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- ╒═══════════════════════════════╕
- │ W E L C O M E │
- │ To the VGA Trainer Program │ │
- │ By │ │
- │ DENTHOR of ASPHYXIA │ │ │
- ╘═══════════════════════════════╛ │ │
- ────────────────────────────────┘ │
- ────────────────────────────────┘
-
- --==[ PART 20 ]==--
-
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- ■ Introduction
-
- Hi all! It has been a _long_ time since my last trainer (as I am sure many
- of you have noticed) A lot has happened between now and the last trainer...
- but for once I won't bore you with the details ;) I do have a full time job
- though, coding C++ applications.
-
- I have taken over the production of the PCGPE from Mark Feldman. He is
- mailing all the articles written so far, and as soon as I get them I will
- get to work on releasing the PCGPE II. Mark is working on the Windows GPE.
-
- This trainer is on 3d hidden face removal and face sorting. I was going to
- add shading, but that can wait until a later trainer. For conveniance I
- will build on the 3d code from tut 16(?). The maths for face removal is a
- bit tricky, but just think back to your old High School trig classes.
-
- I have noticed that in my absence, one or two people have started their own
- trainer series. Read Hornet DemoNews for a great column by Trixter covering
- some of the more tricky demo effects.
-
- Well, on with the trainer!
-
-
- If you would like to contact me, or the team, there are many ways you
- can do it : 1) Write a message to Grant Smith/Denthor/Asphyxia in private mail
- on the ASPHYXIA BBS.
- 2) Write to : Grant Smith
- P.O.Box 270 Kloof
- 3640
- Natal
- South Africa
- 3) Call me (Grant Smith) at (031) 73 2129 (leave a message if you
- call during varsity). Call +27-31-73-2129 if you call
- from outside South Africa. (It's YOUR phone bill ;-))
- 4) Write to denthor@beastie.cs.und.ac.za in E-Mail.
- 5) Write to asphyxia@beastie.cs.und.ac.za to get to all of
- us at once.
-
- NB : If you are a representative of a company or BBS, and want ASPHYXIA
- to do you a demo, leave mail to me; we can discuss it.
- NNB : If you have done/attempted a demo, SEND IT TO ME! We are feeling
- quite lonely and want to meet/help out/exchange code with other demo
- groups. What do you have to lose? Leave a message here and we can work
- out how to transfer it. We really want to hear from you!
-
- http://goth.vironix.co.za/~denthor (WWW)
- ftp.eng.ufl.edu pub/msdos/demos/code/graph/tutor (FTP)
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- ■ Face Sorting
-
- There are many ways to sort faces in a 3d object. For now, I will show you
- just about the easiest one of the lot.
-
- Say you have to polygons....
-
- ------P1
-
- ------------------P2
-
- Eye
-
- As you can see, P1 has to be drawn before P2. The easiest way to do this is
- as follows:
-
- On startup, find the mid point of each of the polys, through the easy
- equations,
- x = (P2.1.x + P2.2.x + P2.3.x + p2.4.x)/4
- y = (P2.1.y + P2.2.y + P2.3.y + p2.4.y)/4
- z = (P2.1.z + P2.2.z + P2.3.z + p2.4.z)/4
-
- NOTE : For a triangle you would obviously only use three points and divide
- by three.
-
- Anyway, now you have the X,Y,Z of the midpoint of the polygon. You can then
- rotate this point with the others. When it comes time to draw, you can
- compare the resulting Z of the midpoint, sort all of the Z items, and then
- draw them from back to front.
-
- In the sample program I use a simple bubble sort... basically, I check the
- first two values against each other, and swap them if the first is bigger
- then the second. I continue doing this to all the numbers until I run
- through the entire list without swapping once. Bubble sorts are standard
- seven computer science topics... perhaps borrow a text book to find out
- more about them and other (better) sorting methods.
-
- The above isn't perfect, but it should work 90% of the time. But it still
- means that when you are drawing a cube, you have to draw all 6 sides every
- frame, even though only three or so are visible. That is where hidden face
- removal comes in...
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- ■ Hidden Face Removal
-
- Pick up something square. A stiffy disk will do fine. Face it towards you,
- and number all the corners from one to four in a clockwise direction.
-
- 1 +-------------+ 2
- | |
- | |
- | |
- | |
- 4 +-------------+ 3
-
- Now rotate the stiffy disk on all three axese, making sure that you can
- still see the front of the disk. You will notice that whenever you can see
- the front of the disk, the four points are still in alphabetical order. Now
- rotate it so that you can see the back of the stiffy. Your points will now
- be :
-
- 2 +-------------+ 1
- | |
- | |
- | |
- | |
- 3 +-------------+ 4
-
- The points are now anti-clockwise! This means, in it's simplest form, that
- if you define all your poygon points in a clockwise order, when drawing you
- ignore the polys that are anticlockwise. (Obviously when you define the 3d
- object, you define the polygons facing away from you in an anticlockwise
- order)
-
- To find out weather a poly's points are clockwise or not, we need to find
- it's normal. Here is where things start getting fun.
-
- In school, you are told that a normal is perpendicular to the plane. In
- ascii :
- | Normal
- |
- |
- --------------------------- Polygon
-
- As you can see, the normal is at 90 degrees to the surface of the poly. We
- must extend this to three dimensions for our polygons. You'll have to trust
- me on that, I can't draw it in ascii :)
-
- To find a normal, you only need three points from your poly (ABC) :
- A(x0,y0,z0), B(X1,Y1,Z1), C(X2,Y2,Z2)
-
- then the vector normal = AB^AC = (Xn,Yn,Zn) with
- Xn=(y1-y0)(z0-z2)-(z1-z0)(y0-y2)
- Yn=(z1-z0)(x0-x2)-(x1-x0)(z0-z2)
- Zn=(x1-x0)(y0-y2)-(y1-y0)(x0-x2)
-
- We are interested in the Z normal, so we will use the function :
- normal:=(x1-x0)(y0-y2)-(y1-y0)(x0-x2);
-
- The result is something of a sine wave when you rotate the poly in three
- dimensions. A negative value means that the poly is facing you, a posotive
- value means that it is pointing away.
-
- The above means that with a mere two muls you can discount an entire poly
- and not draw it. This method is perfect for "closed" objects such as cubes
- etc.
-
- I am anything but a maths teacher, so go borrow someones math book to find
- out more about surface normals. Trust me, there is a lot more written about
- them then you think.
-
- An extension of calculating your normal is finding out about light-sourcing
- your polygons. Watch for more information in one of the next few tutors.
-
-
- A combination of the above two routines should work quite nicely in
- creating 3d objects with little or no overlapping. The example file will
- show you the two methods and how well they work.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- ■ In closing
-
- As you can see, the above was quite easy. I have a few ideas for tut 21, so
- keep watch for it. Also keep an eye open for PCGPE ][ (but don't mail me
- asking when it's due! I already get too many of those! ;-)
-
- My sister got married a few days ago. The worst part was that I was forced
- to cut my hair. My hair was quite long (slightly longer then when the pic
- on my web page was taken), and it is all quite depressing. Anyway, the
- wedding was great, so it wasn't all for nothing.
-
- I hope to get tut 21 and possibly 22 out before christmas, but I will be on
- holiday from the 18th. I will be in Cape Town sometime after christmas day
- for a week or two, so if you're there I'll meet you on the cable car :-)
-
- I wrote a quote for this tut, but I have decided I didn't like it. I'll try
- do better for tut 21 ;)
-
- Byeeeee.....
- - Denthor
- 14-12-95
-
- PS. I seem to have lost my list of distribution sites... could you all
- re-mail me your details? Thanks.
- Unit GFX3;
-
-
- INTERFACE
-
- USES crt;
- CONST VGA = $A000;
-
- TYPE Virtual = Array [1..64000] of byte; { The size of our Virtual Screen }
- VirtPtr = ^Virtual; { Pointer to the virtual screen }
-
- VAR Virscr : VirtPtr; { Our first Virtual screen }
- Vaddr : word; { The segment of our virtual screen}
- Scr_Ofs : Array[0..199] of Word;
-
- Procedure SetMCGA;
- { This procedure gets you into 320x200x256 mode. }
- Procedure SetText;
- { This procedure returns you to text mode. }
- Procedure Cls (Where:word;Col : Byte);
- { This clears the screen to the specified color }
- Procedure SetUpVirtual;
- { This sets up the memory needed for the virtual screen }
- Procedure ShutDown;
- { This frees the memory used by the virtual screen }
- procedure flip(source,dest:Word);
- { This copies the entire screen at "source" to destination }
- Procedure Pal(Col,R,G,B : Byte);
- { This sets the Red, Green and Blue values of a certain color }
- Procedure GetPal(Col : Byte; Var R,G,B : Byte);
- { This gets the Red, Green and Blue values of a certain color }
- procedure WaitRetrace;
- { This waits for a vertical retrace to reduce snow on the screen }
- Procedure Hline (x1,x2,y:word;col:byte;where:word);
- { This draws a horizontal line from x1 to x2 on line y in color col }
- Procedure Line(a,b,c,d:integer;col:byte;where:word);
- { This draws a solid line from a,b to c,d in colour col }
- Procedure DrawPoly(x1,y1,x2,y2,x3,y3,x4,y4:integer;color:byte;where:word);
- { This draw a polygon with 4 points at x1,y1 , x2,y2 , x3,y3 , x4,y4
- in color col }
- Function rad (theta : real) : real;
- { This calculates the degrees of an angle }
- Procedure Putpixel (X,Y : Integer; Col : Byte; where:word);
- { This puts a pixel on the screen by writing directly to memory. }
- Function Getpixel (X,Y : Integer; where:word) :Byte;
- { This gets the pixel on the screen by reading directly to memory. }
- Procedure LoadCEL (FileName : string; ScrPtr : pointer);
- { This loads the cel 'filename' into the pointer scrptr }
- Procedure LoadPal (FileName : string);
- { This loads in an Autodesk Animator V1 pallette file }
-
- IMPLEMENTATION
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure SetMCGA; { This procedure gets you into 320x200x256 mode. }
- BEGIN
- asm
- mov ax,0013h
- int 10h
- end;
- END;
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure SetText; { This procedure returns you to text mode. }
- BEGIN
- asm
- mov ax,0003h
- int 10h
- end;
- END;
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure Cls (Where:word;Col : Byte); assembler;
- { This clears the screen to the specified color }
- asm
- push es
- mov cx, 32000;
- mov es,[where]
- xor di,di
- mov al,[col]
- mov ah,al
- rep stosw
- pop es
- End;
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure SetUpVirtual;
- { This sets up the memory needed for the virtual screen }
- BEGIN
- GetMem (VirScr,64000);
- vaddr := seg (virscr^);
- END;
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure ShutDown;
- { This frees the memory used by the virtual screen }
- BEGIN
- FreeMem (VirScr,64000);
- END;
-
- {──────────────────────────────────────────────────────────────────────────}
- procedure flip(source,dest:Word); assembler;
- { This copies the entire screen at "source" to destination }
- asm
- push ds
- mov ax, [Dest]
- mov es, ax
- mov ax, [Source]
- mov ds, ax
- xor si, si
- xor di, di
- mov cx, 32000
- rep movsw
- pop ds
- end;
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure Pal(Col,R,G,B : Byte); assembler;
- { This sets the Red, Green and Blue values of a certain color }
- asm
- mov dx,3c8h
- mov al,[col]
- out dx,al
- inc dx
- mov al,[r]
- out dx,al
- mov al,[g]
- out dx,al
- mov al,[b]
- out dx,al
- end;
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure GetPal(Col : Byte; Var R,G,B : Byte);
- { This gets the Red, Green and Blue values of a certain color }
- Var
- rr,gg,bb : Byte;
- Begin
- asm
- mov dx,3c7h
- mov al,col
- out dx,al
-
- add dx,2
-
- in al,dx
- mov [rr],al
- in al,dx
- mov [gg],al
- in al,dx
- mov [bb],al
- end;
- r := rr;
- g := gg;
- b := bb;
- end;
-
- {──────────────────────────────────────────────────────────────────────────}
- procedure WaitRetrace; assembler;
- { This waits for a vertical retrace to reduce snow on the screen }
- label
- l1, l2;
- asm
- mov dx,3DAh
- l1:
- in al,dx
- and al,08h
- jnz l1
- l2:
- in al,dx
- and al,08h
- jz l2
- end;
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure Hline (x1,x2,y:word;col:byte;where:word); assembler;
- { This draws a horizontal line from x1 to x2 on line y in color col }
- asm
- mov ax,where
- mov es,ax
- mov ax,y
- mov di,ax
- shl ax,8
- shl di,6
- add di,ax
- add di,x1
-
- mov al,col
- mov ah,al
- mov cx,x2
- sub cx,x1
- shr cx,1
- jnc @start
- stosb
- @Start :
- rep stosw
- end;
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure Line(a,b,c,d:integer;col:byte;where:word);
- { This draws a solid line from a,b to c,d in colour col }
- function sgn(a:real):integer;
- begin
- if a>0 then sgn:=+1;
- if a<0 then sgn:=-1;
- if a=0 then sgn:=0;
- end;
- var i,s,d1x,d1y,d2x,d2y,u,v,m,n:integer;
- begin
- u:= c - a;
- v:= d - b;
- d1x:= SGN(u);
- d1y:= SGN(v);
- d2x:= SGN(u);
- d2y:= 0;
- m:= ABS(u);
- n := ABS(v);
- IF NOT (M>N) then
- BEGIN
- d2x := 0 ;
- d2y := SGN(v);
- m := ABS(v);
- n := ABS(u);
- END;
- s := m shr 1;
- FOR i := 0 TO m DO
- BEGIN
- putpixel(a,b,col,where);
- s := s + n;
- IF not (s<m) THEN
- BEGIN
- s := s - m;
- a:= a + d1x;
- b := b + d1y;
- END
- ELSE
- BEGIN
- a := a + d2x;
- b := b + d2y;
- END;
- end;
- END;
-
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure DrawPoly(x1,y1,x2,y2,x3,y3,x4,y4:integer;color:byte;where:word);
- { This draw a polygon with 4 points at x1,y1 , x2,y2 , x3,y3 , x4,y4
- in color col }
- var
- x:integer;
- mny,mxy:integer;
- mnx,mxx,yc:integer;
- mul1,div1,
- mul2,div2,
- mul3,div3,
- mul4,div4:integer;
-
- begin
- mny:=y1; mxy:=y1;
- if y2<mny then mny:=y2;
- if y2>mxy then mxy:=y2;
- if y3<mny then mny:=y3;
- if y3>mxy then mxy:=y3; { Choose the min y mny and max y mxy }
- if y4<mny then mny:=y4;
- if y4>mxy then mxy:=y4;
-
- if mny<0 then mny:=0;
- if mxy>199 then mxy:=199;
- if mny>199 then exit;
- if mxy<0 then exit; { Verticle range checking }
-
- mul1:=x1-x4; div1:=y1-y4;
- mul2:=x2-x1; div2:=y2-y1;
- mul3:=x3-x2; div3:=y3-y2;
- mul4:=x4-x3; div4:=y4-y3; { Constansts needed for intersection calc }
-
- for yc:=mny to mxy do
- begin
- mnx:=320;
- mxx:=-1;
- if (y4>=yc) or (y1>=yc) then
- if (y4<=yc) or (y1<=yc) then { Check that yc is between y1 and y4 }
- if not(y4=y1) then
- begin
- x:=(yc-y4)*mul1 div div1+x4; { Point of intersection on x axis }
- if x<mnx then
- mnx:=x;
- if x>mxx then
- mxx:=x; { Set point as start or end of horiz line }
- end;
- if (y1>=yc) or (y2>=yc) then
- if (y1<=yc) or (y2<=yc) then { Check that yc is between y1 and y2 }
- if not(y1=y2) then
- begin
- x:=(yc-y1)*mul2 div div2+x1; { Point of intersection on x axis }
- if x<mnx then
- mnx:=x;
- if x>mxx then
- mxx:=x; { Set point as start or end of horiz line }
- end;
- if (y2>=yc) or (y3>=yc) then
- if (y2<=yc) or (y3<=yc) then { Check that yc is between y2 and y3 }
- if not(y2=y3) then
- begin
- x:=(yc-y2)*mul3 div div3+x2; { Point of intersection on x axis }
- if x<mnx then
- mnx:=x;
- if x>mxx then
- mxx:=x; { Set point as start or end of horiz line }
- end;
- if (y3>=yc) or (y4>=yc) then
- if (y3<=yc) or (y4<=yc) then { Check that yc is between y3 and y4 }
- if not(y3=y4) then
- begin
- x:=(yc-y3)*mul4 div div4+x3; { Point of intersection on x axis }
- if x<mnx then
- mnx:=x;
- if x>mxx then
- mxx:=x; { Set point as start or end of horiz line }
- end;
- if mnx<0 then
- mnx:=0;
- if mxx>319 then
- mxx:=319; { Range checking on horizontal line }
- if mnx<=mxx then
- hline (mnx,mxx,yc,color,where); { Draw the horizontal line }
- end;
- end;
-
- {──────────────────────────────────────────────────────────────────────────}
- Function rad (theta : real) : real;
- { This calculates the degrees of an angle }
- BEGIN
- rad := theta * pi / 180
- END;
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure Putpixel (X,Y : Integer; Col : Byte; where:word); assembler;
- { This puts a pixel on the screen by writing directly to memory. }
- asm
- mov ax,where
- mov es,ax
- mov bx,[y]
- shl bx,1
- mov di,word ptr [Scr_Ofs + bx]
- add di,[x]
- mov al,[col]
- mov es:[di],al
- end;
-
-
- {──────────────────────────────────────────────────────────────────────────}
- Function Getpixel (X,Y : Integer; where:word):byte; assembler;
- { This puts a pixel on the screen by writing directly to memory. }
- asm
- mov ax,where
- mov es,ax
- mov bx,[y]
- shl bx,1
- mov di,word ptr [Scr_Ofs + bx]
- add di,[x]
- mov al,es:[di]
- end;
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure LoadCEL (FileName : string; ScrPtr : pointer);
- { This loads the cel 'filename' into the pointer scrptr }
- var
- Fil : file;
- Buf : array [1..1024] of byte;
- BlocksRead, Count : word;
- begin
- assign (Fil, FileName);
- reset (Fil, 1);
- BlockRead (Fil, Buf, 800); { Read and ignore the 800 byte header }
- Count := 0;
- BlocksRead := $FFFF;
- while (not eof (Fil)) and (BlocksRead <> 0) do begin
- BlockRead (Fil, mem [seg (ScrPtr^): ofs (ScrPtr^) + Count], 1024, BlocksRead);
- Count := Count + 1024;
- end;
- close (Fil);
- end;
-
-
- procedure LoadPal (FileName : string);
- var
- F:file;
- loop1:integer;
- pall:array[0..255,1..3] of byte;
- begin
- assign (F, FileName);
- reset (F,1);
- blockread (F, pall,768);
- close (F);
- for loop1 := 0 to 255 do
- Pal(loop1,pall[loop1,1],pall[loop1,2],pall[loop1,3]);
- end;
-
-
- VAR Loop1:integer;
-
- BEGIN
- For Loop1 := 0 to 199 do
- Scr_Ofs[Loop1] := Loop1 * 320;
- END.{$X+}
- USES Crt,GFX3;
-
- CONST VGA = $A000;
- maxpolys = 18;
-
- A : Array [1..maxpolys,1..4,1..3] of integer =
- (
- ((-10, -10, 10 ),
- (10 , -10, 10 ),
- (10 , 10 , 10 ),
- (-10, 10 , 10 )),
-
- ((-10, 10 , -10),
- (10 , 10 , -10),
- (10 , -10, -10),
- (-10, -10, -10)),
-
- ((-10, 10 , 10 ),
- (-10, 10 , -10),
- (-10, -10, -10),
- (-10, -10, 10 )),
-
- ((10 , -10, 10 ),
- (10 , -10, -10),
- (10 , 10 , -10),
- (10 , 10 , 10 )),
-
- ((10 , 10 , 10 ),
- (10 , 10 , -10),
- (-10, 10 , -10),
- (-10, 10 , 10 )),
-
- ((-10, -10, 10 ),
- (-10, -10, -10),
- (10 , -10, -10),
- (10 , -10, 10 )),
-
- (*********)
-
- ((-10, -10,-20 ),
- (10 , -10,-20 ),
- (10 , 10 ,-20 ),
- (-10, 10 ,-20 )),
-
- ((-10, 10 , -30),
- (10 , 10 , -30),
- (10 , -10, -30),
- (-10, -10, -30)),
-
- ((-10, 10 ,-20 ),
- (-10, 10 , -30),
- (-10, -10, -30),
- (-10, -10,-20 )),
-
- ((10 , -10,-20 ),
- (10 , -10, -30),
- (10 , 10 , -30),
- (10 , 10 ,-20 )),
-
- ((10 , 10 ,-20 ),
- (10 , 10 , -30),
- (-10, 10 , -30),
- (-10, 10 ,-20 )),
-
- ((-10, -10,-20 ),
- (-10, -10, -30),
- (10 , -10, -30),
- (10 , -10,-20 )),
-
- (*********)
-
- ((-30, -10, 10 ),
- (-20, -10, 10 ),
- (-20, 10 , 10 ),
- (-30, 10 , 10 )),
-
- ((-30, 10 , -10),
- (-20, 10 , -10),
- (-20, -10, -10),
- (-30, -10, -10)),
-
- ((-30, 10 , 10 ),
- (-30, 10 , -10),
- (-30, -10, -10),
- (-30, -10, 10 )),
-
- ((-20, -10, 10 ),
- (-20, -10, -10),
- (-20, 10 , -10),
- (-20, 10 , 10 )),
-
- ((-20, 10 , 10 ),
- (-20, 10 , -10),
- (-30, 10 , -10),
- (-30, 10 , 10 )),
-
- ((-30, -10, 10 ),
- (-30, -10, -10),
- (-20, -10, -10),
- (-20, -10, 10 ))
- ); { The 3-D coordinates of our object ... stored as (X1,Y1,Z1), }
- { (X2,Y2,Z2) ... for the 4 points of a poly }
-
- XOfs = 100;
- YOfs = 160;
-
-
- Type Point = Record
- x,y,z:integer; { The data on every point we rotate}
- END;
-
-
- VAR Lines : Array [1..maxpolys,1..4] of Point; { The base object to be rotated }
- Translated : Array [1..maxpolys,1..4] of Point; { The rotated object }
- centre, tcentre : Array [1..maxpolys] of Point;
- Order : Array[1..maxpolys] of integer;
- lookup : Array [0..360,1..2] of integer; { Our sin and cos lookup table }
- poly : array [0..199,1..2] of integer;
- ytopclip,ybotclip:integer; {where to clip our polys to}
- xoff,yoff,zoff:integer;
-
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure SetMCGA; { This procedure gets you into 320x200x256 mode. }
- BEGIN
- asm
- mov ax,0013h
- int 10h
- end;
- END;
-
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure Hline (x1,x2,y:integer;col:byte;where:word); assembler;
- { This draws a horizontal line from x1 to x2 on line y in color col }
- asm
- mov ax,x1
- cmp ax,0
- jge @X1Okay
- mov x1,0
- @X1Okay :
-
- mov ax,x2
- cmp ax,319
- jle @X2Okay
- mov x2,319
- @X2Okay :
-
- mov ax,x1
- cmp ax,x2
- jg @Exit
-
- mov ax,where
- mov es,ax
- mov ax,y
- mov di,ax
- shl ax,8
- shl di,6
- add di,ax
- add di,x1
-
- mov al,col
- mov ah,al
- mov cx,x2
- sub cx,x1
- shr cx,1
- jnc @start
- stosb
- @Start :
- rep stosw
- @Exit :
- end;
-
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure DrawPoly(x1,y1,x2,y2,x3,y3,x4,y4:integer;color:byte;where:word);
- { This draw a polygon with 4 points at x1,y1 , x2,y2 , x3,y3 , x4,y4
- in color col }
- var miny,maxy:integer;
- loop1:integer;
-
- Procedure doside (x1,y1,x2,y2:integer);
- { This scans the side of a polygon and updates the poly variable }
- VAR temp:integer;
- x,xinc:integer;
- loop1:integer;
- BEGIN
- if y1=y2 then exit;
- if y2<y1 then BEGIN
- temp:=y2;
- y2:=y1;
- y1:=temp;
- temp:=x2;
- x2:=x1;
- x1:=temp;
- END;
- xinc:=((x2-x1) shl 7) div (y2-y1);
- x:=x1 shl 7;
- for loop1:=y1 to y2 do BEGIN
- if (loop1>(ytopclip)) and (loop1<(ybotclip)) then BEGIN
- if (x shr 7<poly[loop1,1]) then poly[loop1,1]:=x shr 7;
- if (x shr 7>poly[loop1,2]) then poly[loop1,2]:=x shr 7;
- END;
- x:=x+xinc;
- END;
- END;
-
- begin
- asm
- mov si,offset poly
- mov cx,200
- @Loop1:
- mov ax,32766
- mov ds:[si],ax
- inc si
- inc si
- mov ax,-32767
- mov ds:[si],ax
- inc si
- inc si
- loop @loop1
- end; { Setting the minx and maxx values to extremes }
- miny:=y1;
- maxy:=y1;
- if y2<miny then miny:=y2;
- if y3<miny then miny:=y3;
- if y4<miny then miny:=y4;
- if y2>maxy then maxy:=y2;
- if y3>maxy then maxy:=y3;
- if y4>maxy then maxy:=y4;
- if miny<ytopclip then miny:=ytopclip;
- if maxy>ybotclip then maxy:=ybotclip;
- if (miny>199) or (maxy<0) then exit;
-
- Doside (x1,y1,x2,y2);
- Doside (x2,y2,x3,y3);
- Doside (x3,y3,x4,y4);
- Doside (x4,y4,x1,y1);
-
- for loop1:= miny to maxy do
- hline (poly[loop1,1],poly[loop1,2],loop1,color,where);
- end;
-
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure SetUpPoints;
- { This creates the lookup table }
- VAR loop1,loop2:integer;
- BEGIN
- For loop1:=0 to 360 do BEGIN
- lookup [loop1,1]:=round(sin (rad (loop1))*16384);
- lookup [loop1,2]:=round(cos (rad (loop1))*16384);
- END;
- For loop1:=1 to maxpolys do BEGIN
- centre[loop1].x := (lines[loop1,1].x + lines[loop1,2].x +
- lines[loop1,3].x + lines[loop1,4].x) div 4;
- centre[loop1].y := (lines[loop1,1].y + lines[loop1,2].y +
- lines[loop1,3].y + lines[loop1,4].y) div 4;
- centre[loop1].z := (lines[loop1,1].z + lines[loop1,2].z +
- lines[loop1,3].z + lines[loop1,4].z) div 4;
- END;
- END;
-
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure RotatePoints (x,Y,z:Integer);
- { This rotates the objecct in lines to translated }
- VAR loop1,loop2:integer;
- a,b,c:integer;
- BEGIN
- For loop1:=1 to maxpolys do BEGIN
- for loop2:=1 to 4 do BEGIN
- b:=lookup[y,2];
- c:=lines[loop1,loop2].x;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- mov a,dx
- end;
- b:=lookup[y,1];
- c:=lines[loop1,loop2].z;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- add a,dx
- end;
- translated[loop1,loop2].x:=a;
- translated[loop1,loop2].y:=lines[loop1,loop2].y;
- b:=-lookup[y,1];
- c:=lines[loop1,loop2].x;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- mov a,dx
- end;
- b:=lookup[y,2];
- c:=lines[loop1,loop2].z;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- add a,dx
- end;
- translated[loop1,loop2].z:=a;
-
-
- if x<>0 then BEGIN
- b:=lookup[x,2];
- c:=translated[loop1,loop2].y;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- mov a,dx
- end;
- b:=lookup[x,1];
- c:=translated[loop1,loop2].z;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- sub a,dx
- end;
- b:=lookup[x,1];
- c:=translated[loop1,loop2].y;
- translated[loop1,loop2].y:=a;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- mov a,dx
- end;
- b:=lookup[x,2];
- c:=translated[loop1,loop2].z;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- add a,dx
- end;
- translated[loop1,loop2].z:=a;
- END;
-
-
-
-
- if z<>0 then BEGIN
- b:=lookup[z,2];
- c:=translated[loop1,loop2].x;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- mov a,dx
- end;
- b:=lookup[z,1];
- c:=translated[loop1,loop2].y;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- sub a,dx
- end;
- b:=lookup[z,1];
- c:=translated[loop1,loop2].x;
- translated[loop1,loop2].x:=a;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- mov a,dx
- end;
- b:=lookup[z,2];
- c:=translated[loop1,loop2].y;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- add a,dx
- end;
- translated[loop1,loop2].y:=a;
- END;
- END;
- END;
-
-
- {******************}
- For loop1:=1 to maxpolys do BEGIN
- b:=lookup[y,2];
- c:=centre[loop1].x;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- mov a,dx
- end;
- b:=lookup[y,1];
- c:=centre[loop1].z;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- add a,dx
- end;
- tcentre[loop1].x:=a;
- tcentre[loop1].y:=centre[loop1].y;
- b:=-lookup[y,1];
- c:=centre[loop1].x;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- mov a,dx
- end;
- b:=lookup[y,2];
- c:=centre[loop1].z;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- add a,dx
- end;
- tcentre[loop1].z:=a;
-
-
- if x<>0 then BEGIN
- b:=lookup[x,2];
- c:=tcentre[loop1].y;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- mov a,dx
- end;
- b:=lookup[x,1];
- c:=tcentre[loop1].z;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- sub a,dx
- end;
- b:=lookup[x,1];
- c:=tcentre[loop1].y;
- tcentre[loop1].y:=a;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- mov a,dx
- end;
- b:=lookup[x,2];
- c:=tcentre[loop1].z;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- add a,dx
- end;
- tcentre[loop1].z:=a;
- END;
-
-
-
-
- if z<>0 then BEGIN
- b:=lookup[z,2];
- c:=tcentre[loop1].x;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- mov a,dx
- end;
- b:=lookup[z,1];
- c:=tcentre[loop1].y;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- sub a,dx
- end;
- b:=lookup[z,1];
- c:=tcentre[loop1].x;
- tcentre[loop1].x:=a;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- mov a,dx
- end;
- b:=lookup[z,2];
- c:=tcentre[loop1].y;
- asm
- mov ax,b
- imul c
- sal ax,1
- rcl dx,1
- sal ax,1
- rcl dx,1
- add a,dx
- end;
- tcentre[loop1].y:=a;
- END;
- END;
- END;
-
-
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure DrawPoints;
- { This draws the translated object to the virtual screen }
- VAR loop1,loop2:Integer;
- temp, normal:integer;
- nx:integer;
- tx1,ty1,tx2,ty2,tx3,ty3,tx4,ty4:integer;
- BEGIN
- For loop2:=1 to maxpolys do BEGIN
- loop1:=order[loop2];
- If (translated[loop1,1].z+zoff<0) and (translated[loop1,2].z+zoff<0)
- and (translated[loop1,3].z+zoff<0) and (translated[loop1,4].z+zoff<0)
- then BEGIN
- temp:=round (translated[loop1,1].z)+zoff;
- nx:=translated[loop1,1].X;
- asm
- mov ax,nx
- mov dx,ax
- sal ax,8
- sar dx,8
- idiv temp
- add ax,YOfs
- mov nx,ax
- end;
- tx1:=nx;
- nx:=translated[loop1,1].Y;
- asm
- mov ax,nx
- mov dx,ax
- sal ax,8
- sar dx,8
- idiv temp
- add ax,XOfs
- mov nx,ax
- end;
- ty1:=nx;
-
-
- temp:=round (translated[loop1,2].z)+zoff;
- nx:=translated[loop1,2].X;
- asm
- mov ax,nx
- mov dx,ax
- sal ax,8
- sar dx,8
- idiv temp
- add ax,YOfs
- mov nx,ax
- end;
- tx2:=nx;
- nx:=translated[loop1,2].Y;
- asm
- mov ax,nx
- mov dx,ax
- sal ax,8
- sar dx,8
- idiv temp
- add ax,XOfs
- mov nx,ax
- end;
- ty2:=nx;
-
-
- temp:=round (translated[loop1,3].z)+zoff;
- nx:=translated[loop1,3].X;
- asm
- mov ax,nx
- mov dx,ax
- sal ax,8
- sar dx,8
- idiv temp
- add ax,YOfs
- mov nx,ax
- end;
- tx3:=nx;
- nx:=translated[loop1,3].Y;
- asm
- mov ax,nx
- mov dx,ax
- sal ax,8
- sar dx,8
- idiv temp
- add ax,XOfs
- mov nx,ax
- end;
- ty3:=nx;
-
-
- temp:=round (translated[loop1,4].z)+zoff;
- nx:=translated[loop1,4].X;
- asm
- mov ax,nx
- mov dx,ax
- sal ax,8
- sar dx,8
- idiv temp
- add ax,YOfs
- mov nx,ax
- end;
- tx4:=nx;
- nx:=translated[loop1,4].Y;
- asm
- mov ax,nx
- mov dx,ax
- sal ax,8
- sar dx,8
- idiv temp
- add ax,XOfs
- mov nx,ax
- end;
- ty4:=nx;
-
- normal:=(ty1-ty3)*(tx2-tx1)-(tx1-tx3)*(ty2-ty1);
- if normal<0 then
- drawpoly (tx1,ty1,tx2,ty2,tx3,ty3,tx4,ty4,loop1,vaddr);
- END;
- END;
- END;
-
-
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure SortPoints;
- VAR loop1,curpos, temp:integer;
- BEGIN
- for loop1:=1 to maxpolys do BEGIN
- order[loop1]:=loop1;
- END;
- curpos := 1;
- while curpos<maxpolys do BEGIN
- if tcentre[curpos].z > tcentre[curpos+1].z then BEGIN
- temp := tcentre[curpos+1].x;
- tcentre[curpos+1].x := tcentre[curpos].x;
- tcentre[curpos].x := temp;
-
- temp := tcentre[curpos+1].y;
- tcentre[curpos+1].y := tcentre[curpos].y;
- tcentre[curpos].y := temp;
-
- temp := tcentre[curpos+1].z;
- tcentre[curpos+1].z := tcentre[curpos].z;
- tcentre[curpos].z := temp;
-
- temp := order[curpos+1];
- order[curpos+1] := order[curpos];
- order[curpos] := temp;
-
- curpos:=0;
- END;
- curpos:=curpos+1;
- END;
- END;
-
-
- {──────────────────────────────────────────────────────────────────────────}
- Procedure MoveAround;
- { This is the main display procedure. }
- VAR deg,deg2,loop1,loop2:integer;
- ch:char;
-
- BEGIN
- pal (1, 0, 0,63);
- pal (2, 0,32,63);
- pal (3, 32, 0,63);
- pal (4, 32,32,63);
- pal (5, 0,63,63);
- pal (6, 32,63,63);
-
- pal ( 7, 0,63, 0);
- pal ( 8, 0,63,32);
- pal ( 9, 32,63, 0);
- pal (10, 32,63,32);
- pal (11, 0,63,63);
- pal (12, 32,63,63);
-
- pal (13, 63, 0, 0);
- pal (14, 63,32, 0);
- pal (15, 63, 0,32);
- pal (16, 63,32,32);
- pal (17, 63,63, 0);
- pal (18, 63,63,32);
- { for loop1:=1 to 15 do
- pal (loop1,0,loop1*4+3,63-(loop1*4+3));}
- pal (100,50,50,50);
-
- deg:=0;
- deg2:=0;
- ch:=#0;
- Cls (vaddr,0);
- For loop1:=1 to maxpolys do
- For loop2:=1 to 4 do BEGIN
- Lines [loop1,loop2].x:=a [loop1,loop2,1]*8;
- Lines [loop1,loop2].y:=a [loop1,loop2,2]*8;
- Lines [loop1,loop2].z:=a [loop1,loop2,3]*8;
- END;
-
- SetUpPoints;
-
- cls (vaddr,0);
- cls (vga,0);
- Xoff := 160;
- Yoff:=100;
- zoff:=-500;
-
- ytopclip:=101;
- ybotclip:=100;
- line (0,100,319,100,100,vga);
- delay (2000);
- for loop1:=1 to 25 do BEGIN
- RotatePoints (deg2,deg,deg2);
- SortPoints;
- DrawPoints;
- line (0,ytopclip,319,ytopclip,100,vaddr);
- line (0,ybotclip,319,ybotclip,100,vaddr);
- flip (vaddr,vga);
- cls (vaddr,0);
- deg:=(deg+5) mod 360;
- deg2:=(deg2+1) mod 360;
- ytopclip:=ytopclip-4;
- ybotclip:=ybotclip+4;
- END;
- Repeat
- if keypressed then ch:=upcase (Readkey);
- RotatePoints (deg2,deg,deg2);
- SortPoints;
- DrawPoints;
- line (0,0,319,0,100,vaddr);
- line (0,199,319,199,100,vaddr);
- flip (vaddr,vga);
- cls (vaddr,0);
- deg:=(deg+5) mod 360;
- deg2:=(deg2+3) mod 360;
- Until ch=#27;
- for loop1:=1 to 25 do BEGIN
- ytopclip:=ytopclip+4;
- ybotclip:=ybotclip-4;
- RotatePoints (deg2,deg,deg2);
- SortPoints;
- DrawPoints;
- line (0,ytopclip,319,ytopclip,100,vaddr);
- line (0,ybotclip,319,ybotclip,100,vaddr);
- flip (vaddr,vga);
- cls (vaddr,0);
- deg:=(deg+5) mod 360;
- deg2:=(deg2+1) mod 360;
- END;
- END;
-
-
- BEGIN
- clrscr;
- writeln ('Welcome to the twentieth(sp) trainer! This one is on face sorting');
- writeln ('and back face removal.');
- writeln;
- writeln ('Just hit a key to view the 3d shape. You will notice that you');
- writeln ('won''t see any of the faces you shouldn''t see :-)');
- writeln ('The code is based on that from the glenzing tut, so you should');
- writeln ('be able to understand it fairly quickly.');
- writeln;
- writeln;
- writeln;
- write ('Hit any key to continue ...');
- readkey;
- SetUpVirtual;
- SetMCGA;
- MoveAround;
- SetText;
- ShutDown;
- Writeln ('All done. This concludes the twentieth sample program in the ASPHYXIA');
- Writeln ('Training series. You may reach DENTHOR under the names of GRANT');
- Writeln ('SMITH/DENTHOR/ASPHYXIA on the ASPHYXIA BBS.I also occasinally');
- Writeln ('RSAProg, comp.lang.pascal and comp.sys.ibm.pc.demos. E-mail me at :');
- Writeln (' denthor@goth.vironix.co.za');
- Writeln ('The numbers are available in the main text. You may also write to me at:');
- Writeln (' Grant Smith');
- Writeln (' P.O. Box 270');
- Writeln (' Kloof');
- Writeln (' 3640');
- Writeln (' Natal');
- Writeln (' South Africa');
- Writeln ('I hope to hear from you soon!');
- Writeln; Writeln;
- Write ('Hit any key to exit ...');
- readkey;
- END.