#define _POSIX_C_SOURCE 200809L //for fileno and strdup #define _BSD_SOURCE #include #include #include #include #include #include #include #include #include #include #include //for size hints #include #define __USE_GNU //for longer math constants #include 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 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 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;jid,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> ((!!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; }