kolibrios/programs/demos/mos3de/mos3d.bb

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AppTitle "3D Cube Demo","hasta la vista"
While f$<>"1" And f$<>"2"
f$=Input("Fullscreen (1) or Windowed? (2)")
If f$="1"
Graphics 320,240,16,1
EndIf
If f$="2"
Graphics 320,240,16,2
EndIf
Wend
SetBuffer BackBuffer()
; -- init texturemapper
texturefile$="wall3.bmp"
If FileType(texturefile$)=1 Then ; if it exists then load it...
txt=LoadImage(texturefile$); use any 256*256 pixel texture
Else
txt=CreateImage(256,256) ; else create one on the fly
SetBuffer ImageBuffer(txt)
For i=0 To 255
Color i,255-i,0
Line 255-i,0,255,i
Color 255,255-i,255-i
Line 0,255-i,i,255
Next
SetBuffer BackBuffer()
EndIf
Global imgtxt=ImageBuffer(txt)
Dim Lefttable%(480, 2), Righttable%(480, 2) ;Scan converter tables (make shure to reserve enough)
Dim Polypoints%(3, 1) ; Array for polygon co-ords, 4 pairs(x,y) co -ords
Global Miny%, Maxy%
Global Pwidth%, Pheight%
Pwidth = 63 Shl 16 ;original picture width in pixels -1 shl 16
Pheight = 63 Shl 16 ;original picture height in pixels -1 shl 16
; eo init texturemapper
Dim zbuffer(10000) ; maximum of 10k Quads (don't worry, would be too slow anyway :) )
; Read in a mesh
Restore building
Read anz
Dim xwww(anz),ywww(anz),zwww(anz)
Dim xw(anz),yw(anz),zw(anz)
For i=0 To anz
Read xwww(i)
Read ywww(i)
Read zwww(i)
Next
a=0
alpha=1
beta=1
gamma=1
zoom=-500
; MMMMMMMMMMMMMMMMMMMMMMMMMmmmmmain
While KeyDown(1)=0
Miny% = 32767
Maxy% = 0
Color 0,0,0
Rect 0,0,320,240,1
a=a+1.0 ; automatic rotation...
If a>359.9 Then a=0
alpha=a
beta=a
gamma=a+a Mod 360
mausy#=0.1+(MouseY()/50.0)
;mausy#=2.0
For i=0 To anz
xl1#=zwww(i)*Sin(gamma)+xwww(i)*Cos(gamma)
yl1#=ywww(i)
zl1#=zwww(i)*Cos(gamma)-xwww(i)*Sin(gamma)
xl2#=xl1
yl2#=yl1*Cos(beta)-zl1*Sin(beta)
zl2#=yl1*Sin(beta)+zl1*Cos(beta)
xl3#=(yl2*Sin(alpha)+xl2*Cos(alpha))
yl3#=(yl2*Cos(alpha)-xl2*Sin(alpha))
zl3#=(zl2)
; xl3#=xwww(i)
; yl3#=ywww(i)
; zl3#=zwww(i)
If yloc# - Zoom <> 0 Then yloc = Int(yl3 ) * 200 / (zl3 - Zoom)
If xloc# - Zoom <> 0 Then xloc = Int(xl3 ) * 200 / (zl3 - Zoom)
xw(i)=((mausy#)*xloc) +160
yw(i)=((mausy#)*yloc) +120
zw(i)=(zl3+256)
Next
; z-sorting...
For i=0 To 10000
zbuffer(i)=-1
Next
For i=0 To anz-3 Step 4
If zw(i)>=0 ; clip Quads behind Camera
zwmax=zw(i)
If zwmax<zw(i+1) Then zwmax=zw(i+1)
If zwmax<zw(i+2) Then zwmax=zw(i+2)
If zwmax<zw(i+3) Then zwmax=zw(i+3)
While zbuffer(zwmax)<>-1 And zwmax<10000
zwmax=zwmax+1
Wend
zbuffer(zwmax)=i
EndIf
Next
LockBuffer ImageBuffer(txt)
LockBuffer BackBuffer()
For i2=10000 To 0 Step -1 ; reading quads in z-order from far to near
i=zbuffer(i2)
If i>-1 And i< anz-2 ; if it isn't -1 then it's a Quad Point 1 ID
; Mapping...
GetPolygonPoints(i)
FindSmallLargeY()
X1% = Polypoints%(0, 0)
Y1% = Polypoints%(0, 1)
X2% = Polypoints%(1, 0)
Y2% = Polypoints%(1, 1)
ScanConvert(X1%, Y1%, X2%, Y2%, 1) ;scan top of picture
X1% = Polypoints%(1, 0)
Y1% = Polypoints%(1, 1)
X2% = Polypoints%(2, 0)
Y2% = Polypoints%(2, 1)
ScanConvert(X1%, Y1%, X2%, Y2%, 2) ;scan Right of picture
X1% = Polypoints%(2, 0)
Y1% = Polypoints%(2, 1)
X2% = Polypoints%(3, 0)
Y2% = Polypoints%(3, 1)
ScanConvert(X1%, Y1%, X2%, Y2%, 3) ;scan bottom of picture
X1% = Polypoints%(3, 0)
Y1% = Polypoints%(3, 1)
X2% = Polypoints%(0, 0)
Y2% = Polypoints%(0, 1)
ScanConvert(X1%, Y1%, X2%, Y2%, 4) ;scan Left of picture
TextureMap()
EndIf
Next
UnlockBuffer BackBuffer()
UnlockBuffer ImageBuffer(txt)
Color 0,255,0
Text 20,20,"Move Mouse"
Flip 0
Wend
End
; --- texture mapping functions
Function GetPolygonPoints(ilocal%) ; initially read in a rectangle
For Count% = 0 To 3
Polypoints%(Count%, 0) = xw(ilocal%+Count%)
Polypoints%(Count%, 1) = yw(ilocal%+Count%)
Next
End Function
Function FindSmallLargeY()
For Count% = 0 To 3
Ycoord% = Polypoints%(Count%, 1)
If Ycoord% < Miny% Then ; is this the New lowest y co-ord?
Miny% = Ycoord% ; Yes...
End If
If Ycoord% > Maxy% Then ; is this the New highest y co-ord?
Maxy% = Ycoord% ; Yes...
End If
Next
End Function
Function ScanConvert (X1%, Y1%, X2%, Y2%, Pside)
If Y2% < Y1% Then
temp%=X1% : X1%=X2% : X2%=temp%
temp%=Y1% : Y1%=Y2% : Y2%=temp%
Lineheight% = (Y2% - Y1%)
ScanLeftSide(X1%, X2%, Y1%, Lineheight%, Pside)
Else
Lineheight% = (Y2% - Y1%)
ScanRightSide(X1%, X2%, Y1%, Lineheight%, Pside)
End If
End Function
Function ScanLeftSide (X1%, X2%, Ytop%, Lineheight%, Pside)
Lineheight% = Lineheight% + 1 ; prevent divide by zero
Xadd = (X2% - X1%) Shl 16
Xadd = Xadd / Lineheight%
If Pside = 1 Then
Px = Pwidth% - 1
Py = 0
Pxadd = -Pwidth% / Lineheight%
Pyadd = 0
End If
If Pside = 2 Then
Px = Pwidth%
Py = Pheight%
Pxadd = 0
Pyadd = -Pheight% / Lineheight%
End If
If Pside = 3 Then
Px = 0
Py = Pheight%
Pxadd = Pwidth% / Lineheight%
Pyadd = 0
End If
If Pside = 4 Then
Px = 0
Py = 0
Pxadd = 0
Pyadd = Pheight% / Lineheight%
End If
x = X1% Shl 16
For y% = 0 To Lineheight%
Ytopy%=Ytop%+y%
If Ytopy%<0 Then Ytopy%=0
Lefttable(Ytopy%, 0) = x Sar 16 ;polygon x
Lefttable(Ytopy%, 1) = Px ;picture x
Lefttable(Ytopy%, 2) = Py ;picture y
x = x + Xadd ;Next polygon x
Px = Px + Pxadd ;Next picture x
Py = Py + Pyadd ;Next picture y
Next
End Function
Function ScanRightSide (X1%, X2%, Ytop%, Lineheight%, Pside)
Lineheight% = Lineheight% + 1 ; No divide by zero
Xadd = (X2% - X1%) Shl 16
Xadd = Xadd / Lineheight%
If Pside = 1 Then
Px = 0
Py = 0
Pxadd = Pwidth% / Lineheight%
Pyadd = 0
End If
If Pside = 2 Then
Px = Pwidth%
Py = 0
Pxadd = 0
Pyadd = Pheight% / Lineheight%
End If
If Pside = 3 Then
Px = Pwidth%
Py = Pheight%
Pxadd = -Pwidth% / Lineheight%
Pyadd = 0
End If
If Pside = 4 Then
Px = 0
Py = Pheight%
Pxadd = 0
Pyadd = -Pheight% / Lineheight%
End If
x = X1% Shl 16
For y% = 0 To Lineheight%
Ytopy%=Ytop%+y%
If Ytopy%<0 Then Ytopy%=0
Righttable(Ytopy%, 0) = x Sar 16 ;polygon x
Righttable(Ytopy%, 1) = Px ;picture x
Righttable(Ytopy%, 2) = Py ;picture y
x = x + Xadd ;Next polygon x
Px = Px + Pxadd ;Next picture x
Py = Py + Pyadd ;Next picture y
Next
End Function
Function TextureMap()
For y% = Miny% To Maxy%
If y>0 And y<=239
Polyx1% = Lefttable((y%), 0)
Px1 = Lefttable(y%, 1)
Py1 = Lefttable(y%, 2)
Polyx2% = Righttable((y%), 0)
Px2 = Righttable(y%, 1)
Py2 = Righttable(y%, 2)
Linewidth% = Polyx2% - Polyx1%
Linewidth%=Linewidth% Or 1
Pxadd = ((Px2 - Px1)) / Linewidth%
Pyadd = ((Py2 - Py1)) / Linewidth%
For x% = Polyx1% To Polyx2%
If x>0 And x<=319
Col%=ReadPixelFast((Px1 Shr 16),(Py1 Shr 16),imgtxt)
WritePixelFast x%,y%,Col%
EndIf
Px1 = Px1 + Pxadd
Py1 = Py1 + Pyadd
Next
EndIf
Next
End Function
.building
Data 23 ; number of pts -1
; x y z
Data -100,-100,-100
Data -100,100,-100
Data -100,100,100
Data -100,-100,100
Data -100,-100,-100
Data -100,-100,100
Data 100,-100, 100
Data 100,-100, -100
Data -100,100,-100
Data 100,100,-100
Data 100,100, 100
Data -100,100, 100
Data 100,-100,-100
Data 100,-100,100
Data 100,100,100
Data 100,100,-100
Data -100,100,100
Data 100,100,100
Data 100,-100,100
Data -100,-100,100
Data -100,100,-100
Data -100,-100,-100
Data 100,-100,-100
Data 100,100,-100