kolibrios/programs/demos/free3d04/trunk/free3d04.asm

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;
; Fisheye Raycasting Engine Etc. FREE3D for MENUETOS by Dieter Marfurt
; Version 0.4 (requires some texture-files to compile (see Data Section))
; dietermarfurt@angelfire.com - www.melog.ch/mos_pub/
; Don't hit me - I'm an ASM-Newbie... since years :)
;
; Compile with FASM for Menuet (requires .INC files - see DATA Section)
;
; Willow - greatly srinked code size by using GIF texture and FPU to calculate sine table
;
; !!!! Don't use GIF_LITE.INC in your apps - it's modified for FREE3D !!!!
;
; Heavyiron - new 0-function of drawing window from kolibri (do not work correctly with menuet)
TEX_SIZE equ 64*64*4
ceil = sinus+16*1024
wall = ceil+TEX_SIZE*1
wall2 = ceil+TEX_SIZE*2
wall3 = ceil+TEX_SIZE*3
wall4 = ceil+TEX_SIZE*4
wall5 = ceil+TEX_SIZE*5
wall6 = ceil+TEX_SIZE*6
wall7 = ceil+TEX_SIZE*7
APP_MEM equ 0x200000
use32
org 0x0
db 'MENUET01' ; 8 byte id
dd 0x01 ; header version
dd START ; start of code
dd I_END ; size of image
dd APP_MEM;0x100000 ; memory for app
dd APP_MEM;0x100000 ; esp
dd 0x0 , 0x0 ; I_Param , I_Icon
include 'lang.inc'
include '..\..\..\macros.inc'
COLOR_ORDER equ OTHER
include 'gif_lite.inc'
START: ; start of execution
mov esi,textures
mov edi,ceil-8
call ReadGIF
mov esi,sinus
mov ecx,360*10
fninit
fld [sindegree]
.sinlp:
fst st1
fsin
fmul [sindiv]
fistp dword[esi]
add esi,4
fadd [sininc]
loop .sinlp
call draw_window ; at first, draw the window
call draw_stuff
gamestart:
; ******* MOUSE CHECK *******
; mov eax,37 ; check mouse (use mouse over window to navigate)
; mov ebx,2 ; check mousebuttons
; mcall
; cmp eax,0 ; only use mouse when button down
; je noneed ; deactivated cause of disappear-bug etc.
mov eax,37
mov ebx,1 ; check mouseposition
mcall
mov ebx,eax
shr eax,16
and eax,0x0000FFFF ; mousex
and ebx,0x0000FFFF ; mousey
cmp eax,5 ; mouse out of window ?
jb check_refresh ; it will prevent an app-crash
cmp ebx,22
jb check_refresh
cmp eax, 640
jg check_refresh
cmp ebx,501
jg check_refresh
cmp eax,315 ; navigating?
jb m_left
cmp eax,325 ;
jg m_right
continue:
cmp ebx,220 ;
jb s_up
cmp ebx,260 ;
jg s_down
; ******* END OF MOUSE CHECK *******
check_refresh:
; mov eax,23 ; wait for system event with 10 ms timeout
; mov ebx,1 ; thats max 100 FPS
mov eax,11 ; ask no wait for full speed
mcall
cmp eax,1 ; window redraw request ?
je red2
cmp eax,2 ; key in buffer ?
je key2
cmp eax,3 ; button in buffer ?
je button2
mov edi,[mouseya] ; check flag if a refresh has to be done
cmp edi,1
jne gamestart
mov [mouseya],dword 0
call draw_stuff
jmp gamestart
; END OF MAINLOOP
red2: ; redraw
call draw_window
call draw_stuff
jmp gamestart
key2: ; key
mov eax,2
mcall
cmp al,1
je gamestart ; keybuffer empty
cmp ah,27 ; esc=End App
je finish
cmp ah,178 ; up
je s_up
cmp ah,177 ; down
je s_down
cmp ah,176 ; left
je s_left
cmp ah,179 ; right
je s_right
jmp gamestart ; was any other key
s_up: ; walk forward (key or mouse)
mov eax,[vpx]
mov ebx,[vpy]
mov ecx,[vheading]
mov edi,[sinus+ecx*4]
mov edx,[vheading]
; imul edx,4
; add edx,sinus
; add edx,3600
lea edx, [sinus+3600+edx*4]
cmp edx,eosinus ;cosinus taken from (sinus plus 900) mod 3600
jb ok200
sub edx,14400
ok200:
mov esi,[edx]
; sal esi,1 ; edit walking speed here
; sal edi,1
add eax,edi ; newPx
add ebx,esi ; newPy
mov edi,eax ; newPx / ffff
mov esi,ebx ; newPy / ffff
sar edi,16
sar esi,16
mov ecx,esi
sal ecx,5 ; equal *32
; add ecx,edi
; add ecx,grid
lea ecx, [grid+ecx+edi]
cmp [ecx],byte 0 ; collision check
jne cannotwalk0
mov [vpx],eax
mov [vpy],ebx
mov [mouseya],dword 1 ; set refresh flag
cannotwalk0:
jmp check_refresh
s_down: ; walk backward
mov eax,[vpx]
mov ebx,[vpy]
mov ecx,[vheading]
mov edi,[sinus+ecx*4]
mov edx,[vheading]
; imul edx,4
; add edx,sinus
; add edx,3600
lea edx, [sinus+3600+edx*4]
cmp edx,eosinus ;cosinus taken from (sinus plus 900) mod 3600
jb ok201
sub edx,14400
ok201:
mov esi,[edx]
; sal esi,1 ; edit walking speed here
; sal edi,1
sub eax,edi ; newPx
sub ebx,esi ; newPy
mov edi,eax ; newPx / ffff
mov esi,ebx ; newPy / ffff
sar edi,16
sar esi,16
mov ecx,esi
sal ecx,5
; add ecx,edi
; add ecx,grid
lea ecx, [grid+ecx+edi]
cmp [ecx],byte 0
jne cannotwalk1
mov [vpx],eax
mov [vpy],ebx
mov [mouseya],dword 1
cannotwalk1:
jmp check_refresh
s_left: ; turn left (key)
mov edi,[vheading] ; heading
add edi,50
cmp edi,3600
jb ok_heading0
sub edi,3600
ok_heading0:
mov [vheading],edi
mov [mouseya],dword 1
jmp check_refresh
s_right: ; turn right
mov edi,[vheading]
sub edi,50
cmp edi,-1
jg ok_heading1
add edi,3600
ok_heading1:
mov [vheading],edi
mov [mouseya],dword 1
jmp check_refresh
m_left: ; turn left (mouse)
mov edi,[vheading] ; heading
mov ecx,315
sub ecx,eax
sar ecx,2
add edi,ecx
cmp edi,3600
jb ok_heading2
sub edi,3600
ok_heading2:
mov [vheading],edi
mov [mouseya],dword 1
jmp continue ; allow both: walk and rotate
m_right: ; turn right
mov edi,[vheading]
sub eax,325
sar eax,2
sub edi,eax
cmp edi,-1
jg ok_heading3
add edi,3600
ok_heading3:
mov [vheading],edi
mov [mouseya],dword 1
jmp continue
button2: ; button
mov eax,17 ; get id
mcall
cmp ah,1 ; button id=1 ?
jne gamestart
; eo GAME mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
finish:
mov eax,-1 ; close this program
mcall
; *********************************************
; ******* WINDOW DEFINITIONS AND DRAW ********
; *********************************************
draw_window:
mcall 12,1
mcall 48, 4 ;get skin width
lea ecx, [50*65536+484+eax] ;[y start] *65536 + [y size] + [skin_height]
mcall 0,<50,649>,,0x74ffffff,,title ;draw window
mcall 12,2
ret
; *********************************************
; ******* COMPUTE 3D-VIEW ********
; *********************************************
draw_stuff:
mov [step1],dword 1
;mov [step64],dword 64
mov esi,[vheading]
add esi,320
mov [va],esi
mov eax,[vheading]
sub eax,320
mov [vacompare],eax
;------------------------------------ CAST 640 PIXEL COLUMNS ---------------
; FOR A=320+heading to -319+heading step -1 (a is stored in [va])
;---------------------------------------------------------------------------
; mov edx,5
mov [vx1],dword 0 ;5 ;edx ; init x1 ... pixelcolumn
for_a:
mov edx,[vx1]
mov [vx1b],edx
sub [vx1b],dword 320
mov edx,[va] ; a2
cmp edx,-1 ; a2 is a mod 3600
jg ok1
add edx,3600
ok1:
cmp edx,3600
jb ok2
sub edx,3600
ok2:
; get stepx and stepy
; mov ecx,edx
; imul ecx,4
; add ecx,sinus ; pointer to stepx
lea ecx, [sinus+edx*4]
mov esi,[ecx]
sar esi,4 ; accuracy
mov [vstepx],esi ; store stepx
; mov esi,edx
; imul esi,4
; add esi,sinus ; pointer to stepy
; add esi,3600
lea esi, [sinus+3600+edx*4]
cmp esi,eosinus ;cosinus taken from ((sinus plus 900) mod 3600)
jb ok202
sub esi,14400
ok202:
mov ecx,[esi]
sar ecx,4
mov [vstepy],ecx ; store stepy
mov eax,[vpx] ; get Camera Position
mov ebx,[vpy]
mov [vxx],eax ; init caster position
mov [vyy],ebx
mov edi,0 ; init L (number of raycsting-steps)
mov [step1],dword 1 ; init Caster stepwidth for L
; raycast a pixel column.................................
raycast:
add edi,[step1] ; count caster steps
;jmp nodouble ; use this to prevent blinking/wobbling textures: much slower!
cmp edi,32
je double
cmp edi,512
je double
cmp edi,1024
je double
jmp nodouble
double:
mov edx,[step1]
sal edx,1
mov [step1],edx
mov edx,[vstepx]
sal edx,1
mov [vstepx],edx
mov edx,[vstepy]
sal edx,1
mov [vstepy],edx
nodouble:
mov eax,32000 ; 3600 ; determine Floors Height based on distance
mov edx,0
mov ebx,edi
div ebx
mov esi,eax
mov [vdd],esi
mov edx,260
sub edx,esi
mov [vh],edx
cmp edx,22
jb no_nu_pixel
cmp edx,259
jg no_nu_pixel ; draw only new pixels
cmp edx,[h_old]
je no_nu_pixel
mov eax,[vxx] ; calc floor pixel
mov ebx,[vyy]
and eax,0x0000FFFF
and ebx,0x0000FFFF
shr eax,10
shr ebx,10 ; pixel coords inside Texture x,y 64*64
mov [xfrac],eax
mov [yfrac],ebx
; plot floor pixel !!!!
mov [vl],edi ; save L
mov [ytemp],esi ; remember L bzw. H
mov edi,[yfrac] ; get pixel color of this floor pixel
sal edi,8
mov esi,[xfrac]
sal esi,2
; add edi,esi
; add edi,wall ; in fact its floor, just using the wall texture :)
lea edi, [wall+edi+esi]
mov edx,[edi]
mov [remesi],esi
;**** calculate pixel adress:****
mov esi,[ytemp]
add esi,240
imul esi,1920
; add esi,[vx1]
; add esi,[vx1]
; add esi,[vx1]
; add esi,0x80000
mov eax, [vx1]
lea eax, [eax+eax*2]
lea esi, [0x80000+eax+esi]
cmp esi,0x80000+1920*480
jg foff0
cmp esi,0x80000
jb foff0
; now we have the adress of the floor-pixel color in edi
; and the adress of the pixel in the image in esi
mov edx,[edi]
;******************** custom distance DARKEN Floor
mov eax,[vdd]
; jmp nodark0 ; use this to deactivate darkening floor (a bit faster)
cmp eax,80
jg nodark0
; split rgb
mov [blue],edx
and [blue],dword 255
shr edx,8
mov [green],edx
and [green],dword 255
shr edx,8
mov [red],edx
and [red],dword 255
mov eax,81 ; darkness parameter
sub eax,[vdd]
sal eax,1
; reduce rgb
sub [red],eax
cmp [red], dword 0
jg notblack10
mov [red],dword 0
notblack10:
sub [green],eax
cmp [green],dword 0
jg notblack20
mov [green],dword 0
notblack20:
mov edx,[blue]
sub [blue],eax
cmp [blue],dword 0
jg notblack30
mov [blue],dword 0
notblack30:
shl dword [red],16 ; reassemble rgb
shl dword [green],8
mov edx,[red]
or edx,[green]
or edx,[blue]
nodark0:
; eo custom darken floor
mov eax,edx
mov [esi],eax ; actually draw the floor pixel
; paint "forgotten" pixels
mov edx,[lasty]
sub edx,1920
cmp esi,edx
je foff0
mov [esi+1920],eax
sub edx,1920
cmp esi,edx
je foff0
mov [edx+1920],eax
sub edx,1920
cmp esi,edx
je foff0
mov [edx+1920],eax
foff0:
mov [lasty],esi
;**** end of draw floor pixel ****
mov esi,[remesi]
mov edi,[vl] ; restore L
no_nu_pixel:
mov esi,[vh]
mov [h_old],esi
mov eax,[vxx]
mov ebx,[vyy]
add eax,[vstepx] ; casting...
add ebx,[vstepy]
mov [vxx],eax
mov [vyy],ebx
sar eax,16
sar ebx,16
mov [vpxi],eax ; casters position in Map Grid
mov [vpyi],ebx
mov edx,ebx
; imul edx,32
shl edx,5
; add edx,grid
; add edx,eax
lea edx, [grid+edx+eax]
cmp [edx],byte 0 ; raycaster reached a wall? (0=no)
jne getout
cmp edi,10000 ; limit view range
jb raycast
;................................................
getout:
mov eax,[edx] ; store Grid Wall Value for Texture Selection
mov [vk],eax
call blur ; deactivate this (blurs the near floor) : a bit faster
; simply copy floor to ceil pixel column here
;jmp nocopy ; use this for test purposes
pusha
mov eax,0x80000+1920*240
mov ebx,0x80000+1920*240
copyfloor:
sub eax,1920
add ebx,1920
; mov ecx,0
; add ecx,[vx1]
; add ecx,[vx1]
; add ecx,[vx1]
mov ecx, [vx1]
lea ecx, [ecx+ecx*2]
; mov edx,ecx
; add ecx,eax
; add edx,ebx
lea edx, [ecx+ebx]
add ecx,eax
mov esi,[edx]
mov [ecx],esi
cmp eax,0x80000
jg copyfloor
popa
; *** end of copy floor to ceil
;nocopy:
;__________________________________________________________________________
; draw this pixelrows wall
mov [vl],edi
mov edi,260
sub edi,[vdd]
cmp edi,0
jg ok3
xor edi,edi
ok3:
mov [vbottom],edi ; end wall ceil (or window top)
mov esi,262
add esi,[vdd] ; start wall floor
xor edi,edi
; somethin is wrong with xfrac,so recalc...
mov eax,[vxx]
and eax,0x0000FFFF
shr eax,10
mov [xfrac],eax
mov eax,[vyy]
and eax,0x0000FFFF
shr eax,10
mov [yfrac],eax
pixelrow:
; find each pixels color:
add edi,64
sub esi,1
cmp esi, 502 ; dont calc offscreen-pixels
jg speedup
xor edx,edx
mov eax, edi
mov ebx,[vdd]
; add ebx,[vdd]
add ebx, ebx
div ebx
and eax,63
mov [ytemp],eax ; get y of texture for wall
mov eax,[xfrac]
add eax,[yfrac]
and eax,63
mov [xtemp],eax ; get x of texture for wall
; now prepare to plot that wall-pixel...
mov [remedi],edi
mov edi,[ytemp]
sal edi,8
mov edx,[xtemp]
sal edx,2
add edi,edx
mov eax,[vk] ; determine which texture should be used
and eax,255
cmp eax,1
jne checkmore1
add edi,ceil
jmp foundtex
checkmore1:
cmp eax,2
jne checkmore2
add edi,wall
jmp foundtex
checkmore2:
cmp eax,3
jne checkmore3
add edi,wall2
jmp foundtex
checkmore3:
cmp eax,4
jne checkmore4
add edi,wall3
jmp foundtex
checkmore4:
cmp eax,5
jne checkmore5
add edi,wall4
jmp foundtex
checkmore5:
cmp eax,6
jne checkmore6
add edi,wall5
jmp foundtex
checkmore6:
cmp eax,7
jne checkmore7
add edi,wall6
jmp foundtex
checkmore7:
cmp eax,8
jne checkmore8
add edi,wall7
jmp foundtex
checkmore8:
foundtex:
mov edx,[edi] ; get pixel color inside texture
; ***pseudoshade south-west
jmp east ; activate this for southwest pseudoshade : a bit slower + blink-bug
mov edi,[yfrac]
mov [pseudo],dword 0 ; store flag for custom distance darkening
cmp edi,[xfrac]
jge east
and edx,0x00FEFEFE
shr edx,1
mov [pseudo],dword 1
east:
call dark_distance ; deactivate wall distance darkening: a bit faster
; ******* DRAW WALL PIXEL *******
mov eax,esi
; sub eax,22
lea eax, [esi-22]
imul eax,1920
; add eax,[vx1]
; add eax,[vx1]
; add eax,[vx1]
; add eax,0x80000
mov ebx, [vx1]
lea ebx, [ebx+ebx*2]
lea eax, [eax+0x80000+ebx]
cmp eax,0x80000+1920*480
jg dont_draw
cmp eax,0x80000
jb dont_draw
mov [eax],edx ; actually set the pixel in the image
; *** eo draw wall pixel
dont_draw:
mov edi,[remedi]
speedup:
cmp esi,[vbottom] ; end of this column?
jg pixelrow
mov edi,[vl] ; restoring
mov eax,[vx1] ; inc X1
add eax,1
mov [vx1],eax
;*** NEXT A ***
mov esi,[va]
sub esi,1
mov [va],esi
cmp esi,[vacompare]
jg for_a
;*** EO NEXT A ***
;---------------------------------------------------------------------------
; **** put image !!!!!****
; ***********************
mov eax,7
mov ebx,0x80000
mov ecx,640*65536+480
xor edx,edx
mcall
ret
blur:
pusha
mov eax,0x080000+360*1920
copyfloor2:
add eax,1920
; mov ebx,eax
; add ebx,[vx1]
; add ebx,[vx1]
; add ebx,[vx1]
mov ebx,[vx1]
lea ebx, [ebx+ebx*2]
add ebx, eax
mov ecx,[ebx-15]
and ecx,0x00FEFEFE
shr ecx,1
mov edx,[ebx-12]
and edx,0x00FEFEFE
shr edx,1
add edx,ecx
and edx,0x00FEFEFE
shr edx,1
mov ecx,[ebx-9]
and ecx,0x00FEFEFE
shr ecx,1
add edx,ecx
and edx,0x00FEFEFE
shr edx,1
mov ecx,[ebx-6]
and ecx,0x00FEFEFE
shr ecx,1
add edx,ecx
and edx,0x00FEFEFE
shr edx,1
mov ecx,[ebx-3]
and ecx,0x00FEFEFE
shr ecx,1
add edx,ecx
and edx,0x00FEFEFE
shr edx,1
mov ecx,[ebx]
and ecx,0x00FEFEFE
shr ecx,1
add edx,ecx
mov [ebx],edx
cmp eax,0x80000+478*1920
jb copyfloor2
popa
ret
; ******* Darken by Distance *******
dark_distance:
; color must be in edx, wall height in [vdd]
mov eax,[vdd]
cmp eax,50
jg nodark
; split rgb
mov [blue],edx
and [blue],dword 255
shr edx,8
mov [green],edx
and [green],dword 255
shr edx,8
mov [red],edx
and [red],dword 255
mov eax,51 ; darkness parameter
sub eax,[vdd]
cmp [pseudo],dword 1
je isdarkside
sal eax,2
isdarkside:
; reduce rgb
sub [red],eax
cmp [red], dword 0
jg notblack10b
mov [red],dword 0
notblack10b:
sub [green],eax
cmp [green],dword 0
jg notblack20b
mov [green],dword 0
notblack20b:
mov edx,[blue]
sub [blue],eax
cmp [blue],dword 0
jg notblack30b
mov [blue],dword 0
notblack30b:
shl dword [red],16 ; reassemble rgb
shl dword [green],8
mov edx,[red]
or edx,[green]
or edx,[blue]
mov eax,edx
nodark:
ret
; DATA AREA
;ceil=ceil
;wall=wall floor
;2 corner stone
;3 leaf mosaic
;4 closed window
;5 greek mosaic
;6 old street stones
;7 maya wall
grid: ; 32*32 Blocks, Map: 0 = Air, 1 to 8 = Wall
db 2,1,2,1,2,1,2,1,2,1,2,1,1,1,1,1,1,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
db 1,0,0,0,1,0,0,0,0,0,0,3,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8
db 5,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8
db 1,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,1,0,0,0,0,3,3,3,3,0,0,0,0,0,0,8
db 5,0,1,2,3,4,5,6,7,8,2,1,3,3,3,0,5,0,2,1,2,3,0,0,0,0,0,0,0,0,0,8
db 1,0,0,0,0,0,0,0,0,0,2,3,0,0,0,0,5,0,0,0,0,3,0,0,0,0,0,0,0,0,0,8
db 5,0,0,0,1,0,0,4,0,0,0,1,0,0,0,0,5,0,0,0,0,3,3,0,3,3,0,0,0,0,0,8
db 1,1,0,1,1,1,1,4,1,0,1,3,0,0,0,0,5,2,1,2,0,3,0,0,0,3,0,0,0,0,0,8
db 5,0,0,0,1,0,0,0,0,0,0,1,0,3,3,3,5,0,0,0,0,3,0,0,0,3,0,0,0,0,0,8
db 1,0,0,0,1,0,0,5,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,0,0,3,0,0,0,0,0,8
db 5,0,0,0,0,0,0,5,0,0,0,1,0,0,0,0,5,0,0,0,0,3,0,0,0,0,0,0,0,0,0,8
db 1,4,4,4,4,4,4,4,4,4,4,3,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,8,8
db 2,2,2,2,2,2,8,8,8,8,8,8,8,8,8,0,0,0,6,6,0,7,7,7,7,7,7,7,7,7,8,8
db 1,0,0,0,1,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,1
db 5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,2,2,2,2,0,0,0,0,3,3,3,3,3,1
db 1,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,6,0,0,0,0,2,0,0,0,0,3,0,0,0,0,1
db 5,0,2,3,2,3,2,3,2,3,2,1,0,0,0,0,6,0,2,2,0,2,0,0,0,0,3,0,5,5,0,1
db 1,0,0,0,0,0,0,4,0,0,0,3,0,0,0,0,6,0,0,2,0,2,0,2,0,0,3,0,0,0,0,1
db 5,0,0,0,1,0,0,4,0,0,0,1,0,0,0,0,6,0,0,2,2,2,0,2,0,0,3,3,3,3,0,1
db 1,1,0,1,1,1,1,4,1,0,1,3,7,7,7,0,6,0,0,0,0,0,0,2,0,0,0,0,0,3,0,1
db 5,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,6,0,0,0,0,2,2,2,0,0,0,0,0,3,0,1
db 1,0,0,0,1,0,0,5,0,0,0,3,0,0,0,0,6,0,0,0,0,2,0,0,0,0,0,0,0,0,0,1
db 5,0,0,0,0,0,0,5,0,0,0,1,0,0,0,0,6,0,5,1,0,2,0,0,4,4,0,4,4,0,0,1
db 1,4,1,4,1,4,1,4,1,4,1,3,0,0,0,0,6,0,0,5,0,2,0,0,0,4,0,4,0,0,0,1
db 1,0,0,0,0,0,0,4,0,0,0,3,0,3,3,3,6,0,0,1,0,1,0,0,4,4,0,4,4,0,0,1
db 5,0,0,0,1,0,0,4,0,0,0,1,0,0,0,0,6,0,0,5,0,1,0,4,4,0,0,0,4,4,0,1
db 1,1,0,1,1,1,1,4,1,0,1,3,0,0,0,0,6,0,0,1,0,1,0,4,0,0,0,0,0,4,0,1
db 5,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,6,0,0,5,0,1,0,4,0,0,0,0,0,4,0,1
db 1,0,0,0,1,0,0,5,0,0,0,3,0,0,0,0,6,1,5,1,0,1,0,4,4,0,0,0,4,4,0,1
db 5,0,0,0,0,0,0,5,0,0,0,0,0,0,1,1,0,0,0,0,0,1,0,0,4,4,4,4,4,0,0,1
db 1,4,1,4,1,4,1,4,1,4,1,3,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1
db 2,1,2,1,2,1,2,1,2,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
vpx:
dd 0x0001FFFF ; initial player position * 0xFFFF
vpy:
dd 0x0001FFFF
title db 'FISHEYE RAYCASTING ENGINE ETC. FREE3D',0
sindegree dd 0.0
sininc dd 0.0017453292519943295769236907684886
sindiv dd 6553.5
textures:
file 'texture.gif'
align 4
col1:
dd ?;-
; misc raycaster vars:
vxx:
dd ?;-
vyy:
dd ?;-
vl:
dd ?;-
vstepx:
dd ?;-
vstepy:
dd ?;-
vxxint:
dd ?;-
vyyint:
dd ?;-
vk:
dd ?;-
va:
dd ?;-
va2:
dd ?;-
vdd:
dd ?;-
vx1:
dd ?;-
vx1b:
dd ?;-
vh:
dd ?;-
vdt:
dd ?;-
vheading: ; initial heading: 0 to 3599
dd ?;-
vacompare:
dd ?;-
vpxi:
dd ?;-
vpyi:
dd ?;-
wtolong:
dw ?,?;-,?;-
xtemp:
dd ?;-
ytemp:
dd ?;-
xfrac:
dd ?;-
yfrac:
dd ?;-
h_old:
dd ?;-
vbottom:
dd ?;-
mouseya:
dd ?;-
remeax:
dd ?;-
remebx:
dd ?;-
remecx:
dd ?;-
remedx:
dd ?;-
remedi:
dd ?;-
remesi:
dd ?;-
red:
dd ?;-
green:
dd ?;-
blue:
dd ?;-
pseudo:
dd ?;-
step1:
dd ?;-
step64:
dd ?;-
lasty:
dd ?;-
I_END:
IncludeUGlobals
sinus rd 360*10
eosinus: