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back2root:archives:denthor:part-08 [2021/09/02 11:28] – [Drawing a 3D point to screen] frater | back2root:archives:denthor:part-08 [2021/09/05 14:04] – [In closing] frater | ||
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- | ===== PART 8 ===== | + | ===== PART 08 : Optimization |
Hello everybody! Christmas is over, the last of the chocolates have been eaten, so it's time to get on with this, the eighth part of the ASPHYXIA Demo Trainer Series. This particular part is primarily about 3-D, but also includes a bit on optimisation. | Hello everybody! Christmas is over, the last of the chocolates have been eaten, so it's time to get on with this, the eighth part of the ASPHYXIA Demo Trainer Series. This particular part is primarily about 3-D, but also includes a bit on optimisation. | ||
Ligne 267: | Ligne 267: | ||
File = Available in file base | File = Available in file base | ||
Past = Previous Parts available | Past = Previous Parts available | ||
+ | |||
+ | ==== Code Source ==== | ||
+ | |||
+ | === PASCAL === | ||
+ | |||
+ | <code pascal> | ||
+ | (*****************************************************************************) | ||
+ | (* *) | ||
+ | (* TUT8.PAS - VGA Trainer Program 8 (in Pascal) | ||
+ | (* *) | ||
+ | (* "The VGA Trainer Program" | ||
+ | (* was limited to Pascal only in its first run. All I have done is taken *) | ||
+ | (* his original release, translated it to C++, and touched up a few things. | ||
+ | (* I take absolutely no credit for the concepts presented in this code, and *) | ||
+ | (* am NOT the person to ask for help if you are having trouble. | ||
+ | (* *) | ||
+ | (* Program Notes : This program presents the basis of 3D. *) | ||
+ | (* *) | ||
+ | (* Author | ||
+ | (* *) | ||
+ | (*****************************************************************************) | ||
+ | |||
+ | {$X+} | ||
+ | USES Crt; | ||
+ | |||
+ | CONST VGA = $A000; | ||
+ | MaxLines = 12; | ||
+ | Obj : Array [1..MaxLines, | ||
+ | ( | ||
+ | ((-10, | ||
+ | ((-10, | ||
+ | ((-10, | ||
+ | ((-10, | ||
+ | ((-10, | ||
+ | ((10, | ||
+ | ); { The 3-D coordinates of our object ... stored as (X1,Y1,Z1), } | ||
+ | { (X2,Y2,Z2) ... for the two ends of a line } | ||
+ | |||
+ | |||
+ | Type Point = Record | ||
+ | | ||
+ | END; | ||
+ | | ||
+ | | ||
+ | |||
+ | |||
+ | VAR Lines : Array [1..MaxLines, | ||
+ | Translated : Array [1..MaxLines, | ||
+ | Xoff, | ||
+ | lookup : Array [0..360, | ||
+ | Virscr : VirtPtr; | ||
+ | Vaddr : word; { The segment of our virtual screen} | ||
+ | |||
+ | |||
+ | {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} | ||
+ | Procedure SetMCGA; | ||
+ | BEGIN | ||
+ | asm | ||
+ | | ||
+ | | ||
+ | end; | ||
+ | END; | ||
+ | |||
+ | |||
+ | {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} | ||
+ | Procedure SetText; | ||
+ | BEGIN | ||
+ | asm | ||
+ | | ||
+ | | ||
+ | end; | ||
+ | END; | ||
+ | |||
+ | {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} | ||
+ | Procedure Cls (Where: | ||
+ | { This clears the screen to the specified color } | ||
+ | BEGIN | ||
+ | asm | ||
+ | push es | ||
+ | mov cx, 32000; | ||
+ | mov | ||
+ | xor di,di | ||
+ | mov | ||
+ | mov ah,al | ||
+ | rep stosw | ||
+ | pop es | ||
+ | End; | ||
+ | END; | ||
+ | |||
+ | {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} | ||
+ | Procedure SetUpVirtual; | ||
+ | { This sets up the memory needed for the virtual screen } | ||
+ | BEGIN | ||
+ | GetMem (VirScr, | ||
+ | vaddr := seg (virscr^); | ||
+ | END; | ||
+ | |||
+ | |||
+ | {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} | ||
+ | Procedure ShutDown; | ||
+ | { This frees the memory used by the virtual screen } | ||
+ | BEGIN | ||
+ | FreeMem (VirScr, | ||
+ | END; | ||
+ | |||
+ | |||
+ | {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} | ||
+ | procedure flip(source, | ||
+ | { This copies the entire screen at " | ||
+ | begin | ||
+ | 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; | ||
+ | end; | ||
+ | |||
+ | |||
+ | {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} | ||
+ | Procedure Pal(Col, | ||
+ | { This sets the Red, Green and Blue values of a certain color } | ||
+ | Begin | ||
+ | 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; | ||
+ | End; | ||
+ | |||
+ | |||
+ | {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} | ||
+ | Function rad (theta : real) : real; | ||
+ | { This calculates the degrees of an angle } | ||
+ | BEGIN | ||
+ | rad := theta * pi / 180 | ||
+ | END; | ||
+ | |||
+ | |||
+ | {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} | ||
+ | Procedure SetUpPoints; | ||
+ | { This sets the basic offsets of the object, creates the lookup table and | ||
+ | moves the object from a constant to a variable } | ||
+ | VAR loop1: | ||
+ | BEGIN | ||
+ | Xoff:=160; | ||
+ | Yoff:=100; | ||
+ | Zoff:=-256; | ||
+ | For loop1:=0 to 360 do BEGIN | ||
+ | lookup [loop1, | ||
+ | lookup [loop1, | ||
+ | END; | ||
+ | For loop1:=1 to MaxLines do BEGIN | ||
+ | Lines [loop1, | ||
+ | Lines [loop1, | ||
+ | Lines [loop1, | ||
+ | Lines [loop1, | ||
+ | Lines [loop1, | ||
+ | Lines [loop1, | ||
+ | END; | ||
+ | END; | ||
+ | |||
+ | |||
+ | {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} | ||
+ | Procedure Putpixel (X,Y : Integer; Col : Byte; where: | ||
+ | { This puts a pixel on the screen by writing directly to memory. } | ||
+ | BEGIN | ||
+ | Asm | ||
+ | mov | ||
+ | mov es,ax | ||
+ | mov | ||
+ | mov | ||
+ | mov di,bx | ||
+ | mov bx, dx {; bx = dx} | ||
+ | shl dx, 8 | ||
+ | shl bx, 6 | ||
+ | add dx, bx {; dx = dx + bx (ie y*320)} | ||
+ | add di, dx {; finalise location} | ||
+ | mov al, [Col] | ||
+ | stosb | ||
+ | End; | ||
+ | END; | ||
+ | |||
+ | |||
+ | |||
+ | {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} | ||
+ | Procedure Line(a, | ||
+ | { This draws a solid line from a,b to c,d in colour col } | ||
+ | function sgn(a: | ||
+ | begin | ||
+ | if a>0 then sgn:=+1; | ||
+ | if a<0 then sgn:=-1; | ||
+ | if a=0 then sgn:=0; | ||
+ | end; | ||
+ | var i, | ||
+ | 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, | ||
+ | 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; | ||
+ | |||
+ | |||
+ | {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} | ||
+ | Procedure DrawLogo; | ||
+ | { This draws ' | ||
+ | CONST ball : Array [1..5,1..5] of byte = | ||
+ | | ||
+ | (1, | ||
+ | (1, | ||
+ | (1, | ||
+ | (0, | ||
+ | |||
+ | VAR Logo : Array [1..5] of String; | ||
+ | loop1, | ||
+ | BEGIN | ||
+ | pal (13, | ||
+ | pal (1,0,0,40); | ||
+ | pal (2,0,0,45); | ||
+ | pal (3,0,0,50); | ||
+ | pal (4,0,0,60); | ||
+ | Logo[1]: | ||
+ | Logo[2]: | ||
+ | Logo[3]: | ||
+ | Logo[4]: | ||
+ | Logo[5]: | ||
+ | For loop1:=1 to 5 do | ||
+ | For loop2:=1 to 31 do | ||
+ | if logo[loop1][loop2]=' | ||
+ | For loop3:=1 to 5 do | ||
+ | For loop4:=1 to 5 do | ||
+ | putpixel (loop2*10+loop3, | ||
+ | END; | ||
+ | |||
+ | |||
+ | |||
+ | {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} | ||
+ | Procedure RotatePoints (X, | ||
+ | { This rotates object lines by X,Y and Z; then places the result in | ||
+ | TRANSLATED } | ||
+ | VAR loop1: | ||
+ | temp:point; | ||
+ | BEGIN | ||
+ | For loop1:=1 to maxlines do BEGIN | ||
+ | temp.x: | ||
+ | temp.y: | ||
+ | temp.z: | ||
+ | |||
+ | translated[loop1, | ||
+ | |||
+ | If y>0 then BEGIN | ||
+ | temp.x: | ||
+ | temp.y: | ||
+ | temp.z: | ||
+ | translated[loop1, | ||
+ | END; | ||
+ | |||
+ | If z>0 then BEGIN | ||
+ | temp.x: | ||
+ | temp.y: | ||
+ | temp.z: | ||
+ | translated[loop1, | ||
+ | END; | ||
+ | |||
+ | temp.x: | ||
+ | temp.y:=cos (rad(X))*lines[loop1, | ||
+ | temp.z:=sin (rad(X))*lines[loop1, | ||
+ | |||
+ | translated[loop1, | ||
+ | |||
+ | If y>0 then BEGIN | ||
+ | temp.x:=cos (rad(Y))*translated[loop1, | ||
+ | temp.y:=sin (rad(Y))*translated[loop1, | ||
+ | temp.z: | ||
+ | translated[loop1, | ||
+ | END; | ||
+ | |||
+ | If z>0 then BEGIN | ||
+ | temp.x:=cos (rad(Z))*translated[loop1, | ||
+ | temp.y: | ||
+ | temp.z: | ||
+ | translated[loop1, | ||
+ | END; | ||
+ | END; | ||
+ | END; | ||
+ | |||
+ | |||
+ | |||
+ | {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} | ||
+ | Procedure DrawPoints; | ||
+ | { This draws the translated object to the virtual screen } | ||
+ | VAR loop1: | ||
+ | nx, | ||
+ | temp: | ||
+ | BEGIN | ||
+ | For loop1:=1 to MaxLines do BEGIN | ||
+ | If (translated[loop1, | ||
+ | temp:=round (translated[loop1, | ||
+ | nx :=round (256*translated[loop1, | ||
+ | ny :=round (256*translated[loop1, | ||
+ | temp:=round (translated[loop1, | ||
+ | nx2:=round (256*translated[loop1, | ||
+ | ny2:=round (256*translated[loop1, | ||
+ | If (NX > 0) and (NX < 320) and (NY > 25) and (NY < 200) and | ||
+ | | ||
+ | line (nx, | ||
+ | END; | ||
+ | END; | ||
+ | END; | ||
+ | |||
+ | {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} | ||
+ | Procedure ClearPoints; | ||
+ | { This clears the translated object from the virtual screen ... believe it | ||
+ | or not, this is faster then a straight "cls (vaddr, | ||
+ | VAR loop1: | ||
+ | nx, | ||
+ | temp: | ||
+ | BEGIN | ||
+ | For loop1:=1 to MaxLines do BEGIN | ||
+ | If (translated[loop1, | ||
+ | temp:=round (translated[loop1, | ||
+ | nx :=round (256*translated[loop1, | ||
+ | ny :=round (256*translated[loop1, | ||
+ | temp:=round (translated[loop1, | ||
+ | nx2:=round (256*translated[loop1, | ||
+ | ny2:=round (256*translated[loop1, | ||
+ | If (NX > 0) and (NX < 320) and (NY > 25) and (NY < 200) and | ||
+ | | ||
+ | line (nx, | ||
+ | END; | ||
+ | END; | ||
+ | END; | ||
+ | |||
+ | |||
+ | {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ} | ||
+ | Procedure MoveAround; | ||
+ | { This is the main display procedure. Firstly it brings the object towards | ||
+ | the viewer by increasing the Zoff, then passes control to the user } | ||
+ | VAR deg, | ||
+ | ch:char; | ||
+ | BEGIN | ||
+ | deg:=0; | ||
+ | ch:=#0; | ||
+ | Cls (vaddr,0); | ||
+ | DrawLogo; | ||
+ | For loop1:=-256 to -40 do BEGIN | ||
+ | zoff: | ||
+ | RotatePoints (deg, | ||
+ | DrawPoints; | ||
+ | flip (vaddr, | ||
+ | ClearPoints; | ||
+ | deg: | ||
+ | END; | ||
+ | |||
+ | Repeat | ||
+ | if keypressed then BEGIN | ||
+ | ch:=upcase (Readkey); | ||
+ | Case ch of ' | ||
+ | ' | ||
+ | ',' | ||
+ | ' | ||
+ | ' | ||
+ | ' | ||
+ | END; | ||
+ | END; | ||
+ | DrawPoints; | ||
+ | flip (vaddr, | ||
+ | ClearPoints; | ||
+ | RotatePoints (deg, | ||
+ | deg: | ||
+ | Until ch=#27; | ||
+ | END; | ||
+ | |||
+ | |||
+ | BEGIN | ||
+ | SetUpVirtual; | ||
+ | Writeln (' | ||
+ | Writeln (' | ||
+ | Writeln (' | ||
+ | Writeln ('When it gets close, you get control. " | ||
+ | Writeln (' | ||
+ | Writeln (' | ||
+ | Writeln ('it should be easy enough to put in yourself ... if you have any'); | ||
+ | Writeln (' | ||
+ | Writeln; | ||
+ | Writeln ('Read the main text file for ideas on improving this code ... and'); | ||
+ | Writeln (' | ||
+ | writeln; | ||
+ | writeln; | ||
+ | Write (' | ||
+ | Readkey; | ||
+ | SetMCGA; | ||
+ | SetUpPoints; | ||
+ | MoveAround; | ||
+ | SetText; | ||
+ | ShutDown; | ||
+ | Writeln ('All done. This concludes the eigth sample program in the ASPHYXIA' | ||
+ | Writeln (' | ||
+ | Writeln (' | ||
+ | Writeln (' | ||
+ | Writeln ('For discussion purposes, I am also the moderator of the Programming' | ||
+ | Writeln (' | ||
+ | Writeln ('The numbers are available in the main text. You may also write to me at:'); | ||
+ | Writeln (' | ||
+ | Writeln (' | ||
+ | Writeln (' | ||
+ | Writeln (' | ||
+ | Writeln ('I hope to hear from you soon!' | ||
+ | Writeln; Writeln; | ||
+ | Write | ||
+ | Readkey; | ||
+ | END. | ||
+ | </ | ||
+ | |||
+ | === C === | ||
+ | |||
+ | <code c file: | ||
+ | ///////////////////////////////////////////////////////////////////////////// | ||
+ | // // | ||
+ | // TUTPROG8.CPP - VGA Trainer Program 8 (in Turbo C++ 3.0) // | ||
+ | // // | ||
+ | // "The VGA Trainer Program" | ||
+ | // was limited to only Pascal in its first run. All I have done is taken // | ||
+ | // his original release, translated it to C++ and touched up a few things. // | ||
+ | // I take absolutely no credit for the concepts presented in this code and // | ||
+ | // am NOT the person to ask for help if you are having trouble. | ||
+ | // // | ||
+ | // Program Notes : This program presents the basics of 3D. Please note // | ||
+ | // that the compiled C++ version of this program runs // | ||
+ | // much faster than the Pascal version. | ||
+ | // a 486DX/33 or higher, you may wish to turn turbo off. // | ||
+ | // // | ||
+ | // If you are compiling this program from within the // | ||
+ | // Turbo C++ environment, | ||
+ | // | ||
+ | // 80 or greater. | ||
+ | // with the code a bit, I suggest raising this to about // | ||
+ | // 100 just to be on the safe side. You don't have to // | ||
+ | // worry about this if you are compiling command line. // | ||
+ | // // | ||
+ | // Just for reference, this is what I use: // | ||
+ | // // | ||
+ | // tcc -mc -a -G -2 -O tut8.cpp | ||
+ | // // | ||
+ | // The way things are set up, there is no need to compile | ||
+ | // or link tut8.cpp and gfx1.cpp seperately. | ||
+ | // // | ||
+ | // The Compact memory model (-mc) seems to provide the // | ||
+ | // best results for this tutorial. | ||
+ | // | ||
+ | // and lots of data. // | ||
+ | // // | ||
+ | // Author | ||
+ | // Translator | ||
+ | // // | ||
+ | // Last Modified : January 14, 1995 // | ||
+ | // // | ||
+ | ///////////////////////////////////////////////////////////////////////////// | ||
+ | |||
+ | // // | ||
+ | // INCLUDE FILES // | ||
+ | // // | ||
+ | |||
+ | #include < | ||
+ | // farcalloc() | ||
+ | #include < | ||
+ | // clrscr(), getch(), kbhit() | ||
+ | #include < | ||
+ | // FP_SEG, geninterrupt() | ||
+ | #include < | ||
+ | // cout | ||
+ | #include < | ||
+ | // sin(), cos() | ||
+ | #include < | ||
+ | // exit() | ||
+ | #include " | ||
+ | |||
+ | // // | ||
+ | // TYPEDEFS // | ||
+ | // // | ||
+ | |||
+ | typedef unsigned char byte; | ||
+ | typedef unsigned int word; | ||
+ | |||
+ | // // | ||
+ | // CONSTANTS // | ||
+ | // // | ||
+ | |||
+ | const MAXLINES = 12; // the number of lines in our cube | ||
+ | |||
+ | // The 3-D coordinates of our object ... stored as {X1,Y1,Z1}, | ||
+ | // {X2,Y2,Z2} ... for the two ends of a line | ||
+ | const int Obj[MAXLINES][2][3] = | ||
+ | { {{-10, | ||
+ | {{-10, | ||
+ | {{-10, 10,-10}, { 10, 10,-10}}, // 2 9 | A | | ||
+ | {{ 10, | ||
+ | {{-10,-10, 10}, { 10,-10, 10}}, // 4 .------6---. | ||
+ | {{-10,-10, 10}, {-10, 10, 10}}, // 5 | | ||
+ | {{-10, 10, 10}, { 10, 10, 10}}, // 6 | | ||
+ | {{ 10,-10, 10}, { 10, 10, 10}}, // 7 | | ||
+ | {{-10,-10, 10}, {-10, | ||
+ | {{-10, 10, 10}, {-10, 10,-10}}, // 9 | / | ||
+ | {{ 10, 10, 10}, { 10, 10,-10}}, // A | 8 | B | ||
+ | {{ 10,-10, 10}, { 10, | ||
+ | }; // | ||
+ | |||
+ | // // | ||
+ | // FUNCTION PROTOTYPES // | ||
+ | // // | ||
+ | |||
+ | // MEMORY ALLOCATION FUNCTIONS | ||
+ | void SetUpVirtual (); | ||
+ | void ShutDown | ||
+ | |||
+ | // LOGO-FUNCTION | ||
+ | void DrawLogo | ||
+ | |||
+ | // 3D POINTS FUNCTIONS | ||
+ | void SetUpPoints | ||
+ | void RotatePoints (int X, int Y, int Z); | ||
+ | void DrawPoints | ||
+ | void ClearPoints | ||
+ | |||
+ | // MID-LEVEL FUNCTION | ||
+ | void MoveAround | ||
+ | |||
+ | // // | ||
+ | // STRUCTURES // | ||
+ | // // | ||
+ | |||
+ | // The data on every point we rotate | ||
+ | struct Point { | ||
+ | float x; | ||
+ | float y; | ||
+ | float z; | ||
+ | }; | ||
+ | |||
+ | // // | ||
+ | // GLOBAL VARIABLE DECLARATIONS // | ||
+ | // // | ||
+ | |||
+ | byte far *Virscr=NULL; | ||
+ | word Vaddr; | ||
+ | float Lookup[360][2]; | ||
+ | int Xoff, Yoff, Zoff; // Used for movement of the objects | ||
+ | Point Lines[MAXLINES][2]; | ||
+ | Point Translated[MAXLINES][2]; | ||
+ | |||
+ | |||
+ | /////////////////////////////////////////////////////////////////////////////// | ||
+ | // // | ||
+ | // MAIN FUNCTION | ||
+ | // // | ||
+ | /////////////////////////////////////////////////////////////////////////////// | ||
+ | |||
+ | void main() { | ||
+ | |||
+ | SetUpVirtual(); | ||
+ | clrscr(); | ||
+ | cout | ||
+ | << " | ||
+ | << "year! ;-) ... Anyway, this tutorial is on 3-D, so this is what is\n" | ||
+ | << "going to happen ... a wireframe square will come towards you.\n" | ||
+ | << "When it gets close, you get control. "" | ||
+ | << " | ||
+ | << " | ||
+ | << "it should be easy enough to put in yourself ... if you have any\n" | ||
+ | << " | ||
+ | cout | ||
+ | << "Read the main text file for ideas on improving this code ... and\n" | ||
+ | << " | ||
+ | cout << "Hit any key to contine ...\n"; | ||
+ | getch(); | ||
+ | |||
+ | SetMCGA(); | ||
+ | |||
+ | SetUpPoints(); | ||
+ | MoveAround(); | ||
+ | |||
+ | ShutDown(); | ||
+ | SetText(); | ||
+ | |||
+ | cout | ||
+ | << "All done. This concludes the eigth sample program in the ASPHYXIA\n" | ||
+ | << " | ||
+ | << " | ||
+ | << " | ||
+ | << "For discussion purposes, I am also the moderator of the Programming\n" | ||
+ | << " | ||
+ | << "The numbers are available in the main text. You may also write to me at:\n" | ||
+ | << " | ||
+ | << " | ||
+ | << " | ||
+ | << " | ||
+ | << "I hope to hear from you soon!\n\n\n"; | ||
+ | cout << "Hit any key to exit ...\n"; | ||
+ | getch(); | ||
+ | |||
+ | } | ||
+ | |||
+ | |||
+ | ///////////////////////////////////////////////////////////////////////////// | ||
+ | // // | ||
+ | // SetUpVirtual() - This sets up the memory needed for the virtual screen. // | ||
+ | // // | ||
+ | ///////////////////////////////////////////////////////////////////////////// | ||
+ | |||
+ | void SetUpVirtual() { | ||
+ | |||
+ | Virscr = (byte far *) farcalloc(64000, | ||
+ | |||
+ | // always check to see if enough memory was allocated | ||
+ | if (Virscr == NULL) { | ||
+ | SetText(); | ||
+ | cout << " | ||
+ | exit(1); | ||
+ | } | ||
+ | |||
+ | Vaddr = FP_SEG(Virscr); | ||
+ | |||
+ | } | ||
+ | |||
+ | ///////////////////////////////////////////////////////////////////////////// | ||
+ | // // | ||
+ | // ShutDown() - This frees the memory used by the virtual screen. | ||
+ | // // | ||
+ | ///////////////////////////////////////////////////////////////////////////// | ||
+ | |||
+ | void ShutDown() { | ||
+ | free(Virscr); | ||
+ | } | ||
+ | |||
+ | ///////////////////////////////////////////////////////////////////////////// | ||
+ | // // | ||
+ | // DrawLogo() - This draws ' | ||
+ | // balls. | ||
+ | // // | ||
+ | ///////////////////////////////////////////////////////////////////////////// | ||
+ | |||
+ | void DrawLogo() { | ||
+ | |||
+ | const byte ball[5][5] = { 0,1,1,1,0, | ||
+ | 1,4,3,2,1, | ||
+ | 1,3,3,2,1, | ||
+ | 1,2,2,2,1, | ||
+ | 0,1,1,1,0 | ||
+ | }; | ||
+ | |||
+ | const char *Logo[5] = { {"OOO OOO OOO O O O O O OOO OOO"}, | ||
+ | {" | ||
+ | {"OOO O O O O O O O O O O OOO O O"}, | ||
+ | {" | ||
+ | {"OOO O O OOO O O O O O O O O O"} | ||
+ | }; | ||
+ | |||
+ | int loop1, loop2, loop3, loop4; | ||
+ | |||
+ | Pal(13, 0,63, 0); // set the color for the cube lines | ||
+ | Pal( 1, 0, 0,40); // set the colors for the dots | ||
+ | Pal( 2, 0, 0,45); | ||
+ | Pal( 3, 0, 0,50); | ||
+ | Pal( 4, 0, 0,60); | ||
+ | |||
+ | for (loop1=0; loop1<5; loop1++) | ||
+ | for (loop2=0; loop2< | ||
+ | if (Logo[loop1][loop2] == ' | ||
+ | for (loop3=0; loop3<5; loop3++) | ||
+ | for (loop4=0; loop4<5; loop4++) | ||
+ | Putpixel ((loop2+1)*10+loop3, | ||
+ | ball[loop3][loop4], | ||
+ | |||
+ | } | ||
+ | |||
+ | ///////////////////////////////////////////////////////////////////////////// | ||
+ | // // | ||
+ | // SetUpPoints() - This sets the basic offsets of the object, creates the // | ||
+ | // | ||
+ | // | ||
+ | // // | ||
+ | ///////////////////////////////////////////////////////////////////////////// | ||
+ | |||
+ | void SetUpPoints() { | ||
+ | |||
+ | int loop1; | ||
+ | |||
+ | // set the starting offsets of the cube | ||
+ | Xoff = 160; | ||
+ | Yoff = 100; | ||
+ | Zoff = -256; | ||
+ | |||
+ | // generate the sin() and cos() tables | ||
+ | for (loop1=0; loop1< | ||
+ | Lookup [loop1][0] = sin(rad(loop1)); | ||
+ | Lookup [loop1][1] = cos(rad(loop1)); | ||
+ | } | ||
+ | |||
+ | // move the Obj constant array into the Lines array | ||
+ | for (loop1=0; loop1< | ||
+ | Lines[loop1][0].x = Obj[loop1][0][0]; | ||
+ | Lines[loop1][0].y = Obj[loop1][0][1]; | ||
+ | Lines[loop1][0].z = Obj[loop1][0][2]; | ||
+ | Lines[loop1][1].x = Obj[loop1][1][0]; | ||
+ | Lines[loop1][1].y = Obj[loop1][1][1]; | ||
+ | Lines[loop1][1].z = Obj[loop1][1][2]; | ||
+ | } | ||
+ | |||
+ | } | ||
+ | |||
+ | ///////////////////////////////////////////////////////////////////////////// | ||
+ | // // | ||
+ | // RotatePoints() - This rotates object lines by X, Y, and Z. Then it // | ||
+ | // places the result in Translated. | ||
+ | // // | ||
+ | ///////////////////////////////////////////////////////////////////////////// | ||
+ | |||
+ | void RotatePoints (int X,int Y,int Z) { | ||
+ | |||
+ | int loop1; | ||
+ | Point temp; | ||
+ | |||
+ | // for each line... | ||
+ | for (loop1=0; loop1< | ||
+ | |||
+ | // start point of line | ||
+ | |||
+ | temp.x = Lines[loop1][0].x; | ||
+ | temp.y = Lookup[X][1]*Lines[loop1][0].y - Lookup[X][0]*Lines[loop1][0].z; | ||
+ | temp.z = Lookup[X][0]*Lines[loop1][0].y + Lookup[X][1]*Lines[loop1][0].z; | ||
+ | Translated[loop1][0] = temp; | ||
+ | |||
+ | if (Y > 0) { | ||
+ | temp.x = Lookup[Y][1]*Translated[loop1][0].x - Lookup[Y][0]*Translated[loop1][0].y; | ||
+ | temp.y = Lookup[Y][0]*Translated[loop1][0].x + Lookup[Y][1]*Translated[loop1][0].y; | ||
+ | temp.z = Translated[loop1][0].z; | ||
+ | Translated[loop1][0] =temp; | ||
+ | } | ||
+ | |||
+ | if (Z > 0) { | ||
+ | temp.x = Lookup[Z][1]*Translated[loop1][0].x + Lookup[Z][0]*Translated[loop1][0].z; | ||
+ | temp.y = Translated[loop1][0].y; | ||
+ | temp.z = (-Lookup[Z][0])*Translated[loop1][0].x + Lookup[Z][1]*Translated[loop1][0].z; | ||
+ | Translated[loop1][0] = temp; | ||
+ | } | ||
+ | |||
+ | // end point of line | ||
+ | |||
+ | temp.x = Lines[loop1][1].x; | ||
+ | temp.y = cos(rad(X))*Lines[loop1][1].y - sin(rad(X))*Lines[loop1][1].z; | ||
+ | temp.z = sin(rad(X))*Lines[loop1][1].y + cos(rad(X))*Lines[loop1][1].z; | ||
+ | Translated[loop1][1] = temp; | ||
+ | |||
+ | if (Y > 0) { | ||
+ | temp.x = cos(rad(X))*Translated[loop1][1].x - sin(rad(Y))*Translated[loop1][1].y; | ||
+ | temp.y = sin(rad(Y))*Translated[loop1][1].x + cos(rad(Y))*Translated[loop1][1].y; | ||
+ | temp.z = Translated[loop1][1].z; | ||
+ | Translated[loop1][1] = temp; | ||
+ | } | ||
+ | |||
+ | if (Z > 0) { | ||
+ | temp.x = cos(rad(Z))*Translated[loop1][1].x + sin(rad(Z))*Translated[loop1][1].z; | ||
+ | temp.y = Translated[loop1][1].y; | ||
+ | temp.z = (-sin(rad(Z)))*Translated[loop1][1].x + cos(rad(Z))*Translated[loop1][1].z; | ||
+ | Translated[loop1][1] = temp; | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | |||
+ | ///////////////////////////////////////////////////////////////////////////// | ||
+ | // // | ||
+ | // DrawPoints() - This draws the translated object to the virtual screen. | ||
+ | // // | ||
+ | ///////////////////////////////////////////////////////////////////////////// | ||
+ | |||
+ | void DrawPoints() { | ||
+ | |||
+ | int loop1, nx, ny, nx2, ny2, temp; | ||
+ | |||
+ | for (loop1=0; loop1< | ||
+ | if ((Translated[loop1][0].z+Zoff< | ||
+ | |||
+ | // start point of line | ||
+ | temp = Translated[loop1][0].z + Zoff; | ||
+ | nx = ((256*Translated[loop1][0].x) / temp) + Xoff; | ||
+ | ny = ((256*Translated[loop1][0].y) / temp) + Yoff; | ||
+ | |||
+ | // end point of line | ||
+ | temp = Translated[loop1][1].z + Zoff; | ||
+ | nx2 = ((256*Translated[loop1][1].x) / temp) + Xoff; | ||
+ | ny2 = ((256*Translated[loop1][1].y) / temp) + Yoff; | ||
+ | |||
+ | // check to make sure the line is within bounds | ||
+ | if ((nx >-1) && (nx <320) && (ny >25) && (ny <200) && | ||
+ | (nx2>-1) && (nx2< | ||
+ | Line(nx, | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | |||
+ | ///////////////////////////////////////////////////////////////////////////// | ||
+ | // // | ||
+ | // ClearPoints() - This clears the translated object from the virtual | ||
+ | // | ||
+ | // | ||
+ | // // | ||
+ | ///////////////////////////////////////////////////////////////////////////// | ||
+ | |||
+ | void ClearPoints() { | ||
+ | |||
+ | int loop1, nx, ny, nx2, ny2, temp; | ||
+ | |||
+ | for (loop1=0; loop1< | ||
+ | if ((Translated[loop1][0].z+Zoff< | ||
+ | |||
+ | // start point of line | ||
+ | temp = Translated[loop1][0].z + Zoff; | ||
+ | nx = ((256*Translated[loop1][0].x) / temp) + Xoff; | ||
+ | ny = ((256*Translated[loop1][0].y) / temp) + Yoff; | ||
+ | |||
+ | // end point of line | ||
+ | temp = Translated[loop1][1].z + Zoff; | ||
+ | nx2 = ((256*Translated[loop1][1].x) / temp) + Xoff; | ||
+ | ny2 = ((256*Translated[loop1][1].y) / temp) + Yoff; | ||
+ | |||
+ | // check to make sure the line is within bounds | ||
+ | if ((nx >-1) && (nx <320) && (ny >25) && (ny <200) && | ||
+ | (nx2>-1) && (nx2< | ||
+ | Line(nx, | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | |||
+ | ///////////////////////////////////////////////////////////////////////////// | ||
+ | // // | ||
+ | // MoveAround() - This is the main display function. | ||
+ | // object towards the viewer by increasing the Zoff, then // | ||
+ | // it passes control to the user. // | ||
+ | // // | ||
+ | ///////////////////////////////////////////////////////////////////////////// | ||
+ | |||
+ | void MoveAround() { | ||
+ | |||
+ | // For some reason, the values we defined Xoff, Yoff, and Zoff to be in | ||
+ | // the function SetUpPoints() won't hold until this point. | ||
+ | // the reason, please send it to r3cgm@dax.cc.uakron.edu | ||
+ | Xoff = 160; // redefined | ||
+ | Yoff = 100; // redefined | ||
+ | Zoff = -256; // redefined | ||
+ | |||
+ | int deg=0, loop1; | ||
+ | byte ch=1; // assign a dummy value to ch | ||
+ | |||
+ | Cls(0, | ||
+ | |||
+ | DrawLogo(); | ||
+ | |||
+ | for (loop1=(-256); | ||
+ | Zoff = loop1 * 2; | ||
+ | RotatePoints(deg, | ||
+ | DrawPoints(); | ||
+ | Flip(Vaddr, | ||
+ | ClearPoints(); | ||
+ | deg = (deg + 5) % 360; | ||
+ | } | ||
+ | |||
+ | do { | ||
+ | |||
+ | if (kbhit()) { | ||
+ | ch = getch(); | ||
+ | switch (ch) { | ||
+ | // We are not going to use toupper() because if we did, we'd have | ||
+ | // to include the whole ctype.h file. This might take a little more | ||
+ | // time, but the program will be smaller. | ||
+ | // files, and its getting a bit rediculous. | ||
+ | case ' | ||
+ | case ' | ||
+ | case ',': | ||
+ | case ' | ||
+ | case ' | ||
+ | case ' | ||
+ | } | ||
+ | } | ||
+ | DrawPoints(); | ||
+ | Flip(Vaddr, | ||
+ | ClearPoints(); | ||
+ | RotatePoints(deg, | ||
+ | deg = (deg + 5) % 360; | ||
+ | |||
+ | // if the key pressed above was 0 (i.e. a control character) then | ||
+ | // read the character code | ||
+ | if (ch == 0) ch = getch(); | ||
+ | |||
+ | } while (ch != 27); // if the escape code was 27 (escape key) then exit | ||
+ | } | ||
+ | </ | ||
<nspages back2root/ | <nspages back2root/ |