{$X+}
USES Crt;
CONST VGA = $A0000;
MaxLines = 12;
Obj : Array [1..MaxLines,1..2,1..3] of integer =
(
((-10,-10,-10),(10,-10,-10)),((-10,-10,-10),(-10,10,-10)),
((-10,10,-10),(10,10,-10)),((10,-10,-10),(10,10,-10)),
((-10,-10,10),(10,-10,10)),((-10,-10,10),(-10,10,10)),
((-10,10,10),(10,10,10)),((10,-10,10),(10,10,10)),
((-10,-10,10),(-10,-10,-10)),((-10,10,10),(-10,10,-10)),
((10,10,10),(10,10,-10)),((10,-10,10),(10,-10,-10))
); { The 3-D coordinates of our object ... stored as (X1,Y1,Z1), }
{ (X2,Y2,Z2) ... for the two ends of a line }
Type Point = Record
x,y,z:real; { The data on every point we rotate}
END;
VAR Lines : Array [1..MaxLines,1..2] of Point; { The base object rotated }
Translated : Array [1..MaxLines,1..2] of Point; { The rotated object }
Xoff,Yoff,Zoff:Integer; { Used for movement of the object }
lookup : Array [0..360,1..2] of real; { Our sin and cos lookup table }
Virscr : Array [1..64000] of byte;
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Procedure SetMCGA; { This procedure gets you into 320x200x256 mode. }
BEGIN
asm
mov ax,0013h
int 10h
end;
END;
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Procedure SetText; { This procedure returns you to text mode. }
BEGIN
asm
mov ax,0003h
int 10h
end;
END;
{***************************************************************************}
Procedure Cls (Col : Byte);
{ This clears the screen to the specified color }
BEGIN
Fillchar (Mem [$a0000],64000,col);
END;
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Procedure Flip;
{ This flips the virtual screen to the VGA screen. }
BEGIN
move(VirScr,mem[VGA],64000);
END;
{__________________________________________________________________________}
procedure WaitRetrace; assembler;
{ This waits until you are in a Verticle Retrace ... this means that all
screen manipulation you do only appears on screen in the next verticle
retrace ... this removes most of the "fuzz" that you see on the screen
when changing the pallette. It unfortunately slows down your program
by "synching" your program with your monitor card ... it does mean
that the program will run at almost the same speed on different
speeds of computers which have similar monitors. In our SilkyDemo,
we used a WaitRetrace, and it therefore runs at the same (fairly
fast) speed when Turbo is on or off. }
label
l1, l2;
asm
mov dx,3DAh
@l1:
in al,dx
and al,08h
jnz @l1
@l2:
in al,dx
and al,08h
jz @l2
end;
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Procedure Pal(ColorNo : Byte; R,G,B : Byte);
{ This sets the Red, Green and Blue values of a certain color }
Begin
Port[$3c8] := ColorNo;
Port[$3c9] := R;
Port[$3c9] := G;
Port[$3c9] := B;
End;
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Function rad (theta : real) : real;
{ This calculates the degrees of an angle }
BEGIN
rad := theta * pi / 180
END;
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Procedure SetUpPoints;
{ This sets the basic offsets of the object, creates the lookup table and
moves the object from a constant to a variable }
VAR loop1:integer;
BEGIN
Xoff:=160;
Yoff:=100;
Zoff:=-256;
For loop1:=0 to 360 do BEGIN
lookup [loop1,1]:=sin (rad (loop1));
lookup [loop1,2]:=cos (rad (loop1));
END;
For loop1:=1 to MaxLines do BEGIN
Lines [loop1,1].x:=Obj [loop1,1,1];
Lines [loop1,1].y:=Obj [loop1,1,2];
Lines [loop1,1].z:=Obj [loop1,1,3];
Lines [loop1,2].x:=Obj [loop1,2,1];
Lines [loop1,2].y:=Obj [loop1,2,2];
Lines [loop1,2].z:=Obj [loop1,2,3];
END;
END;
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Procedure Putpixel (X,Y : Integer; Col : Byte);
{ This puts a pixel on the VGA screen by writing directly to memory. }
BEGIN
Mem [VGA+X+(Y*320)]:=Col;
END;
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Procedure PutPixel2 (X,Y : Integer; Col : Byte);
{ This puts a pixel at X,Y using color col, on the Virtual Screen}
BEGIN
Virscr [X+(Y*320)]:=col;
END;
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Procedure Line(a,b,c,d:integer;col:byte);
{ This draws a solid line from a,b to c,d in colour col }
function sgn(a:real):integer;
begin
if a>0 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
putpixel2(a,b,col);
s := s + n;
IF not (s<m) THEN
BEGIN
s := s - m;
a:= a + d1x;
b := b + d1y;
END
ELSE
BEGIN
a := a + d2x;
b := b + d2y;
END;
end;
END;
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Procedure DrawLogo;
{ This draws 'ASPHYXIA' at the top of the screen in little balls }
CONST ball : Array [1..5,1..5] of byte =
((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));
VAR Logo : Array [1..5] of String;
loop1,loop2,loop3,loop4:integer;
BEGIN
pal (13,0,63,0);
pal (1,0,0,40);
pal (2,0,0,45);
pal (3,0,0,50);
pal (4,0,0,60);
Logo[1]:=' O OOO OOO O O O O O O OOO O ';
Logo[2]:='O O O O O O O O O O O O O O';
Logo[3]:='OOO OOO OOO OOO O O O OOO';
Logo[4]:='O O O O O O O O O O O O';
Logo[5]:='O O OOO O O O O O O OOO O O';
For loop1:=1 to 5 do
For loop2:=1 to 31 do
if logo[loop1][loop2]='O' then
For loop3:=1 to 5 do
For loop4:=1 to 5 do
putpixel2 (loop2*10+loop3,loop1*4+loop4,ball[loop3,loop4]);
END;
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Procedure RotatePoints (X,Y,Z:Integer);
{ This rotates object lines by X,Y and Z; then places the result in
TRANSLATED }
VAR loop1:integer;
temp:point;
BEGIN
For loop1:=1 to maxlines do BEGIN
temp.x:=lines[loop1,1].x;
temp.y:=lookup[x,2]*lines[loop1,1].y - lookup[x,1]*lines[loop1,1].z;
temp.z:=lookup[x,1]*lines[loop1,1].y + lookup[x,2]*lines[loop1,1].z;
translated[loop1,1]:=temp;
If y>0 then BEGIN
temp.x:=lookup[y,2]*translated[loop1,1].x - lookup[y,1]*translated[loop1,1].y;
temp.y:=lookup[y,1]*translated[loop1,1].x + lookup[y,2]*translated[loop1,1].y;
temp.z:=translated[loop1,1].z;
translated[loop1,1]:=temp;
END;
If z>0 then BEGIN
temp.x:=lookup[z,2]*translated[loop1,1].x + lookup[z,1]*translated[loop1,1].z;
temp.y:=translated[loop1,1].y;
temp.z:=-lookup[z,1]*translated[loop1,1].x + lookup[z,2]*translated[loop1,1].z;
translated[loop1,1]:=temp;
END;
temp.x:=lines[loop1,2].x;
temp.y:=cos (rad(X))*lines[loop1,2].y - sin (rad(X))*lines[loop1,2].z;
temp.z:=sin (rad(X))*lines[loop1,2].y + cos (rad(X))*lines[loop1,2].z;
translated[loop1,2]:=temp;
If y>0 then BEGIN
temp.x:=cos (rad(Y))*translated[loop1,2].x - sin (rad(Y))*translated[loop1,2].y;
temp.y:=sin (rad(Y))*translated[loop1,2].x + cos (rad(Y))*translated[loop1,2].y;
temp.z:=translated[loop1,2].z;
translated[loop1,2]:=temp;
END;
If z>0 then BEGIN
temp.x:=cos (rad(Z))*translated[loop1,2].x + sin (rad(Z))*translated[loop1,2].z;
temp.y:=translated[loop1,2].y;
temp.z:=-sin (rad(Z))*translated[loop1,2].x + cos (rad(Z))*translated[loop1,2].z;
translated[loop1,2]:=temp;
END;
END;
END;
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Procedure DrawPoints;
{ This draws the translated object to the virtual screen }
VAR loop1:Integer;
nx,ny,nx2,ny2:integer;
temp:integer;
BEGIN
For loop1:=1 to MaxLines do BEGIN
If (translated[loop1,1].z+zoff<0) and (translated[loop1,2].z+zoff<0) then BEGIN
temp:=round (translated[loop1,1].z+zoff);
nx :=round (256*translated[loop1,1].X) div temp+xoff;
ny :=round (256*translated[loop1,1].Y) div temp+yoff;
temp:=round (translated[loop1,2].z+zoff);
nx2:=round (256*translated[loop1,2].X) div temp+xoff;
ny2:=round (256*translated[loop1,2].Y) div temp+yoff;
If (NX > 0) and (NX < 320) and (NY > 25) and (NY < 200) and
(NX2> 0) and (NX2< 320) and (NY2> 25) and (NY2< 200) then
line (nx,ny,nx2,ny2,13);
END;
END;
END;
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Procedure ClearPoints;
{ This clears the translated object from the virtual screen ... believe it
or not, this is faster then a straight "cls (vaddr,0)" }
VAR loop1:Integer;
nx,ny,nx2,ny2:Integer;
temp:integer;
BEGIN
For loop1:=1 to MaxLines do BEGIN
If (translated[loop1,1].z+zoff<0) and (translated[loop1,2].z+zoff<0) then BEGIN
temp:=round (translated[loop1,1].z+zoff);
nx :=round (256*translated[loop1,1].X) div temp+xoff;
ny :=round (256*translated[loop1,1].Y) div temp+yoff;
temp:=round (translated[loop1,2].z+zoff);
nx2:=round (256*translated[loop1,2].X) div temp+xoff;
ny2:=round (256*translated[loop1,2].Y) div temp+yoff;
If (NX > 0) and (NX < 320) and (NY > 25) and (NY < 200) and
(NX2> 0) and (NX2< 320) and (NY2> 25) and (NY2< 200) then
line (nx,ny,nx2,ny2,0);
END;
END;
END;
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Procedure MoveAround;
{ This is the main display procedure. Firstly it brings the object towards
the viewer by increasing the Zoff, then passes control to the user }
VAR deg,loop1:integer;
ch:char;
BEGIN
deg:=0;
ch:=#0;
Cls(0);
DrawLogo;
For loop1:=-256 to -40 do BEGIN
zoff:=loop1*2;
RotatePoints (deg,deg,deg);
DrawPoints;
WaitRetrace;
flip;
ClearPoints;
deg:=(deg+5) mod 360;
END;
Repeat
if keypressed then BEGIN
ch:=upcase (Readkey);
Case ch of 'A' : zoff:=zoff+5;
'Z' : zoff:=zoff-5;
',' : xoff:=xoff-5;
'.' : xoff:=xoff+5;
'S' : yoff:=yoff-5;
'X' : yoff:=yoff+5;
END;
END;
DrawPoints;
WaitRetrace;
flip;
ClearPoints;
RotatePoints (deg,deg,deg);
deg:=(deg+5) mod 360;
Until ch=#27;
END;
BEGIN
Writeln ('Greetings and salutations! Hope you had a great Christmas and New');
Writeln ('year! ;-) ... Anyway, this tutorial is on 3-D, so this is what is');
Writeln ('going to happen ... a wireframe square will come towards you.');
Writeln ('When it gets close, you get control. "A" and "Z" control the Z');
Writeln ('movement, "," and "." control the X movement, and "S" and "X"');
Writeln ('control the Y movement. I have not included rotation control, but');
Writeln ('it should be easy enough to put in yourself ... if you have any');
Writeln ('hassles, leave me mail.');
Writeln;
Writeln ('Read the main text file for ideas on improving this code ... and');
Writeln ('welcome to the world of 3-D!');
writeln;
writeln;
Write (' Hit any key to contine ...');
Readkey;
SetMCGA;
SetUpPoints;
MoveAround;
SetText;
Writeln ('All done. This concludes the eigth 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 am also an avid');
Writeln ('Connectix BBS user, and occasionally read RSAProg.');
Writeln ('For discussion purposes, I am also the moderator of the Programming');
Writeln ('newsgroup on the For Your Eyes Only BBS.');
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 ('I hope to hear from you soon!');
Writeln; Writeln;
Write ('Hit any key to exit ...');
Readkey;
END.