diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/graphics_c3.c | 99 | 
1 files changed, 71 insertions, 28 deletions
diff --git a/src/graphics_c3.c b/src/graphics_c3.c index a66cebb..879e0f1 100644 --- a/src/graphics_c3.c +++ b/src/graphics_c3.c @@ -133,7 +133,8 @@ c3_t c3_subtract(c3_t p1,c3_t p2) {   return (c3_t){p1.x-p2.x,p1.y-p2.y,p1.z-p2.z};  } -#define MAGIC(x) (1.0l-(1.0l/powl(1.1l,(x)))) //??? might want to have some changables in here +//how is this supposed to work? x is distance? +#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); @@ -152,9 +153,9 @@ c2_t c3_to_c2(c3_t p3) { //DO NOT DRAW STUFF IN HERE  //  final=rotate_c3_yr(p3,(c3_t){0,0,0},d2r(camera.yr));//rotate everything around the center no matter what.  //  tmp2=rotate_c3_xr(tmp1,camera.p,d2r(camera.xr));  //  final=rotate_c3_zr(tmp2,camera.p,d2r(camera.zr)); -  real delta_x=(global.camera.p.x - final.x); -  real delta_y=(global.camera.p.y - final.y); -  real delta_z=(global.camera.p.z - final.z); +  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 d=distance3(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); @@ -164,12 +165,11 @@ c2_t c3_to_c2(c3_t p3) { //DO NOT DRAW STUFF IN HERE  }  void draw_minimap_line(c3_t p1,c3_t p2) { - if(gra_global.drawminimap == 1) { -  draw_c2_line((c2_t){(global.camera.p.x-2)*global.mmz,(global.camera.p.z+2)*global.mmz},(c2_t){(global.camera.p.x+2)*global.mmz,(global.camera.p.z-2)*global.mmz}); -  draw_c2_line((c2_t){(global.camera.p.x+2)*global.mmz,(global.camera.p.z+2)*global.mmz},(c2_t){(global.camera.p.x-2)*global.mmz,(global.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(gra_global.drawminimap == 1) {//map moves but doesn't rotate. +  draw_c2_line((c2_t){(p1.z-global.camera.p.z)*global.mmz,(global.camera.p.x-p1.x)*global.mmz}, +               (c2_t){(p2.z-global.camera.p.z)*global.mmz,(global.camera.p.x-p2.x)*global.mmz});   } - if(gra_global.drawminimap == 2) {//map rotates. + if(gra_global.drawminimap == 2) {//map rotates. //NOT WORKING YET    c3_t t1=rotate_c3_yr(p1,global.camera.p,d2r(global.camera.r.y));    c3_t t2=rotate_c3_yr(p2,global.camera.p,d2r(global.camera.r.y));    draw_c2_line((c2_t){t1.x*global.mmz,t1.z*global.mmz},(c2_t){t2.x*global.mmz,t2.z*global.mmz}); @@ -179,27 +179,39 @@ 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...    int i;    char drawthefucker=0;//I don't wanna! -  c2_s_t s2; +  c3_s_t s2;//post rotation +  c2_s_t s3;//post projection    radians r;    s2.id=s.id;//it shouldn't disappear and we shouldn't need to make a copy.    s2.len=s.len; +  s3.id=s.id; +  s3.len=s.len;    c3_group_rot_t *gr=get_group_rotation(s.id); -  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){s.p[i].x,s.p[i].z}); -   if(between_angles(r2d(r),0,180)) { -    drawthefucker=1;//damn it. -    break;//might as well cut this short. we have to draw this bastard now. :/ +  if(s.len > 1) { +   for(i=0;i<s.len+(s.len==1);i++) {//apply the group's rotation and store in s2. +     s2.p[i]=(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]);     }    } +  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-45+360+90)%360,(360-global.camera.r.y.d+45+360+90)%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. +  if(s.len == 1) { +   real dist=distance3(s.p[0],s.p[1]); +   s2.p[0]=s.p[0]; +   s2.p[1]=c3_add(s.p[0],(c3_t){dist,0,0});//whatever +  }    for(i=0;i<s.len+(s.len==1);i++) { -    if(i>1) draw_minimap_line(s.p[i],s.p[(i+1)%s.len]); -    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]); -    //this is only applying rotation around the y axis... gotta do this for x and z? uh oh. this could get weird. -    //s2.p[i]=c3_to_c2(s.p[i]); +   if(i>1) draw_minimap_line(s2.p[i],s2.p[(i+1)%s2.len]); +   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.    }    if(gra_global.draw3d == 1) { -    draw_c2_shape(s2); +    set_ansi_color(s.attrib.col); +    draw_c2_shape(s3);    }    if(gra_global.draw3d == 2) {      //set foreground to a gray based on distance @@ -207,11 +219,25 @@ void draw_c3_shape(c3_s_t s) {//outlined. needs to be filled? //draw minimap shi  //    color_based_on_distance();//I don't have the distance in here. :/  //foreground_set();  //how... I want to draw the outline as one color and the fill as another. -    draw_c2_filled_shape(s2); -    set_color();//resets it to the default color. -    if(!strcmp(global.selected_object,s2.id)) { -      draw_c2_shape(s2); +//  foreground is set to color based on distance BEFORE we get here. +//  we need that function to tell us whether we're going to draw brighter or darker than middle. +//  then somehow get that information to here so we can pick the draw_mode... +//  darker is draw_mode_and(); brighter is draw_mode_or(); lol. set some global? XD hackhackhack +//the color of this shape is set before it gets drawn. +//which is a grey. +    set_luminosity_color(s.attrib.lum); +    draw_c2_filled_shape(s3); +    set_ansi_color(s.attrib.col); +    if(s.attrib.lum > 100) { +     draw_mode_or(); +    } else { +     draw_mode_and();      } +    draw_c2_filled_shape(s3); +    //if(!strcmp(global.selected_object,s2.id)) { +    draw_mode_copy(); +    draw_c2_shape(s3); +    //}    }  } @@ -403,6 +429,9 @@ void draw_screen() {  //   draw_c2_line((c2_t){10,10},(c2_t){-10,10});  //  } + +///// 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);      } @@ -431,7 +460,7 @@ void draw_screen() {        //XSetForeground(global.dpy,global.backgc,global.green.pixel);  //     } else {  //     } -     set_color_based_on_distance(zs[i].d); +     zs[i].s->attrib.lum=200-((int)(zs[i].d * 4.0l))%200;       }      //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); @@ -439,6 +468,18 @@ void draw_screen() {      //}     } + if(gra_global.drawminimap == 1) { +  set_color(); +  c2_t t1=rotate_c2((c2_t){3*global.mmz,0},(c2_t){0,0},d2r(global.camera.r.y)); +  c2_t t2=rotate_c2((c2_t){-2*global.mmz,2*global.mmz},(c2_t){0,0},d2r(global.camera.r.y)); +  c2_t t3=rotate_c2((c2_t){-1*global.mmz,0},(c2_t){0,0},d2r(global.camera.r.y)); +  c2_t t4=rotate_c2((c2_t){-2*global.mmz,-2*global.mmz},(c2_t){0,0},d2r(global.camera.r.y)); +  draw_c2_line(t1,t2); +  draw_c2_line(t2,t3); +  draw_c2_line(t3,t4); +  draw_c2_line(t4,t1); + } +  //   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}); @@ -456,15 +497,17 @@ void draw_screen() {  }  int graphics_init() { - global.zoom=1.0l;//I think if this is set to 1, then 1 3d unit is 1 2d unit? +//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.camera.r.x.d=0; - global.camera.r.y.d=0; + global.camera.r.y.d=0;//we should be facing east.   global.camera.r.z.d=0;   global.mmz=1;//this is minimap zoom.   global.camera.p.x=0; - global.camera.p.y=0; + global.camera.p.y=10;//10 units above the ground should be as low as it goes.   global.camera.p.z=-6; + gra_global.input_mode=DEFAULT_INPUT_MODE;   gra_global.split_screen=SPLIT_SCREEN;   gra_global.split_flip=-1;   gra_global.split=CAMERA_SEPARATION;  | 
