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TUT09NEW.ZIP
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TUT9.CPP
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1995-01-21
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/////////////////////////////////////////////////////////////////////////////
// //
// TUTPROG9.CPP - VGA Trainer Program 9 (in Turbo C++ 3.0) //
// //
// "The VGA Trainer Program" is written by Denthor of Asphyxia. However it //
// 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. //
// //
// Program Notes : This program demonstrates polygon moving and rotation. //
// //
// If you are compiling this program from within the //
// Turbo C++ environment, you must go under Options, //
// Debugger, and change the "Program Heap Size" to a value //
// 80 or greater. If you are going to be fooling around //
// 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 tut9.cpp //
// //
// The way things are set up, there is no need to compile //
// or link tut9.cpp and gfx2.cpp seperately. //
// //
// The Compact memory model (-mc) seems to provide the //
// best results for this tutorial. Remember, use this //
// memory model when you have little code (less than 64k) //
// and lots of data. //
// //
// Author : Grant Smith (Denthor) - denthor@beastie.cs.und.ac.za //
// Translator : Christopher G. Mann - r3cgm@dax.cc.uakron.edu //
// //
// Last Modified : January 21, 1995 //
// //
/////////////////////////////////////////////////////////////////////////////
// //
// INCLUDE FILES //
// //
#include <conio.h>
// clrscr(), getch(), kbhit()
#include <iostream.h>
// cout()
#include <math.h>
// sin(), cos()
#include <stdlib.h>
// exit()
#include "gfx2.cpp"
// our graphics library tools
// //
// TYPEDEFS //
// //
typedef unsigned char byte;
typedef unsigned int word;
// //
// CONSTANTS //
// //
const MAXPOLYS = 5;
const POLYPOINTS = 4;
const POLYCORDS = 3;
// //
// LETTER DATA //
// //
// The 3-D coordinates of our object ... stored as {X1,Y1,Z1},
// {X2,Y2,Z2} ... for the 4 points of a poly.
const int A[MAXPOLYS][POLYPOINTS][POLYCORDS] =
{ {{-10, 10, 0},{ -2,-10, 0},{ 0,-10, 0},{ -5,10, 0}}, // 1
{{ 10, 10, 0},{ 2,-10, 0},{ 0,-10, 0},{ 5,10, 0}}, // 2
{{ -2,-10, 0},{ 2,-10, 0},{ 2, -5, 0},{ -2,-5, 0}}, // 3
{{ -6, 0, 0},{ 6, 0, 0},{ 7, 5, 0},{ -7, 5, 0}}, // 4
{{ 0, 0, 0},{ 0, 0, 0},{ 0, 0, 0},{ 0, 0, 0}} }; // 5
// 1----1 + 2----2
// |....| | |....|
// |....| | |....|
// `....` | '....'
// |....| | |....|
// `.4------+------4.'
// ||......|......||
// ``......|......''
// ||.....|.....||
// ||.....|.....||
// -------+---4+----+----+4---+-------
// |...| | |...|
// `...` | '...'
// |...|||...|
// |...|...|
// |.3-+-3.|
// `.|.|.|.'
// ||.|.||
// ||.|.||
// `|.|.|'
// 3-2-3
const int S[MAXPOLYS][POLYPOINTS][POLYCORDS] =
{ {{-10,-10, 0},{ 10,-10, 0},{10, -7, 0},{-10, -7, 0}},
{{-10, 10, 0},{ 10, 10, 0},{10, 7, 0},{-10, 7, 0}},
{{-10, 1, 0},{ 10, 1, 0},{10, -2, 0},{-10, -2, 0}},
{{-10, -8, 0},{ -7, -8, 0},{-7, 0, 0},{-10, 0, 0}},
{{ 10, 8, 0},{ 7, 8, 0},{ 7, 0, 0},{ 10, 0, 0}} };
const int P[MAXPOLYS][POLYPOINTS][POLYCORDS] =
{ {{-10,-10,0},{-7,-10,0},{-7,10,0},{-10,10,0}},
{{10,-10,0},{7,-10,0},{7,0,0},{10,0,0}},
{{-9,-10,0},{9,-10,0},{9,-7,0},{-9,-7,0}},
{{-9,-1,0},{9,-1,0},{9,2,0},{-9,2,0}},
{{0,0,0},{0,0,0},{0,0,0},{0,0,0}} };
const int H[MAXPOLYS][POLYPOINTS][POLYCORDS] =
{ {{-10,-10,0},{-7,-10,0},{-7,10,0},{-10,10,0}},
{{10,-10,0},{7,-10,0},{7,10,0},{10,10,0}},
{{-9,-1,0},{9,-1,0},{9,2,0},{-9,2,0}},
{{0,0,0},{0,0,0},{0,0,0},{0,0,0}},
{{0,0,0},{0,0,0},{0,0,0},{0,0,0}} };
const int Y[MAXPOLYS][POLYPOINTS][POLYCORDS] =
{ {{-7,-10,0},{0,-3,0},{0,0,0},{-10,-7,0}},
{{7,-10,0},{0,-3,0},{0,0,0},{10,-7,0}},
{{-2,-3,0},{2,-3,0},{2,10,0},{-2,10,0}},
{{0,0,0},{0,0,0},{0,0,0},{0,0,0}},
{{0,0,0},{0,0,0},{0,0,0},{0,0,0}} };
const int X[MAXPOLYS][POLYPOINTS][POLYCORDS] =
{ {{-7,-10,0},{10,7,0},{7,10,0},{-10,-7,0}},
{{7,-10,0},{-10,7,0},{-7,10,0},{10,-7,0}},
{{0,0,0},{0,0,0},{0,0,0},{0,0,0}},
{{0,0,0},{0,0,0},{0,0,0},{0,0,0}},
{{0,0,0},{0,0,0},{0,0,0},{0,0,0}} };
const int I[MAXPOLYS][POLYPOINTS][POLYCORDS] =
{ {{-10,-10,0},{10,-10,0},{10,-7,0},{-10,-7,0}},
{{-10,10,0},{10,10,0},{10,7,0},{-10,7,0}},
{{-2,-9,0},{2,-9,0},{2,9,0},{-2,9,0}},
{{0,0,0},{0,0,0},{0,0,0},{0,0,0}},
{{0,0,0},{0,0,0},{0,0,0},{0,0,0}} };
// //
// FUNCTION PROTOTYPES //
// //
void DrawPoly (int x1, int y1, int x2, int y2,
int x3, int y3, int x4, int y4,
byte Col, word Where);
void SetUpPoints ();
void RotatePoints (int X, int Y, int Z);
void DrawPoints ();
void Whizz (int sub, int °);
void MoveAround ();
// //
// STRUCTURES //
// //
// The data for every point we rotate
struct Point {
float x;
float y;
float z;
};
// //
// GLOBAL VARIABLE DECLARATIONS //
// //
byte far *Virscr=NULL; // Pointer to our virtual screen
word Vaddr; // Segment of our virtual screen
float Lookup[360][2]; // Our sin and cos lookup tables
int Xoff, Yoff, Zoff; // Used for movement of the object
Point Lines[MAXPOLYS][4]; // The base object being rotated
Point Translated[MAXPOLYS][4]; // The rotated object
///////////////////////////////////////////////////////////////////////////////
// //
// MAIN FUNCTION //
// //
///////////////////////////////////////////////////////////////////////////////
void main() {
SetUpVirtual(Virscr,Vaddr);
// always check to see if enough memory was allocated
if (Virscr == NULL) {
SetText();
cout << "Insufficient memory for virtual screens, exiting...";
exit(1);
}
clrscr();
cout
<< "Hello there! Varsity has begun once again, so it is once again\n"
<< "back to the grindstone ;-) ... anyway, this tutorial is, by\n"
<< "popular demand, on poly-filling, in relation to 3-D solids.\n\n"
<< "In this program, the letters of ASPHYXIA will fly past you. As you\n"
<< "will see, they are solid, not wireframe. After the last letter has\n"
<< "flown by, a large A will be left in the middle of the screen.\n\n"
<< "You will be able to move it around the screen, and you will notice\n"
<< "that it may have bits only half on the screen, i.e. clipping is\n"
<< "perfomed. To control it use the following : ""A"" and ""Z"" control the Z\n"
<< "movement, "","" and ""."" control the X movement, and ""S"" and ""X""\n"
<< "control the Y movement. I have not included rotation control, but\n"
<< "it should be easy enough to put in yourself ... if you have any\n"
<< "hassles, leave me mail.\n\n";
cout << "Hit any key to continue ...\n";
getch();
SetMCGA();
SetUpPoints();
MoveAround();
SetText();
ShutDown(Virscr);
cout
<< "All done. This concludes the ninth sample program in the ASPHYXIA\n"
<< "Training series. You may reach DENTHOR under the names of GRANT\n"
<< "SMITH/DENTHOR/ASPHYXIA on the ASPHYXIA BBS. I am also an avid\n"
<< "Connectix BBS user, and occasionally read RSAProg.\n"
<< "The numbers are available in the main text. You may also write to me at:\n"
<< " Grant Smith\n"
<< " P.O. Box 270\n"
<< " Kloof\n"
<< " 3640\n"
<< "I hope to hear from you soon!\n\n";
cout << "Hit any key to exit ...\n";
getch();
}
/////////////////////////////////////////////////////////////////////////////
// //
// DrawPoly() - This draws a polygon with 4 points at x1,y1, x2,y2, x3,y3, //
// x4,y4 in color Col at location Where //
// //
/////////////////////////////////////////////////////////////////////////////
void DrawPoly(int x1, int y1, int x2, int y2, int x3, int y3, int x4, int y4,
byte Col, word Where) {
int x, mny, mxy, mnx, mxx, yc;
int mul1, div1, mul2, div2, mul3, div3, mul4, div4;
// find the maximum y (mny) and minimum y (mny)
mny = y1;
mxy = y1;
if (y2<mny) mny = y2;
if (y2>mxy) mxy = y2;
if (y3<mny) mny = y3;
if (y3>mxy) mxy = y3;
if (y4<mny) mny = y4;
if (y4>mxy) mxy = y4;
// if the mimimum or maximum is out of bounds, bring it back in
if (mny< 0) mny = 0;
if (mxy>199) mxy = 199;
// verticle range checking
if (mny>199) return;
if (mxy< 0) return;
// constants needed for intersection calculations
mul1 = x1-x4; div1 = y1-y4;
mul2 = x2-x1; div2 = y2-y1;
mul3 = x3-x2; div3 = y3-y2;
mul4 = x4-x3; div4 = y4-y3;
for (yc=mny; yc<mxy; yc++) {
mnx = 320;
mxx = -1;
if ((y4 >= yc) || (y1 >= yc))
if ((y4 <= yc) || (y1 <= yc))
if (y4 != y1) {
x = ((yc-y4) * mul1 / div1) + x4;
if (x<mnx) mnx = x;
if (x>mxx) mxx = x;
}
if ((y1 >= yc) || (y2 >= yc))
if ((y1 <= yc) || (y2 <= yc))
if (y1 != y2) {
x = ((yc-y1) * mul2 / div2) + x1;
if (x<mnx) mnx = x;
if (x>mxx) mxx = x;
}
if ((y2 >= yc) || (y3 >= yc))
if ((y2 <= yc) || (y3 <= yc))
if (y2 != y3) {
x = ((yc-y2) * mul3 / div3) + x2;
if (x<mnx) mnx = x;
if (x>mxx) mxx = x;
}
if ((y3 >= yc) || (y4 >= yc))
if ((y3 <= yc) || (y4 <= yc))
if (y3 != y4) {
x = ((yc-y3) * mul4 / div4) + x3;
if (x<mnx) mnx = x;
if (x>mxx) mxx = x;
}
// horizontal range checking
if (mnx< 0) mnx = 0;
if (mxx>319) mxx = 319;
if (mnx<=mxx)
// draw the horizontal line
Hline(mnx,mxx,yc,Col,Where);
}
}
/////////////////////////////////////////////////////////////////////////////
// //
// SetUpPoints() - This creates the lookup table. //
// //
/////////////////////////////////////////////////////////////////////////////
void SetUpPoints() {
int loop1;
// generate the sin() and cos() tables
for (loop1=0; loop1<360; loop1++) {
Lookup [loop1][0] = sin(rad(loop1));
Lookup [loop1][1] = cos(rad(loop1));
}
}
/////////////////////////////////////////////////////////////////////////////
// //
// RotatePoints() - This rotates object lines by X,Y and Z, then places //
// the result in Translated[] //
// //
/////////////////////////////////////////////////////////////////////////////
void RotatePoints(int X, int Y, int Z) {
int loop1, loop2;
Point temp;
for (loop1=0; loop1<MAXPOLYS; loop1++) {
for (loop2=0; loop2<4; loop2++) {
temp.x = Lines[loop1][loop2].x;
temp.y = Lookup[X][1] * Lines[loop1][loop2].y - Lookup[X][0] * Lines[loop1][loop2].z;
temp.z = Lookup[X][0] * Lines[loop1][loop2].y + Lookup[X][1] * Lines[loop1][loop2].z;
Translated[loop1][loop2] = temp;
if (Y>0) {
temp.x = Lookup[Y][1] * Translated[loop1][loop2].x - Lookup[Y][0] * Translated[loop1][loop2].y;
temp.y = Lookup[Y][0] * Translated[loop1][loop2].x + Lookup[Y][1] * Translated[loop1][loop2].y;
temp.z = Translated[loop1][loop2].z;
Translated[loop1][loop2] = temp;
}
if (Z>0) {
temp.x = Lookup[Z][1] * Translated[loop1][loop2].x + Lookup[Z][0] * Translated[loop1][loop2].z;
temp.y = Translated[loop1][loop2].y;
temp.z = Lookup[Z][0] * Translated[loop1][loop2].x + Lookup[Z][1] * Translated[loop1][loop2].z;
Translated[loop1][loop2] = temp;
}
}
}
}
/////////////////////////////////////////////////////////////////////////////
// //
// DrawPoints() - This draws the translated object to the virtual screen. //
// //
/////////////////////////////////////////////////////////////////////////////
void DrawPoints() {
int nx, ny, nx2, ny2, nx3, ny3, nx4, ny4, temp, loop1;
for (loop1=0; loop1<MAXPOLYS; loop1++) {
if ((Translated[loop1][0].z+Zoff<0) && (Translated[loop1][1].z+Zoff<0) &&
(Translated[loop1][2].z+Zoff<0) && (Translated[loop1][4].z+Zoff<0)) {
temp = Translated[loop1][0].z + Zoff;
nx = ((256*Translated[loop1][0].x) / temp) + Xoff;
ny = ((256*Translated[loop1][0].y) / temp) + Yoff;
temp = Translated[loop1][1].z + Zoff;
nx2 = ((256*Translated[loop1][1].x) / temp) + Xoff;
ny2 = ((256*Translated[loop1][1].y) / temp) + Yoff;
temp = Translated[loop1][2].z + Zoff;
nx3 = ((256*Translated[loop1][2].x) / temp) + Xoff;
ny3 = ((256*Translated[loop1][2].y) / temp) + Yoff;
temp = Translated[loop1][3].z + Zoff;
nx4 = ((256*Translated[loop1][3].x) / temp) + Xoff;
ny4 = ((256*Translated[loop1][3].y) / temp) + Yoff;
DrawPoly(nx,ny,nx2,ny2,nx3,ny3,nx4,ny4,13,Vaddr);
}
}
}
/////////////////////////////////////////////////////////////////////////////
// //
// Whizz() - This function moves the letters from one side of the screen //
// to the other and also zooms them closer as they move. //
// //
/////////////////////////////////////////////////////////////////////////////
void Whizz(int sub, int °) {
int loop1;
for (loop1=(-64); loop1<(-4); loop1++) {
Zoff = (loop1 * 8) - 15;
if (sub == 1) Xoff -= 7; else Xoff += 7;
RotatePoints(deg,deg,deg);
DrawPoints();
Flip(Vaddr,VGA);
Cls(0,Vaddr);
deg = (deg + 5) % 360;
}
}
/////////////////////////////////////////////////////////////////////////////
// //
// MoveAround() - This is the main display function. First it brings the //
// object towards the viewer by increasing the Zoff, then //
// it passes control to the user. //
// //
/////////////////////////////////////////////////////////////////////////////
void MoveAround() {
int deg=0, loop1, loop2;
byte ch=1; // assign a dummy value to ch
Yoff = 100;
Xoff = 350;
Cls(0,Vaddr);
for (loop1=0; loop1<MAXPOLYS; loop1++)
for (loop2=0; loop2<POLYPOINTS; loop2++) {
Lines[loop1][loop2].x = A[loop1][loop2][0];
Lines[loop1][loop2].y = A[loop1][loop2][1];
Lines[loop1][loop2].z = A[loop1][loop2][2];
}
Whizz(1,deg);
for (loop1=0; loop1<MAXPOLYS; loop1++)
for (loop2=0; loop2<POLYPOINTS; loop2++) {
Lines[loop1][loop2].x = S[loop1][loop2][0];
Lines[loop1][loop2].y = S[loop1][loop2][1];
Lines[loop1][loop2].z = S[loop1][loop2][2];
}
Whizz(0,deg);
for (loop1=0; loop1<MAXPOLYS; loop1++)
for (loop2=0; loop2<POLYPOINTS; loop2++) {
Lines[loop1][loop2].x = P[loop1][loop2][0];
Lines[loop1][loop2].y = P[loop1][loop2][1];
Lines[loop1][loop2].z = P[loop1][loop2][2];
}
Whizz(1,deg);
for (loop1=0; loop1<MAXPOLYS; loop1++)
for (loop2=0; loop2<POLYPOINTS; loop2++) {
Lines[loop1][loop2].x = H[loop1][loop2][0];
Lines[loop1][loop2].y = H[loop1][loop2][1];
Lines[loop1][loop2].z = H[loop1][loop2][2];
}
Whizz(0,deg);
for (loop1=0; loop1<MAXPOLYS; loop1++)
for (loop2=0; loop2<POLYPOINTS; loop2++) {
Lines[loop1][loop2].x = Y[loop1][loop2][0];
Lines[loop1][loop2].y = Y[loop1][loop2][1];
Lines[loop1][loop2].z = Y[loop1][loop2][2];
}
Whizz(1,deg);
for (loop1=0; loop1<MAXPOLYS; loop1++)
for (loop2=0; loop2<POLYPOINTS; loop2++) {
Lines[loop1][loop2].x = X[loop1][loop2][0];
Lines[loop1][loop2].y = X[loop1][loop2][1];
Lines[loop1][loop2].z = X[loop1][loop2][2];
}
Whizz(0,deg);
for (loop1=0; loop1<MAXPOLYS; loop1++)
for (loop2=0; loop2<POLYPOINTS; loop2++) {
Lines[loop1][loop2].x = I[loop1][loop2][0];
Lines[loop1][loop2].y = I[loop1][loop2][1];
Lines[loop1][loop2].z = I[loop1][loop2][2];
}
Whizz(1,deg);
for (loop1=0; loop1<MAXPOLYS; loop1++)
for (loop2=0; loop2<POLYPOINTS; loop2++) {
Lines[loop1][loop2].x = A[loop1][loop2][0];
Lines[loop1][loop2].y = A[loop1][loop2][1];
Lines[loop1][loop2].z = A[loop1][loop2][2];
}
Whizz(0,deg);
Cls(0,Vaddr);
Cls(0,VGA);
Xoff = 160;
do {
if (kbhit()) {
ch = getch();
switch (ch) {
case 'A': case 'a': Zoff += 5; break; // away
case 'Z': case 'z': Zoff -= 5; break; // toward
case ',': Xoff -= 5; break; // left
case '.': Xoff += 5; break; // right
case 'S': case 's': Yoff -= 5; break; // down
case 'X': case 'x': Yoff += 5; break; // up
}
}
DrawPoints();
Flip(Vaddr,VGA);
Cls(0,Vaddr);
RotatePoints(deg,deg,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
}