);
+ break;
+ case XK_s:
+ camera.p.y-=1;
+ printf("%s move 0 -1 0 0 0 0 0 0 0\n",global.user);
+ break;
+ case XK_r:
+ camera.xr+=5;
+ while(camera.xr > 360) camera.xr-=360;
+ break;
+ case XK_y:
+ camera.xr-=5;
+ while(camera.xr < 0) camera.xr+=360;
+ break;
+ case XK_q:
+ camera.yr+=5;
+ while(camera.yr > 360) camera.yr-=360;
+ break;
+ case XK_e:
+ camera.yr-=5;
+ while(camera.yr < 0) camera.yr+=360;
+ break;
+ case XK_u:
+ camera.zr+=5;
+ while(camera.zr > 360) camera.zr-=360;
+ break;
+ case XK_o:
+ camera.zr-=5;
+ while(camera.zr < 0) camera.zr+=360;
+ break;
+ case XK_z: camera.zoom+=1; break;
+ case XK_x: camera.zoom-=1; break;
+ case XK_c: global.mmz*=1.1; break;
+ case XK_v: global.mmz/=1.1; break;
+ case XK_h: global.split+=1; break;
+ case XK_j: global.split-=1; break;
+ case XK_d:
+ global.debug ^= 1;
+ break;
+ case XK_f:
+ global.derp ^= 1;
+ break;
+ case XK_m:
+ global.drawminimap += 1;
+ global.drawminimap %= 4;
+ break;
+ case XK_a:
+ global.drawsky ^= 1;
+ break;
+ case XK_3:
+ global.draw3d += 1;
+ global.draw3d %= 3;
+ break;
+ case XK_Escape:
+ return -1;
+ default:
+ return 0;
+ break;
+ }
+ return 1;
+}
+
+int main(int argc,char *argv[]) {
+ Cursor cursor;
+ Window w;
+ XEvent e;
+ XSetWindowAttributes attributes;
+ Window root,child;//why do I have this?
+ XColor toss;
+ int i,j;
+ char tmp[64];
+ unsigned int mask;
+ char redraw=0;
+ if(argc < 2) {
+ fprintf(stderr,"usage: hackvr yourname < from_others > to_others\n");
+ return 1;
+ } else {
+ global.user=strdup(argv[1]);
+ }
+ global.dpy = XOpenDisplay(0);
+ global.color_map=DefaultColormap(global.dpy, DefaultScreen(global.dpy));
+
+ for(i=0;i<=100;i++) {
+ snprintf(tmp,sizeof(tmp),"gray%d",i);
+ XAllocNamedColor(global.dpy,global.color_map,tmp,&global.colors[i],&global.colors[i]);
+ }
+ setbuf(stdin,0);
+ setbuf(stdout,0);
+ assert(global.dpy);
+ global.split_screen=1;
+ global.split_flip=-1;
+ global.split=3;
+ global.root_window=0;
+ //global.colors[0]=BlackPixel(global.dpy,DefaultScreen(global.dpy));
+// int whiteColor = //WhitePixel(global.dpy, DefaultScreen(global.dpy));
+ attributes.background_pixel=global.colors[0].pixel;
+ if(global.root_window) {
+ w = DefaultRootWindow(global.dpy); //this is still buggy.
+ } else {
+ w = XCreateWindow(global.dpy,DefaultRootWindow(global.dpy),0,0,WIDTH*global.split_screen,HEIGHT,1,DefaultDepth(global.dpy,DefaultScreen(global.dpy)),InputOutput,DefaultVisual(global.dpy,DefaultScreen(global.dpy))\
+ ,CWBackPixel, &attributes);
+ }
+ if(!global.root_window) {
+ XSizeHints *hints=XAllocSizeHints();
+ hints->min_aspect.x=4*global.split_screen;
+ hints->min_aspect.y=3;
+ hints->max_aspect.x=4*global.split_screen;
+ hints->max_aspect.y=3;
+ hints->flags=PAspect;
+ XSelectInput(global.dpy, w, PointerMotionMask|StructureNotifyMask|ButtonPressMask|ButtonReleaseMask|KeyPressMask);
+ XSetWMNormalHints(global.dpy,w,hints);
+ }
+ XMapWindow(global.dpy, w);
+ XStoreName(global.dpy,w,"hackvr");
+ global.w=w;
+ global.greyscale=1;
+ global.zsort=1;
+ global.triangle[0]=0;//we'll allocate as we need more.
+ global.gc=XCreateGC(global.dpy, w, 0, 0);
+
+ global.width=WIDTH*global.split_screen;
+ global.height=HEIGHT;
+
+ global.backbuffer=XCreatePixmap(global.dpy,w,global.width,global.height,DefaultDepth(global.dpy,DefaultScreen(global.dpy)));
+ global.cleanbackbuffer=XCreatePixmap(global.dpy,w,global.width,global.height,DefaultDepth(global.dpy,DefaultScreen(global.dpy)));
+
+ global.backgc=XCreateGC(global.dpy,global.backbuffer,0,0);
+
+
+ cursor=XCreateFontCursor(global.dpy,XC_crosshair);
+ XDefineCursor(global.dpy, w, cursor);
+
+ XAllocNamedColor(global.dpy, global.color_map, "green", &global.green, &global.green);
+ XSetForeground(global.dpy, global.gc, global.green.pixel);
+ XSetForeground(global.dpy, global.backgc, global.green.pixel);
+// XSetForeground(global.dpy, gc, whiteColor);
+ skypixmap=XCreatePixmap(global.dpy,w,SKYW,SKYH,DefaultDepth(global.dpy,DefaultScreen(global.dpy)));
+ for(i=0;i<SKYH;i++) {
+ for(j=0;j<SKYW;j++) {
+ if(i==0) sky[i][j]=rand()%2;
+ else {
+ sky[i][j]=(SKYRULE >> ((!!sky[i-1][(j+(SKYW)-1)%(SKYW)]<<2) | (!!sky[i-1][j]<<1) | (!!sky[i-1][j+1%(SKYW)])) & 1);
+ if(sky[i][j]) {
+ XDrawPoint(global.dpy,skypixmap,global.backgc,j,i);
+ }
+ }
+ }
+ }
+
+ global.mapxoff=global.width/2;
+ global.mapyoff=global.height/2;
+ global.drawminimap=0;
+ global.draw3d=1;
+ global.debug=0;
+ camera.zoom=30.0l;
+ camera.xr=270;
+ camera.yr=0;
+ camera.zr=0;
+ global.mmz=1;
+ camera.p.x=0;
+ camera.p.z=0;
+ camera.p.y=5;
+ for(;;) {
+ redraw=0;
+ while(XPending(global.dpy)) {
+ XNextEvent(global.dpy, &e);
+ switch(e.type) {
+ case MotionNotify:
+ redraw=1;
+ XQueryPointer(global.dpy,w,&root,&child,&global.rmousex,&global.rmousey,&global.mousex,&global.mousey,&mask);
+ break;
+ case ButtonPress:
+ redraw=1;
+ global.buttonpressed=e.xbutton.button;
+ break;
+ case ButtonRelease:
+ redraw=1;
+ global.buttonpressed=0;
+ break;
+ case ConfigureNotify:
+ redraw=1;
+ XGetGeometry(global.dpy,w,&root,&global.x,&global.y,&global.width,&global.height,&global.border_width,&global.depth);
+ global.mapxoff=global.width/global.split_screen/2;
+ global.mapyoff=global.height/2;
+ break;
+ case KeyPress:
+ redraw=1;
+ if(keypress_handler(XLookupKeysym(&e.xkey,0)) == -1) return 0;
+ break;
+ default:
+ break;
+ }
+ }
+ //why is this /2 ?
+/* if(((global.width/2)-(global.mousex))/100 != 0) {
+ redraw=1;
+ camera.yr+=((global.width/2)-(global.mousex))/100;
+ while(camera.yr > 360) camera.yr-=360;
+ while(camera.yr < 0) camera.yr+=360;
+ }*/
+ redraw=1;
+ if(load_file(stdin) || redraw) {
+ draw_screen(global.dpy,w,global.gc);
+ }
+ //usleep(10000);
+ }
+ return 0;
+}