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TUT8.CPP
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1995-01-14
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/////////////////////////////////////////////////////////////////////////////
// //
// TUTPROG8.CPP - VGA Trainer Program 8 (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 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. If you are //
// a 486DX/33 or higher, you may wish to turn turbo off. //
// //
// 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 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. 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 14, 1995 //
// //
/////////////////////////////////////////////////////////////////////////////
// //
// INCLUDE FILES //
// //
#include <alloc.h>
// farcalloc()
#include <conio.h>
// clrscr(), getch(), kbhit()
#include <dos.h>
// FP_SEG, geninterrupt()
#include <iostream.h>
// cout
#include <math.h>
// sin(), cos()
#include <stdlib.h>
// exit()
#include "gfx1.cpp"
// //
// 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}}, // 0 .-----2----.
{{-10,-10,-10}, {-10, 10,-10}}, // 1 /| /|
{{-10, 10,-10}, { 10, 10,-10}}, // 2 9 | A |
{{ 10,-10,-10}, { 10, 10,-10}}, // 3 / | / |
{{-10,-10, 10}, { 10,-10, 10}}, // 4 .------6---. 3
{{-10,-10, 10}, {-10, 10, 10}}, // 5 | | | |
{{-10, 10, 10}, { 10, 10, 10}}, // 6 | 1 7 |
{{ 10,-10, 10}, { 10, 10, 10}}, // 7 | | | |
{{-10,-10, 10}, {-10,-10,-10}}, // 8 5 '----0-|---'
{{-10, 10, 10}, {-10, 10,-10}}, // 9 | / | /
{{ 10, 10, 10}, { 10, 10,-10}}, // A | 8 | B
{{ 10,-10, 10}, { 10,-10,-10}} // B |/ |/
}; // `-----4----'
// //
// 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; // Pointer to our virtual screen
word Vaddr; // Segment of our virtual screen
float Lookup[360][2]; // Our sin and cos lookup table
int Xoff, Yoff, Zoff; // Used for movement of the objects
Point Lines[MAXLINES][2]; // The base object rotated
Point Translated[MAXLINES][2]; // The rotated object
///////////////////////////////////////////////////////////////////////////////
// //
// MAIN FUNCTION //
// //
///////////////////////////////////////////////////////////////////////////////
void main() {
SetUpVirtual();
clrscr();
cout
<< "Greetings and salutations! Hope you had a great Christmas and New\n"
<< "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. ""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
<< "Read the main text file for ideas on improving this code ... and\n"
<< "welcome to the world of 3-D!\n\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"
<< "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"
<< "For discussion purposes, I am also the moderator of the Programming\n"
<< "newsgroup on the For Your Eyes Only BBS.\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\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(64000,1);
// always check to see if enough memory was allocated
if (Virscr == NULL) {
SetText();
cout << "Insufficient memory for virtual screens, exiting...";
exit(1);
}
Vaddr = FP_SEG(Virscr);
}
/////////////////////////////////////////////////////////////////////////////
// //
// ShutDown() - This frees the memory used by the virtual screen. //
// //
/////////////////////////////////////////////////////////////////////////////
void ShutDown() {
free(Virscr);
}
/////////////////////////////////////////////////////////////////////////////
// //
// DrawLogo() - This draws 'SNOWMAN' at the top of the screen in little //
// 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"},
{"O O O O O O O O O O O O O O O"},
{"OOO O O O O O O O O O O OOO O O"},
{" O O O O O O O O O O O O O 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 each line...
for (loop2=0; loop2<31; loop2++) // is it active?
if (Logo[loop1][loop2] == 'O')
for (loop3=0; loop3<5; loop3++) // y coordinate of the ball
for (loop4=0; loop4<5; loop4++) // x coordinate of the ball
Putpixel ((loop2+1)*10+loop3, (loop1+1)*4+loop4,
ball[loop3][loop4],Vaddr);
}
/////////////////////////////////////////////////////////////////////////////
// //
// SetUpPoints() - This sets the basic offsets of the object, creates the //
// lookup table, and moves the object from a constant to a //
// variable. //
// //
/////////////////////////////////////////////////////////////////////////////
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<361; 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<MAXLINES; 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<MAXLINES; 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<MAXLINES; loop1++) {
if ((Translated[loop1][0].z+Zoff<0) && (Translated[loop1][1].z+Zoff<0)) {
// 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<320) && (ny2>25) && (ny2<200))
Line(nx,ny,nx2,ny2,13,Vaddr);
}
}
}
/////////////////////////////////////////////////////////////////////////////
// //
// ClearPoints() - This clears the translated object from the virtual //
// screen ... believe it or not, this is faster than a //
// straight cls(0,vaddr); //
// //
/////////////////////////////////////////////////////////////////////////////
void ClearPoints() {
int loop1, nx, ny, nx2, ny2, temp;
for (loop1=0; loop1<MAXLINES; loop1++) {
if ((Translated[loop1][0].z+Zoff<0) && (Translated[loop1][1].z+Zoff<0)) {
// 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<320) && (ny2>25) && (ny2<200))
Line(nx,ny,nx2,ny2,0,Vaddr);
}
}
}
/////////////////////////////////////////////////////////////////////////////
// //
// 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() {
// For some reason, the values we defined Xoff, Yoff, and Zoff to be in
// the function SetUpPoints() won't hold until this point. If you know
// 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,Vaddr);
DrawLogo();
for (loop1=(-256); loop1<(-39); loop1++) {
Zoff = loop1 * 2;
RotatePoints(deg,deg,deg);
DrawPoints();
Flip(Vaddr,VGA);
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. We already have 7 include
// files, and its getting a bit rediculous.
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);
ClearPoints();
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
}