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TUTPRO14.PAS
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Pascal/Delphi Source File
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1994-09-08
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13KB
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535 lines
{$X+}
USES Crt,GFX2;
CONST VGA = $A000;
maxpolys = 6;
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))
); { The 3-D coordinates of our object ... stored as (X1,Y1,Z1), }
{ (X2,Y2,Z2) ... for the 4 points of a poly }
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 }
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: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 cx,x2
sub cx,x1
cmp cx,0
jle @End
@Loop1 :
mov al,es:[di]
add al,col
{ inc al}
stosb
loop @loop1
@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 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-1) and (loop1<ybotclip+1) 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;
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;
END;
{──────────────────────────────────────────────────────────────────────────}
Procedure DrawPoints;
{ This draws the translated object to the virtual screen }
VAR loop1:Integer;
temp:integer;
nx:integer;
tx1,ty1,tx2,ty2,tx3,ty3,tx4,ty4:integer;
BEGIN
For loop1:=1 to maxpolys do BEGIN
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,160
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,100
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,160
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,100
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,160
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,100
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,160
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,100
mov nx,ax
end;
ty4:=nx;
drawpoly (tx1,ty1,tx2,ty2,tx3,ty3,tx4,ty4,loop1,vaddr);
END;
END;
END;
{──────────────────────────────────────────────────────────────────────────}
Procedure MoveAround;
{ This is the main display procedure. }
VAR deg,loop1,loop2:integer;
ch:char;
BEGIN
for loop1:=1 to 15 do
pal (loop1,0,loop1*4+3,63-(loop1*4+3));
pal (100,50,50,50);
deg:=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;
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 (deg,deg,deg);
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;
ytopclip:=ytopclip-4;
ybotclip:=ybotclip+4;
END;
Repeat
if keypressed then ch:=upcase (Readkey);
RotatePoints (deg,deg,deg);
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;
Until ch=#27;
for loop1:=1 to 25 do BEGIN
ytopclip:=ytopclip+4;
ybotclip:=ybotclip-4;
RotatePoints (deg,deg,deg);
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;
END;
END;
BEGIN
clrscr;
writeln ('Welcome to the fourteenth trainer! This one is on glenzing, and also');
writeln ('throws in a faster poly, fixed point math and a lot more assembler.');
writeln;
Writeln ('This isn''t very interactive ... hit any key to start, and then');
writeln ('hit the [ESC] key to exit. It is a glenzed cube spinning in the');
writeln ('middle of the screen. Read the text file for more information on');
writeln ('how the fixed point etc. works ... it will also help a lot if you');
writeln ('compare it with TUTPROG9.PAS, as this is the same 3D system, just');
writeln ('speeded up.');
writeln;
writeln;
writeln;
write ('Hit any key to continue ...');
readkey;
SetUpVirtual;
SetMCGA;
SetUpPoints;
MoveAround;
SetText;
ShutDown;
Writeln ('All done. This concludes the fourteenth 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 (' smith9@batis.bis.und.ac.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.