Glenzing, Fast Polys, etc
ÕÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͸
³ W E L C O M E ³
³ To the VGA Trainer Program ³ ³
³ By ³ ³
³ DENTHOR of ASPHYXIA ³ ³ ³
ÔÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ; ³ ³
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
--==[ PART 14 ]==--
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
þ 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!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
þ 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...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
þ 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 x0 then sgn:=+1;
if a<0 then sgn:=-1;
if a=0 then sgn:=0;
end;
var i,s,d1x,d1y,d2x,d2y,u,v,m,n:integer;
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,b,col,where);
s := s + n;
IF not (smxy then mxy:=y2;
if y3mxy then mxy:=y3; { Choose the min y mny and max y mxy }
if y4mxy then mxy:=y4;
if mny<0 then mny:=0;
if mxy>199 then mxy:=199;
if mny>199 then exit;
if mxy<0 then exit; { Verticle range checking }
mul1:=x1-x4; div1:=y1-y4;
mul2:=x2-x1; div2:=y2-y1;
mul3:=x3-x2; div3:=y3-y2;
mul4:=x4-x3; div4:=y4-y3; { Constansts needed for intersection calc }
for yc:=mny to mxy do
begin
mnx:=320;
mxx:=-1;
if (y4>=yc) or (y1>=yc) then
if (y4<=yc) or (y1<=yc) then { Check that yc is between y1 and y4 }
if not(y4=y1) then
begin
x:=(yc-y4)*mul1 div div1+x4; { Point of intersection on x axis }
if xmxx then
mxx:=x; { Set point as start or end of horiz line }
end;
if (y1>=yc) or (y2>=yc) then
if (y1<=yc) or (y2<=yc) then { Check that yc is between y1 and y2 }
if not(y1=y2) then
begin
x:=(yc-y1)*mul2 div div2+x1; { Point of intersection on x axis }
if xmxx then
mxx:=x; { Set point as start or end of horiz line }
end;
if (y2>=yc) or (y3>=yc) then
if (y2<=yc) or (y3<=yc) then { Check that yc is between y2 and y3 }
if not(y2=y3) then
begin
x:=(yc-y2)*mul3 div div3+x2; { Point of intersection on x axis }
if xmxx then
mxx:=x; { Set point as start or end of horiz line }
end;
if (y3>=yc) or (y4>=yc) then
if (y3<=yc) or (y4<=yc) then { Check that yc is between y3 and y4 }
if not(y3=y4) then
begin
x:=(yc-y3)*mul4 div div4+x3; { Point of intersection on x axis }
if xmxx then
mxx:=x; { Set point as start or end of horiz line }
end;
if mnx<0 then
mnx:=0;
if mxx>319 then
mxx:=319; { Range checking on horizontal line }
if mnx<=mxx then
hline (mnx,mxx,yc,color,where); { Draw the horizontal line }
end;
end;
{ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
Function rad (theta : real) : real;
{ This calculates the degrees of an angle }
BEGIN
rad := theta * pi / 180
END;
{ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
Procedure Putpixel (X,Y : Integer; Col : Byte; where:word); assembler;
{ This puts a pixel on the screen by writing directly to memory. }
Asm
mov ax,[where]
mov es,ax
mov bx,[X]
mov dx,[Y]
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;
{ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
Function Getpixel (X,Y : Integer; where:word):byte; assembler;
{ This puts a pixel on the screen by writing directly to memory. }
Asm
mov ax,[where]
mov es,ax
mov bx,[X]
mov dx,[Y]
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, es:[di]
End;
{ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
Procedure LoadCEL (FileName : string; ScrPtr : pointer);
{ This loads the cel 'filename' into the pointer scrptr }
var
Fil : file;
Buf : array [1..1024] of byte;
BlocksRead, Count : word;
begin
assign (Fil, FileName);
reset (Fil, 1);
BlockRead (Fil, Buf, 800); { Read and ignore the 800 byte header }
Count := 0; BlocksRead := $FFFF;
while (not eof (Fil)) and (BlocksRead <> 0) do begin
BlockRead (Fil, mem [seg (ScrPtr^): ofs (ScrPtr^) + Count], 1024, BlocksRead);
Count := Count + 1024;
end;
close (Fil);
end;
BEGIN
END.{$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;
{ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
Procedure SetMCGA; { This procedure gets you into 320x200x256 mode. }
BEGIN
asm
mov ax,0013h
int 10h
end;
END;
{ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
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;
{ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
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 y2ytopclip-1) and (loop1poly[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 y2maxy then maxy:=y2;
if y3>maxy then maxy:=y3;
if y4>maxy then maxy:=y4;
if minyybotclip 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;
{ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
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;
{ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
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;
{ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
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;
{ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
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.
[BACK] Back
Discuss this article in the forums
See Also: © 1999-2011 Gamedev.net. All rights reserved. Terms of Use Privacy Policy
|