Exemple #1
0
/* draw everything */
void render(BITMAP *bmp)
{
   char buf[80];
   MATRIX_f roller, camera;
   int x, y, w, h;
   float xfront, yfront, zfront;
   float xup, yup, zup;

   /* clear the background */
   clear(bmp);

   set_projection_viewport(0, 0, SCREEN_W, SCREEN_H);

   /* calculate the in-front vector */
   xfront = sin(heading) * cos(pitch);
   yfront = sin(pitch);
   zfront = cos(heading) * cos(pitch);

   /* rotate the up vector around the in-front vector by the roll angle */
   get_vector_rotation_matrix_f(&roller, xfront, yfront, zfront, roll*128.0/M_PI);
   apply_matrix_f(&roller, 0, -1, 0, &xup, &yup, &zup);

   /* build the camera matrix */
   get_camera_matrix_f(&camera,
		       xpos, ypos, zpos,        /* camera position */
		       xfront, yfront, zfront,  /* in-front vector */
		       xup, yup, zup,           /* up vector */
		       fov,                     /* field of view */
		       aspect);                 /* aspect ratio */

   /* draw the grid of squares */
   for (x=0; x<GRID_SIZE; x++)
      for (y=0; y<GRID_SIZE; y++)
	 draw_square(bmp, &camera, x * TILE_SIZE, y * TILE_SIZE);

   /* overlay some text */
   set_clip_rect(bmp, 0, 0, bmp->w, bmp->h);
   sprintf(buf, "Field of view: %d (f/F changes)", fov);
   textout_ex(bmp, font, buf, 0, 16, 255, -1);
   sprintf(buf, "Aspect ratio: %.2f (a/A changes)", aspect);
   textout_ex(bmp, font, buf, 0, 24, 255, -1);
   sprintf(buf, "X position: %.2f (x/X changes)", xpos);
   textout_ex(bmp, font, buf, 0, 32, 255, -1);
   sprintf(buf, "Y position: %.2f (y/Y changes)", ypos);
   textout_ex(bmp, font, buf, 0, 40, 255, -1);
   sprintf(buf, "Z position: %.2f (z/Z changes)", zpos);
   textout_ex(bmp, font, buf, 0, 48, 255, -1);
   sprintf(buf, "Heading: %.2f deg (left/right changes)", DEG(heading));
   textout_ex(bmp, font, buf, 0, 56, 255, -1);
   sprintf(buf, "Pitch: %.2f deg (pgup/pgdn changes)", DEG(pitch));
   textout_ex(bmp, font, buf, 0, 64, 255, -1);
   sprintf(buf, "Roll: %.2f deg (r/R changes)", DEG(roll));
   textout_ex(bmp, font, buf, 0, 72, 255, -1);
   sprintf(buf, "Front vector: %.2f, %.2f, %.2f", xfront, yfront, zfront);
   textout_ex(bmp, font, buf, 0, 80, 255, -1);
   sprintf(buf, "Up vector: %.2f, %.2f, %.2f", xup, yup, zup);
   textout_ex(bmp, font, buf, 0, 88, 255, -1);
}
Exemple #2
0
/* render a tile of the grid */
void draw_square(BITMAP *bmp, MATRIX_f *camera, int x, int z)
{
   V3D_f v[4];
   int c;

   /* set up four vertices with the world-space position of the tile */
   v[0].x = x - GRID_SIZE/2;
   v[0].y = 0;
   v[0].z = z - GRID_SIZE/2;

   v[1].x = x - GRID_SIZE/2 + TILE_SIZE;
   v[1].y = 0;
   v[1].z = z - GRID_SIZE/2;

   v[2].x = x - GRID_SIZE/2 + TILE_SIZE;
   v[2].y = 0;
   v[2].z = z - GRID_SIZE/2 + TILE_SIZE;

   v[3].x = x - GRID_SIZE/2;
   v[3].y = 0;
   v[3].z = z - GRID_SIZE/2 + TILE_SIZE;

   /* for each vertex... */
   for (c=0; c<4; c++) {
      /* apply the camera matrix, translating world space -> view space */
      apply_matrix_f(camera, v[c].x, v[c].y, v[c].z, &v[c].x, &v[c].y, &v[c].z);

      /* reject anything too close to us or behind us. Really this ought
       * to do a proper 3d clip, but I have yet to write the code for that :-)
       */
      if (v[c].z < 0.01)
	 return;

      /* project view space -> screen space */
      persp_project_f(v[c].x, v[c].y, v[c].z, &v[c].x, &v[c].y);
   }

   if (v[0].c = (((x + z) / TILE_SIZE) & 1)) {
     /* every second square */
     v[0].c = 1;
     v[1].c = 43;
     v[2].c = 85;
     v[3].c = 127;
   }
   else {
     v[0].c = 127 + 1;
     v[1].c = 127 + 43;
     v[2].c = 127 + 85;
     v[3].c = 127 + 127;
   }

   /* render the square */
   quad3d_f(bmp, POLYTYPE_GCOL, NULL, &v[0], &v[1], &v[2], &v[3]);
}
Exemple #3
0
/* outside of cylinder projection function */
static int project_cylinder(float *f, int *i, int c)
{
   static MATRIX_f mtx;
   static int virgin = TRUE;

   if (virgin) {
      MATRIX_f m1, m2;

      get_z_rotate_matrix_f(&m1, -64);
      qtranslate_matrix_f(&m1, 0, 1.75, 0);
      get_scaling_matrix_f(&m2, 2.0, 1.0, 1.0);
      matrix_mul_f(&m1, &m2, &mtx);

      virgin = FALSE; 
   }

   while (c > 0) {
      float ang = (f[0] - player_pos()) * M_PI * 2.0;

      float xsize = view_right - view_left;
      float ysize = view_bottom - view_top;
      float size = MIN(xsize, ysize) / 2.0;

      float x = cos(ang);
      float y = sin(ang);
      float z = 1.0 + (1.0 - f[1]) * 4.0;

      float xout, yout, zout;

      apply_matrix_f(&mtx, x, y, z, &xout, &yout, &zout);

      if (yout > 1.5)
	 return FALSE;

      i[0] = xout/zout * size + (view_left + view_right) / 2.0;
      i[1] = (yout/zout * 2 - 1) * size + (view_top + view_bottom) / 2.0;

      f += 2;
      i += 2;
      c -= 2;
   }

   return TRUE;
}
Exemple #4
0
// UPDATE CAMERA MATERIX
inline void update_camera_matrix(CAMERA *cam) {
    // INTERNAL VARIABLES
    static float cx, sx;
    static float cz, sz;
    static MATRIX_f temp;
    static VECTOR front, up;

    cx = cos(cam->dir.x * B2R);
    sx = sin(cam->dir.x * B2R);
    cz = cos(cam->dir.z * B2R);
    sz = sin(cam->dir.z * B2R);

    front.x = sz * cx;
    front.y = cz * cx;
    front.z = -sx;

    get_vector_rotation_matrix_f(&temp, front.x, front.y, front.z, cam->dir.y);
    apply_matrix_f(&temp, 0, 0, 1, &up.x, &up.y, &up.z);
    get_camera_matrix_f(&cam->matrix, 0, 0, 0, front.x, front.y, front.z, up.x, up.y, up.z, cam->fov, 1);
}
Exemple #5
0
int main(void)
{
  BITMAP *textura, *back_buffer;
  int x, y, c; // para rellenar la textura
  int tecla;
  int nPol;
  int i;
  char angulo_x = 0, angulo_y = 0, angulo_z = 0;
  POLIGONO3D cara[6]; // un cubo
  PUNTO3D ver_t[4]; // v‚rtices transformados para un pol¡gono
  V3D_f ver_p[4]; // v‚rtices proyectados (2d) para un pol¡gono
  PUNTO3D cam_p; // posici¢n de la camara
  VECTOR cam_f; // vector frente de la camara
  VECTOR cam_a; // vector arriba de la camara
  MATRIX_f matriz;

  printf("\nEjemplo de c mara en un solo plano.");
  printf("\n\nControles:");
  printf("\n  Flechas: mover la camara.");
  printf("\n\n\nPresione una tecla para comenzar...\n");
  getch();

  // inicializar allegro y otras cosas
  allegro_init();
  set_gfx_mode(GFX_AUTODETECT, 640, 480, 0, 0);
  install_keyboard();
  install_timer();
  install_int(&cont_frames, 1000);
  LOCK_VARIABLE(nFrames);
  LOCK_VARIABLE(nFramesPorSegundo);
  LOCK_FUNCTION(cont_frames);

  back_buffer = create_bitmap(SCREEN_W, SCREEN_H);
  clear(back_buffer);

  // crear una textura
  textura = create_bitmap(TEX_W, TEX_H);
  clear(textura);

  c = 1; // color
  for(x = 0; x < TEX_W; x++) {
    for(y = 0; y < TEX_H; y++) {
      putpixel(textura, x, y, c);
      if(c++ > 64)
        c = 1;
    }
  }

  line(textura, 0, 0, TEX_W, TEX_H, 4);
  line(textura, TEX_W, 0, 0, TEX_H, 4);

  line(textura, 0, 0, 0, TEX_H, 4);
  line(textura, 0, 0, TEX_W, 0, 4);
  line(textura, 0, TEX_H - 1, TEX_W - 1, TEX_H - 1, 4);
  line(textura, TEX_W - 1, TEX_H - 1, TEX_W - 1, 0, 4);

  textprintf(textura, font, 1, 1, 13, "Textura");

  // inicializar las coordenadas 3d del cubo

  cara[0].ver[0].x = -2;
  cara[0].ver[0].y = -2;
  cara[0].ver[0].z = -2;
  cara[0].ver[1].x = 2;
  cara[0].ver[1].y = -2;
  cara[0].ver[1].z = -2;
  cara[0].ver[2].x = 2;
  cara[0].ver[2].y = 2;
  cara[0].ver[2].z = -2;
  cara[0].ver[3].x = -2;
  cara[0].ver[3].y = 2;
  cara[0].ver[3].z = -2;

  cara[1].ver[0].x = 2;
  cara[1].ver[0].y = -2;
  cara[1].ver[0].z = 2;
  cara[1].ver[1].x = -2;
  cara[1].ver[1].y = -2;
  cara[1].ver[1].z = 2;
  cara[1].ver[2].x = -2;
  cara[1].ver[2].y = 2;
  cara[1].ver[2].z = 2;
  cara[1].ver[3].x = 2;
  cara[1].ver[3].y = 2;
  cara[1].ver[3].z = 2;

  cara[2].ver[0].x = -2;
  cara[2].ver[0].y = -2;
  cara[2].ver[0].z = 2;
  cara[2].ver[1].x = -2;
  cara[2].ver[1].y = -2;
  cara[2].ver[1].z = -2;
  cara[2].ver[2].x = -2;
  cara[2].ver[2].y = 2;
  cara[2].ver[2].z = -2;
  cara[2].ver[3].x = -2;
  cara[2].ver[3].y = 2;
  cara[2].ver[3].z = 2;

  cara[3].ver[0].x = 2;
  cara[3].ver[0].y = -2;
  cara[3].ver[0].z = -2;
  cara[3].ver[1].x = 2;
  cara[3].ver[1].y = -2;
  cara[3].ver[1].z = 2;
  cara[3].ver[2].x = 2;
  cara[3].ver[2].y = 2;
  cara[3].ver[2].z = 2;
  cara[3].ver[3].x = 2;
  cara[3].ver[3].y = 2;
  cara[3].ver[3].z = -2;

  cara[4].ver[0].x = -2;
  cara[4].ver[0].y = -2;
  cara[4].ver[0].z = 2;
  cara[4].ver[1].x = 2;
  cara[4].ver[1].y = -2;
  cara[4].ver[1].z = 2;
  cara[4].ver[2].x = 2;
  cara[4].ver[2].y = -2;
  cara[4].ver[2].z = -2;
  cara[4].ver[3].x = -2;
  cara[4].ver[3].y = -2;
  cara[4].ver[3].z = -2;

  cara[5].ver[0].x = -2;
  cara[5].ver[0].y = 2;
  cara[5].ver[0].z = -2;
  cara[5].ver[1].x = 2;
  cara[5].ver[1].y = 2;
  cara[5].ver[1].z = -2;
  cara[5].ver[2].x = 2;
  cara[5].ver[2].y = 2;
  cara[5].ver[2].z = 2;
  cara[5].ver[3].x = -2;
  cara[5].ver[3].y = 2;
  cara[5].ver[3].z = 2;

  // inicializar las coordenadas de la textura
  ver_p[0].u = 0;
  ver_p[0].v = 0;
  ver_p[1].u = TEX_W;
  ver_p[1].v = 0;
  ver_p[2].u = TEX_W;
  ver_p[2].v = TEX_H;
  ver_p[3].u = 0;
  ver_p[3].v = TEX_H;

  // inicializar c mara
  cam_p.x = 0;
  cam_p.y = 0;
  cam_p.z = -35;

  cam_f.x = 0;
  cam_f.y = 0;
  cam_f.z = 1;

  cam_a.x = 0;
  cam_a.y = -1;
  cam_a.z = 0;

  set_projection_viewport(0, 0, SCREEN_W, SCREEN_H);

  do {

    // teclado
    if(key[KEY_RIGHT]) {
      get_rotation_matrix_f(&matriz,
                            0,
                            -1,
                            0);

      apply_matrix_f(&matriz,
                     cam_f.x,
                     cam_f.y,
                     cam_f.z,
                     &cam_f.x,
                     &cam_f.y,
                     &cam_f.z);

    }
    if(key[KEY_LEFT]) {
      get_rotation_matrix_f(&matriz,
                            0,
                            1,
                            0);

      apply_matrix_f(&matriz,
                     cam_f.x,
                     cam_f.y,
                     cam_f.z,
                     &cam_f.x,
                     &cam_f.y,
                     &cam_f.z);

    }
    if(key[KEY_UP]) {
       cam_p.x += cam_f.x;
       cam_p.y += cam_f.y;
       cam_p.z += cam_f.z;
    }
    if(key[KEY_DOWN]) {
       cam_p.x -= cam_f.x;
       cam_p.y -= cam_f.y;
       cam_p.z -= cam_f.z;
    }

    get_camera_matrix_f(&matriz,
                        cam_p.x,
                        cam_p.y,
                        cam_p.z,
                        cam_f.x,
                        cam_f.y,
                        cam_f.z,
                        cam_a.x,
                        cam_a.y,
                        cam_a.z,
                        32,
                        1);


    for(nPol = 0; nPol < 6; nPol++) { // cada pol¡gono

      for(i = 0; i < 4; i++) { // cada v‚rtice del pol¡gono

        // transformaci¢n
        apply_matrix_f(&matriz,
                       cara[nPol].ver[i].x,
                       cara[nPol].ver[i].y,
                       cara[nPol].ver[i].z,
                       &ver_t[i].x,
                       &ver_t[i].y,
                       &ver_t[i].z);

        // proyecci¢n
        persp_project_f(ver_t[i].x,
                        ver_t[i].y,
                        ver_t[i].z,
                        &ver_p[i].x,
                        &ver_p[i].y);

        ver_p[i].z = ver_t[i].z; // requerido para renderizar la textura
      }

      // backface culling
      if(polygon_z_normal_f(&ver_p[0], &ver_p[1], &ver_p[2]) > 0) {
        quad3d_f(back_buffer,
                 POLYTYPE_PTEX,
                 textura,
                 &ver_p[0],
                 &ver_p[1],
                 &ver_p[2],
                 &ver_p[3]);
      }
    }

    textprintf(back_buffer, font, 0, 190, 2, "%d FPS", nFramesPorSegundo);
    blit(back_buffer, screen, 0, 0, 0, 0, SCREEN_W, SCREEN_H);
    nFrames++;
    clear(back_buffer);

  } while(!key[KEY_ESC]);

  allegro_exit();
  return 0;
}
Exemple #6
0
int main(void)
{
  BITMAP *textura, *back_buffer;
  int x, y, c; // para rellenar la textura
  int tecla;
  int nPol;
  int i;
  char angulo_x = 0, angulo_y = 0, angulo_z = 0;
  float trans_z = 12.1;
  POLIGONO3D cara[6]; // un cubo
  PUNTO3D ver_t[4]; // v‚rtices transformados para un pol¡gono
  V3D_f ver_p[4]; // v‚rtices proyectados (2d) para un pol¡gono
  MATRIX_f matriz;

  printf("\nEjemplo de: backface culling (eliminaci¢n de caras posteriores)");
  printf("\n\nControles:");
  printf("\n  Q, W, flechas = rotar cubo.");
  printf("\n  A, Z = z++, z--.");
  printf("\n\n\nPresione una tecla para comenzar...\n");
  getch();

  // inicializar allegro y otras cosas
  allegro_init();
  set_gfx_mode(GFX_AUTODETECT, 320, 200, 0, 0);
  install_keyboard();
  install_timer();
  install_int(&cont_frames, 1000);
  LOCK_VARIABLE(nFrames);
  LOCK_VARIABLE(nFramesPorSegundo);
  LOCK_FUNCTION(cont_frames);

  back_buffer = create_bitmap(SCREEN_W, SCREEN_H);
  clear(back_buffer);

  // crear una textura
  textura = create_bitmap(TEX_W, TEX_H);
  clear(textura);

  c = 1; // color
  for(x = 0; x < TEX_W; x++) {
    for(y = 0; y < TEX_H; y++) {
      putpixel(textura, x, y, c);
      if(c++ > 64)
        c = 1;
    }
  }

  line(textura, 0, 0, TEX_W, TEX_H, 4);
  line(textura, TEX_W, 0, 0, TEX_H, 4);

  line(textura, 0, 0, 0, TEX_H, 4);
  line(textura, 0, 0, TEX_W, 0, 4);
  line(textura, 0, TEX_H - 1, TEX_W - 1, TEX_H - 1, 4);
  line(textura, TEX_W - 1, TEX_H - 1, TEX_W - 1, 0, 4);

  textprintf(textura, font, 1, 1, 13, "Textura");

  // inicializar las coordenadas 3d del cubo

  cara[0].ver[0].x = -2;
  cara[0].ver[0].y = -2;
  cara[0].ver[0].z = -2;
  cara[0].ver[1].x = 2;
  cara[0].ver[1].y = -2;
  cara[0].ver[1].z = -2;
  cara[0].ver[2].x = 2;
  cara[0].ver[2].y = 2;
  cara[0].ver[2].z = -2;
  cara[0].ver[3].x = -2;
  cara[0].ver[3].y = 2;
  cara[0].ver[3].z = -2;

  cara[1].ver[0].x = 2;
  cara[1].ver[0].y = -2;
  cara[1].ver[0].z = 2;
  cara[1].ver[1].x = -2;
  cara[1].ver[1].y = -2;
  cara[1].ver[1].z = 2;
  cara[1].ver[2].x = -2;
  cara[1].ver[2].y = 2;
  cara[1].ver[2].z = 2;
  cara[1].ver[3].x = 2;
  cara[1].ver[3].y = 2;
  cara[1].ver[3].z = 2;

  cara[2].ver[0].x = -2;
  cara[2].ver[0].y = -2;
  cara[2].ver[0].z = 2;
  cara[2].ver[1].x = -2;
  cara[2].ver[1].y = -2;
  cara[2].ver[1].z = -2;
  cara[2].ver[2].x = -2;
  cara[2].ver[2].y = 2;
  cara[2].ver[2].z = -2;
  cara[2].ver[3].x = -2;
  cara[2].ver[3].y = 2;
  cara[2].ver[3].z = 2;

  cara[3].ver[0].x = 2;
  cara[3].ver[0].y = -2;
  cara[3].ver[0].z = -2;
  cara[3].ver[1].x = 2;
  cara[3].ver[1].y = -2;
  cara[3].ver[1].z = 2;
  cara[3].ver[2].x = 2;
  cara[3].ver[2].y = 2;
  cara[3].ver[2].z = 2;
  cara[3].ver[3].x = 2;
  cara[3].ver[3].y = 2;
  cara[3].ver[3].z = -2;

  cara[4].ver[0].x = -2;
  cara[4].ver[0].y = -2;
  cara[4].ver[0].z = 2;
  cara[4].ver[1].x = 2;
  cara[4].ver[1].y = -2;
  cara[4].ver[1].z = 2;
  cara[4].ver[2].x = 2;
  cara[4].ver[2].y = -2;
  cara[4].ver[2].z = -2;
  cara[4].ver[3].x = -2;
  cara[4].ver[3].y = -2;
  cara[4].ver[3].z = -2;

  cara[5].ver[0].x = -2;
  cara[5].ver[0].y = 2;
  cara[5].ver[0].z = -2;
  cara[5].ver[1].x = 2;
  cara[5].ver[1].y = 2;
  cara[5].ver[1].z = -2;
  cara[5].ver[2].x = 2;
  cara[5].ver[2].y = 2;
  cara[5].ver[2].z = 2;
  cara[5].ver[3].x = -2;
  cara[5].ver[3].y = 2;
  cara[5].ver[3].z = 2;

  // inicializar las coordenadas de la textura
  ver_p[0].u = 0;
  ver_p[0].v = 0;
  ver_p[1].u = TEX_W;
  ver_p[1].v = 0;
  ver_p[2].u = TEX_W;
  ver_p[2].v = TEX_H;
  ver_p[3].u = 0;
  ver_p[3].v = TEX_H;

  set_projection_viewport(0, 0, SCREEN_W, SCREEN_H);

  do {

    // teclado
    if(key[KEY_UP]) {
       angulo_x++;
    }
    if(key[KEY_DOWN]) {
       angulo_x--;
    }
    if(key[KEY_RIGHT]) {
       angulo_y--;
    }
    if(key[KEY_LEFT]) {
       angulo_y++;
    }
    if(key[KEY_Q]) {
       angulo_z++;
    }
    if(key[KEY_W]) {
       angulo_z--;
    }
    if(key[KEY_A]) {
       trans_z+=0.2;
    }
    if(key[KEY_Z]) {
       trans_z-=0.2;
    }

    get_transformation_matrix_f(&matriz,
                                1, // escala
                                angulo_x, // angulo rotaci¢n x
                                angulo_y, // angulo rotaci¢n y
                                angulo_z, // angulo rotaci¢n z
                                0, // translaci¢n x
                                0, // translaci¢n y
                                trans_z); // translaci¢n z

    for(nPol = 0; nPol < 6; nPol++) { // cada pol¡gono

      for(i = 0; i < 4; i++) { // cada v‚rtice del pol¡gono

        // transformaci¢n
        apply_matrix_f(&matriz,
                       cara[nPol].ver[i].x,
                       cara[nPol].ver[i].y,
                       cara[nPol].ver[i].z,
                       &ver_t[i].x,
                       &ver_t[i].y,
                       &ver_t[i].z);

        // proyecci¢n
        persp_project_f(ver_t[i].x,
                        ver_t[i].y,
                        ver_t[i].z,
                        &ver_p[i].x,
                        &ver_p[i].y);

        ver_p[i].z = ver_t[i].z; // requerido para renderizar la textura
      }

      // si la normal al pol¡gono es positiva -> pintar
      if(polygon_z_normal_f(&ver_p[0], &ver_p[1], &ver_p[2]) > 0) {
        quad3d_f(back_buffer,
                 POLYTYPE_PTEX,
                 textura,
                 &ver_p[0],
                 &ver_p[1],
                 &ver_p[2],
                 &ver_p[3]);
      }
    }

    textprintf(back_buffer, font, 0, 190, 2, "%d FPS", nFramesPorSegundo);
    blit(back_buffer, screen, 0, 0, 0, 0, SCREEN_W, SCREEN_H);
    nFrames++;
    clear(back_buffer);

  } while(!key[KEY_ESC]);

  allegro_exit();

  return 0;
}
Exemple #7
0
void view3d(MAPGEN &mapgen, float hflat, float lflat){
	lc=0;
	MAP map(mapgen,hflat,lflat);

	BITMAP *buffer=create_bitmap(480,320);
	ZBUFFER *zbuf=create_zbuffer(buffer);
	set_zbuffer(zbuf);
	MATRIX_f roller,camera;

//	create_scene(4*(mapgen.size()*mapgen.size()), (mapgen.size()*mapgen.size()));
	set_projection_viewport(0, 0, buffer->w, buffer->h);

	float xfront, yfront, zfront;
	float xup, yup, zup;
	float heading=0,pitch=0,roll=0;
	int fov=32;
	float x=128,y=128,z=128;
	float xs=0,ys=0,zs=0;

	int fps=0,frames[101];
	for(int i=0;i<101;i++)
		frames[i]=0;

	int mx,my,tc;
	//To get rid of that annoying roll I reset mickeys.
	get_mouse_mickeys(&mx,&my);
	while(!(mouse_b || key[KEY_ESC])){
		tc=lc;
		lc=0;
		while(!mouse_b && tc){
			tc--;

			fps-=frames[100];
			for(int i=100;i>0;i--)
				frames[i]=frames[i-1];
			frames[0]=0;
			fps+=frames[1];

/*			if(key[KEY_Q])
				y++;
			if(key[KEY_Z])
				y--;
			if(key[KEY_W]){
				x+=sin(heading);
				z+=cos(heading);
			}
			if(key[KEY_S]){
				x-=sin(heading);
				z-=cos(heading);
			}
			if(key[KEY_A]){
				x+=sin(heading+M_PI/2);
				z+=cos(heading+M_PI/2);
			}
			if(key[KEY_D]){
				x-=sin(heading+M_PI/2);
				z-=cos(heading+M_PI/2);
			}
*/
			if(key[KEY_Q])
				ys++;
			if(key[KEY_Z])
				ys--;
			if(key[KEY_W]){
				xs+=sin(heading);
				zs+=cos(heading);
			}
			if(key[KEY_S]){
				xs-=sin(heading);
				zs-=cos(heading);
			}
			if(key[KEY_A]){
				xs+=sin(heading+M_PI/2);
				zs+=cos(heading+M_PI/2);
				roll+=.02;
			}
			if(key[KEY_D]){
				xs-=sin(heading+M_PI/2);
				zs-=cos(heading+M_PI/2);
				roll-=.02;
			}
	
			xs*=.99;
			ys*=.9;
			zs*=.99;
			x+=xs;
			y+=ys;
			z+=zs;

			get_mouse_mickeys(&mx,&my);
			position_mouse(SCREEN_W/2,SCREEN_H/2);
			heading-=mx/100.;
			pitch-=my/100.;
			if(pitch>M_PI/3) pitch=M_PI/3;
			if(pitch<-M_PI/3) pitch=-M_PI/3;
			
			roll-=mx/100.;
			roll*=.95;

/*			if(x>=0 && z>=0 && x/tilesize<mapgen.size()  && z/tilesize<mapgen.size())
				y=200+mapgen.heightmap()[int(x/tilesize)][int(z/tilesize)]*tilesize;
*/		}

		/* calculate the in-front vector */
		xfront = sin(heading) * cos(pitch);
		yfront = sin(pitch);
		zfront = cos(heading) * cos(pitch);

		/* rotate the up vector around the in-front vector by the roll angle */
		get_vector_rotation_matrix_f(&roller, xfront, yfront, zfront, roll*128.0/M_PI);
		apply_matrix_f(&roller, 0, 1, 0, &xup, &yup, &zup);

		/* build the camera matrix */
		get_camera_matrix_f(&camera, x, y, z, xfront, yfront, zfront, xup, yup, zup, fov, 1);

		polys_drawn=0;
		clear_bitmap(buffer);
//		clear_scene(buffer);
		clear_zbuffer(zbuf,0);
		map.render(buffer,&camera,int(x),int(y));
//		render_scene();
		textprintf_ex(buffer,font,8,8,-1,-1,"FPS: %i",fps);
		textprintf_ex(buffer,font,8,16,-1,-1,"Polygon count: %i",polys_drawn);
		blit(buffer, screen, 0, 0, 280, 8, buffer->w, buffer->h);
		frames[0]++;
	}
	destroy_bitmap(buffer);
	destroy_zbuffer(zbuf);
//	destroy_scene();
	while(mouse_b || key[KEY_ESC]);
	clear_keybuf();
}