Here's some screenshots of an emulator tui program that was compiled on Linux, then scp'd it to Windows, Mac, and FreeBSD. https://justine.storage.googleapis.com/blinkenlights-cmdexe.png https://justine.storage.googleapis.com/blinkenlights-imac.png https://justine.storage.googleapis.com/blinkenlights-freebsd.png https://justine.storage.googleapis.com/blinkenlights-lisp.png How is this even possible that we have a nontrivial ui binary that just works on Mac, Windows, Linux, and BSD? Surely a first ever achievement. Fixed many bugs. Bootstrapped John McCarthy's metacircular evaluator on bare metal in half the size of Altair BASIC (about 2.5kb) and ran it in emulator for fun and profit.
152 lines
4.1 KiB
C
152 lines
4.1 KiB
C
#include "dsp/tty/tty.h"
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#include "libc/calls/calls.h"
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#include "libc/calls/struct/termios.h"
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#include "libc/log/check.h"
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#include "libc/log/log.h"
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#include "libc/macros.h"
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#include "libc/math.h"
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#include "libc/runtime/runtime.h"
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#include "libc/stdio/stdio.h"
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#include "libc/str/str.h"
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#include "libc/sysv/consts/fileno.h"
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#include "libc/sysv/consts/sig.h"
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#include "libc/time/time.h"
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#include "libc/x/x.h"
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/**
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* @fileoverview demo code borrowed from Rosetta Code.
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*/
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#define FRAMERATE 23.976
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#define WRITE(s) write(STDOUT_FILENO, s, strlen(s))
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struct Sphere {
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double cx, cy, cz, r;
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};
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const char *kShades[] = {
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"\e[48;5;232m ", "\e[48;5;233m ", "\e[48;5;234m ", "\e[48;5;235m ",
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"\e[48;5;236m ", "\e[48;5;237m ", "\e[48;5;238m ", "\e[48;5;239m ",
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"\e[48;5;240m ", "\e[48;5;241m ", "\e[48;5;242m ", "\e[48;5;243m ",
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"\e[48;5;244m ", "\e[48;5;245m ", "\e[48;5;246m ", "\e[48;5;247m ",
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"\e[48;5;248m ", "\e[48;5;249m ", "\e[48;5;250m ", "\e[48;5;251m ",
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"\e[48;5;252m ", "\e[48;5;253m ", "\e[48;5;254m ", "\e[48;5;255m ",
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};
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jmp_buf jb_;
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double light_[3] = {-50, 0, 50};
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struct Sphere pos_ = {11, 11, 11, 11};
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struct Sphere neg_ = {1, 1, -4, 11};
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static void OnCtrlC(int sig) {
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longjmp(jb_, 1);
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}
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static void Normalize(double v[3]) {
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double len;
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len = 1 / sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
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v[0] *= len;
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v[1] *= len;
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v[2] *= len;
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}
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static double Dot(const double x[3], const double y[3]) {
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return fabs(x[0] * y[0] + x[1] * y[1] + x[2] * y[2]);
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}
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/* check if a ray (x,y, -inf)->(x, y, inf) hits a sphere; if so, return
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the intersecting z values. z1 is closer to the eye */
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static int HitSphere(struct Sphere *s, double x, double y, double z[2]) {
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double zsq;
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x -= s->cx;
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y -= s->cy;
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zsq = s->r * s->r - (x * x + y * y);
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if (zsq < 0) {
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return 0;
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} else {
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zsq = sqrt(zsq);
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z[0] = s->cz - zsq;
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z[1] = s->cz + zsq;
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return 1;
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}
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}
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static void DrawSphere(double k, double ambient) {
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int i, j, hit_result;
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double x, y, vec[3], zb[2], zs[2];
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for (i = floor(pos_.cy - pos_.r); i <= ceil(pos_.cy + pos_.r); i++) {
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y = i + .5;
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for (j = floor(pos_.cx - 2 * pos_.r); j <= ceil(pos_.cx + 2 * pos_.r);
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j++) {
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x = .5 * (j - pos_.cx) + .5 + pos_.cx;
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if (!HitSphere(&pos_, x, y, zb)) {
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/* ray lands in blank space, draw bg */
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hit_result = 0;
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} else if (!HitSphere(&neg_, x, y, zs)) {
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/* ray hits pos_ sphere but not neg_, draw pos_ sphere surface */
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hit_result = 1;
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} else if (zs[0] > zb[0]) {
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/* ray hits both, but pos_ front surface is closer */
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hit_result = 1;
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} else if (zs[1] > zb[1]) {
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/* pos_ sphere surface is inside neg_ sphere, show bg */
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hit_result = 0;
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} else if (zs[1] > zb[0]) {
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/* back surface on neg_ sphere is inside pos_ sphere,
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the only place where neg_ sphere surface will be shown */
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hit_result = 2;
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} else {
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hit_result = 1;
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}
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switch (hit_result) {
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case 0:
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WRITE("\e[0m ");
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continue;
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case 1:
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vec[0] = x - pos_.cx;
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vec[1] = y - pos_.cy;
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vec[2] = zb[0] - pos_.cz;
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break;
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default:
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vec[0] = neg_.cx - x;
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vec[1] = neg_.cy - y;
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vec[2] = neg_.cz - zs[1];
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break;
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}
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Normalize(vec);
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WRITE(
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kShades[MIN(ARRAYLEN(kShades) - 1,
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MAX(0, lround((1 - (pow(Dot(light_, vec), k) + ambient)) *
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(ARRAYLEN(kShades) - 1))))]);
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}
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WRITE("\e[0m\n");
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}
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fflush(stdout);
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}
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int main() {
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double ang;
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struct termios old;
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if (cancolor()) {
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WRITE("\e[?25l");
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if (!setjmp(jb_)) {
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xsigaction(SIGINT, OnCtrlC, 0, 0, NULL);
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ang = 0;
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for (;;) {
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WRITE("\e[H");
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light_[1] = cos(ang * 2);
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light_[2] = cos(ang);
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light_[0] = sin(ang);
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Normalize(light_);
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ang += .05;
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DrawSphere(1.5, .01);
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usleep(1. / FRAMERATE * 1e6);
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}
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}
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WRITE("\e[0m\e[H\e[J\e[?25h");
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return 0;
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} else {
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return 1;
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}
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}
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