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- ╒═══════════════════════════════╕
- │ W E L C O M E │
- │ To the VGA Trainer Program │ │
- │ By │ │
- │ DENTHOR of ASPHYXIA │ │ │
- ╘═══════════════════════════════╛ │ │
- ────────────────────────────────┘ │
- ────────────────────────────────┘
-
- --==[ PART 14 ]==--
-
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- ■ Introduction
-
- Hello there. Exams are just around the corner (again :( ), so I thought
- I better get round to doing the next trainer. As usual, there seems to
- have been a big delay between this one and the last one... sorry about
- that ;-)
-
- Well, this trainer is mainly on four things : Glenzing, faster polys,
- fixed point and assembler. The sample program is basically tut 9
- rewritten to include the above.
-
- I'll go through them in order, and hopefully you won't have any hassles
- grasping the concepts. By the way, do any of you read the text files? I
- find myself answering questions via E-Mail etc. that were discussed in
- the text sections of the trainers ... oh well, I'll just ramble along
- anyway ;-)
-
- Please dont send any mail to smith9@batis.bis.und.ac.za anymore ... I
- don't know for how much longer the account will be valid (How can a
- non-BIS person get onto the BIS UNIX machine in the BIS2 directory? If
- his name is Denthor I suppose ;-) Oh well, I got about 8 months use out
- of it. The account expires on Christmas day anyway...) So anyway, please
- leave all messages to denthor@beastie.cs.und.ac.za
-
-
- 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!
-
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- ■ What is glenzing?
-
- This is an easy one. Imagine, in a 3D object, that all the sides are
- made out of colored glass. That means that every time you look through
- that side, everything behind it is tinged in a certain color.
-
- In ascii ...
- +---------+
- | <--|---Light blue
- | |
- +--------+ |
- | | <-|-----|---Dark blue
- | +---|-----+
- | <--|---------Light blue
- +--------+
-
- So where the two sides overlap, the color values of the two sides are
- added. Easy huh? It is also easy to code. This is how you do it :
-
- Set up your pallette to be a nice run of colors.
- Draw your first poly.
- While drawing poly 1, instead of plonking down a set pixel color, grab the
- backgrond pixel, add 1 to it, then put the result down.
- Draw your second poly.
- While drawing poly 2, instead of plonking down a set pixel color, grab the
- backgrond pixel, add 2 to it, then put the result down.
- and so forth.
-
- So if the color behind poly 1 was 5, you would place pixel 6 down
- instead.
-
- If you do this for every single pixel of every single side of your 3d
- object, you then have glenzing going. This is obviously slightly slower
- then just drawing an item straight, but in the sample program it goes
- quite quickly ... this is because of the following sections...
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- ■ Faster Polygons
-
- In Tut 9, you probably noticed that we were using a multiply for every
- single line of the poly that we drew. This is not good. Let's find out
- how to speed it up, shall we...
-
- With the multiply method, we went through every line, to find out the
- minimum x and maximum x value for that line.
-
- +
- ------/---\------- Find min x and max x, draw a line
- / \ between them.
- + +
- \ /
- \ /
- +
-
- How about if we found out all the min and max x's for every line first,
- then just went through an array drawing them. We could do it by
- "scanning" each side in turn. Here is how we do it :
-
- + 1
- /
- /
- 2 +
-
- We go from point one to point two. For every single y we go down, we
- move a constant x value. This value is found like this :
-
- xchange := (x1-x2)/(y1-y2)
-
- Remember gradients? This is how you calulated the slope of a line waaay
- back in school. You never thought it would be any use, didn't you ;-)
-
- Anyway, with this value, we can do the following :
-
- For loop1:=y1 to y2 do BEGIN
- [ Put clever stuff here ]
- x:=x+xchange;
- END;
-
- and we will go through all the x-values we need for that line. Clever,
- huh?
-
- Now for the clever bit. You have an array, from 0 to 199 (which is all
- the possible y-values your onscreen poly can have). Inside this is two
- values, which will be your min x and your max x. You start off with the
- min x being a huge number, and the max x being a low number. Then you
- scan a side. For each y, check to see if one of the following has
- happened : If the x value is smaller then the xmin value in your
- array, make the xmin value equal to the x value
- If the x value is larger then the xmax value in your
- array, make the xmax value equal to the x value
-
- The loop now looks like this :
-
- For loop1:=y1 to y2 do BEGIN
- if x>poly[loop1,1] then poly[loop1,1]:=x;
- if x<poly[loop1,1] then poly[loop1,1]:=x;
- x:=x+xchange;
- END;
-
- Easy? Do this for all four sides (you can change this for polys with
- different numbers of sides), and then you have all the x min and x max
- values you need to draw your polygon.
-
- In the sample program, if you replaced the Hline procedure with one that
- draws solid lines, you could use the given drawpoly for solids.
-
- Even this procedure is sped up by the next section, on fixed point.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- ■ What is fixed point?
-
- Have you ever noticed how slow reals are? I mean slooooow. You can get a
- massive speed increase in most programs by replacing your reals with
- integers, words etc. But, I hear you cry, what happens to the much
- needed fraction bit after the decimal point? The answer? You keep it.
- Here's how.
-
- Let us say you have a word, which is 16 bits. If you want to use it as a
- fixed point value, you can separate it into 2 sections, one of which
- holds the whole value, and one which holds the fraction.
-
- 00000000 00000000 <-Bits
- Whole Fraction
-
- The number 6.5 would therefore be shown as follows :
-
- Top byte : 6
- Bottom byte : 128
-
- 128 is half (or .5) of 256, and in the case of the fraction section, 256
- would equal one whole number.
-
- So let us say we had 6.5 * 2. Using reals this would be a slow mul, but
- with fixed point ...
-
- Top Byte : 6
- Bottom Byte : 128
- Value : 1664 <-This is the true value of the word
- ie. (top byte*256)+bottom byte).
- this is how the computer sees the
- word.
- 1664 shl 1 = 3328 <-shl 1 is the same as *2, just faster.
- Top byte : 13
- Bottom byte : 0
-
- As you can see, we got the correct result! And in a fraction of the time
- that a multiplication of a real would have taken us. You can add and
- subtract fixed point values with no hassles, and multiply and divide
- them by normal values too. When you need the whole value section, you
- can just read the high byte, or do the following
-
- whole = word shr 8
- eg 1664 shr 8 = 6
-
- As you can see, the fraction is truncated. Obviously, the more bits you
- set aside for the fraction section, the more accurate your calculation
- is, but the lesser the maximum whole number you can have. For example,
- in the above numbers, the maximum value of your whole number was 256, a
- far cry from the 65535 a normal (non fixed point) word's maximum.
-
- There are a lot of hassles using fixed point (go on, try shift a
- negative value), most of which have to do with the fact that you have
- severely decreased the maximum number you may have, but trust me, the
- speed increase is worth it (With longintegers, and/or extended 386
- registers, you can even have 16x16 fixed point, which means high
- accuracy and high maximum values)
-
- Try write a program using fixed point. It is not difficult and you will
- get it perfect easily. Trust me, I'm a democoder ;-)
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- ■ Assembler
-
- In the sample program I used one or two assembler commands that I havent
- discussed with you ... here they are ...
-
- imul value This is the same as mul, but for integer values. It
- multiplies ax by the value. If the value is a word,
- it returns the result in DX:AX
-
- sal register,value This is the same as shl, but it is arithmetic,
- in other words it works on integers. If you
- had to shl a negative value, the result would
- mean nothing to you.
-
- rcl register,value This is the same as shl, but after you have
- shifted, the value in the carry flag is placed
- in the now-vacated rightmost bit. The carry
- flag is set when you do an operation where the
- result is greater then the upmost possible
- value of the variable (usually 65535 or 32767)
- eg mov ax,64000
- shl ax,1 {<- Carry flag now = 1}
-
- For more info on shifting etc, re-read tut 7, it goes into the concept
- in detail.
-
- The sample program is basically Tut 9 rewritten. To see how the
- assembler stuff is working, do the following ... Go into 50 line mode
- (-Much- easier to debug), then hit [Alt - D] then R. A little box with
- all your registers, segments etc and their values will pop up. Move it
- down to where you want it, then go back to the program screen (Hit Alt
- and it's number together), and resize it so that you have both it and
- the register box onscreen at once (Alt - 5 to resize) ... then use F4,
- F7 and F8 to trace though the program (you know how). The current value
- of the registers will always be in that box.
-
-
- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- ■ In closing
-
- Well, that is about it. The sample program may start as being a little
- intimidating to some when they first look at it, just remember to read
- it with tut 9, very little is different, it's just with fixed point and
- a bit of assembler.
-
- Before I forget, with Tut 13, the program crashes if you have error
- checking on. This is how you sort it out :
-
- 1) Turn off error checking or
- 2) Make logo a pointer, and get and free the memory or
- 3) Read the logo directly to screen or
- 4) Use the {$M ......} command with various values at the top of the
- program till it works.
-
- I prefer options 3 or 2, but hey ... the problem was that the logo was
- rather large (16k), and Pascal likes complaining ;-)
-
- I am in doubt as to weather to continue doing quotes ... here is a
- conversation I had with Pipsy, after the group conversation got around
- to weather we were normal or not ...
-
- Me : I'm normal.
- Pipsy : No your not.
- Me : Prove it.
- Pipsy : Just look at your quotes in your trainers.
- Me : What? You think those are weird?
- Pipsy : Too weird.
- Me : You mean that there is a weirdness line, and I crossed it?
- Pipsy : Yes.
-
- Bit of a conversation killer that, so we stopped there.
-
- Anyway, this trainer won't have a quote in it ... how about a disclaimer
- instead? Feel free to use it in your messages ...
-
- ------------------------------------------------------------------------
- The views expressed above are mine and not Novells. In fact, I've never
- worked for them in my life!
-
- Byeeee....
- - Denthor
- 18:57
- 9-9-94
-
-
- The following are official ASPHYXIA distribution sites :
-
- ╔══════════════════════════╦════════════════╦═════╗
- ║BBS Name ║Telephone No. ║Open ║
- ╠══════════════════════════╬════════════════╬═════╣
- ║ASPHYXIA BBS #1 ║+27-31-765-5312 ║ALL ║
- ║ASPHYXIA BBS #2 ║+27-31-765-6293 ║ALL ║
- ║C-Spam BBS ║410-531-5886 ║ALL ║
- ║POP! ║+27-12-661-1257 ║ALL ║
- ║Soul Asylum ║+358-0-5055041 ║ALL ║
- ║Wasted Image ║407-838-4525 ║ALL ║
- ╚══════════════════════════╩════════════════╩═════╝
-
- Leave me mail if you want to become an official Asphyxia BBS
- distribution site.
-