diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/common.h | 7 | ||||
-rw-r--r-- | src/graphics_c3.c | 150 | ||||
-rw-r--r-- | src/graphics_c3.h | 3 |
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); |