kolibrios-fun/programs/demos/3detx60b/trunk/3DETX60B.ASM

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;
; 3D <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 3D TEXTURED ENGINE
; <20><><EFBFBD><EFBFBD><EFBFBD>: <20><><EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> AUTOR: Pavlushin Evgeni
;
; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> FASM <20><><EFBFBD><E1A5AC><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> MenuetOS
; Compile with FASM assembler for MenuetOS
;
; 20.11.04 Fast point calc & triangle draw
; Little matrix no (trangle massive)
; Fast triangle, del triangle out of screen
; 16.12.04 Fast triangle with MMX
; 20.12.04 Out triangle fatal bug's deleted, "black zones" deleted
; Matrix move support
; 24.12.04 Fast keyboard scanning
; Z-ground level map work
; Texture draw correction deleted "black zones"
; 04.01.05 Moveing texture
; 05.01.05 Water dynamic texture
; 06.01.05 Texture pack (many textures in one file)
; 07.01.05 Z-sorting
; 08.01.05 Triangle good clipping calculating (speed up)
; 4 byte Z-sorting, more dynamic of water
; 09.01.05 Texture map from 256 color bmp file
; Pixel Z-buffer, good speed!
; 21.01.05 Models buffer add.
; 25.01.05 Models buffer update, Add 2 new models.
; 29.01.05 Dynamic model array
; 01.02.05 1 picture MipMap calculation
; 04.02.05 All picture MipMap calculation, proc speed up.
; Simple Triangel MipMap chose.
; 05.02.05 Normal Triangel MipMap chose.
; 12.02.05 Best QUALITY of Textured TRIANGEL!
; 13.02.05 add new models. All camera axis calculating
; 16.02.05 Simple model turning
; 17.02.05 Advanced model turning, model tmpoints massive deleted
; New map size 128, add new models.
; 25.02.05 Left side clipping bug deleted
; 26.02.05 Optimization of textured line algorythm
; 24.04.05 Test pixel z-buffer it's work. Use new textri algorythm
; 30.04.05 Fast Y-clipping
use32
SCREEN_X equ 800 ;320 ;Screen size easy change
SCREEN_Y equ 600 ;200
DSCREEN_X equ SCREEN_X-1 ;320 ;For triangle clipping
DSCREEN_Y equ SCREEN_Y-1 ;200
MATRIX_XSIZE equ 64;32;64;100 ;Ground matrix size
MATRIX_YSIZE equ 64;32;64;100
SECTOR_SIZE equ 100 ;Size of matrix sector
MAP_XSIZE equ 128 ;Rezolution of map file
MAP_YSIZE equ 128
org 0x0
db 'MENUET01' ; 8 <20><><EFBFBD><EFBFBD> <20><>⤥䨪<E2A4A5><E4A8AA><EFBFBD><EFBFBD>
dd 0x01 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
dd START ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD>
dd I_END ; ࠧ<><E0A0A7><EFBFBD> <20>ணࠬ<E0AEA3><E0A0AC>
dd I_END+(SCREEN_X*SCREEN_Y*3+50000) ; ࠧ<><E0A0A7><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><EFBFBD><EFBFBD><E0A0AC>
dd I_END+(SCREEN_X*SCREEN_Y*3+10000) ; esp
dd 0x0 , 0x0 ; I_Param , I_Icon
include 'lang.inc'
include '..\..\..\macros.inc'
include 'ascgl.inc'
include 'ascl.inc'
START: ; <20><><EFBFBD> <20><EFBFBD><E0A8AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
; Draw window at first
call draw_window
; Decoding groud texture and ground level map
gif_hash_offset = gif_hash_area
;texture's
giftoimg texpack_gif,texpack_img-8
;ground level map
giftoimg gif_file_area5,glm_img_area
;get 8bitmap from 256 colors bmp file
mov ebp,128;64
mov esi,0x043a+128*128-4;64*64-4
sub esi,128;64
mov edi,0
mov ecx,128;64
texmap_unp:
mov al,[bmp_texmap+esi]
mov [img_area+edi],al
inc esi
inc edi
dec ecx
jnz texmap_unp
mov ecx,128;64
sub esi,256;128
dec ebp
jnz texmap_unp
;Unpack textures
mov esi,texpack_img
mov edi,texture_img
mov edx,16
mov ecx,16
tpuckloop:
pushad
call unpuck
popad
add esi,32*3
add edi,4095
dec ecx
jnz tpuckloop
add esi,31*32*16*3
mov ecx,16
dec edx
jnz tpuckloop
;
; Unpuck one texture procendure
;
jmp skip_unpuck
unpuck:
mov ecx,32
mov edx,32
tunploop:
mov ax,[esi]
mov [edi],ax
mov al,[esi+2]
mov [edi+2],al
add esi,3
add edi,3
dec ecx
jnz tunploop
mov ecx,32
add esi,(32*16*3)-(32*3)
dec edx
jnz tunploop
ret
skip_unpuck:
;calculating all mipmaps
mov esi,texture_img
mov ecx,256 ;quantity of textures
mmaploop:
mov ebp,32 ;max mipmap texture
pusha
call texgen
popa
add esi,4095 ;next mipmap block
dec ecx
jnz mmaploop
jmp skip_texgen
;********************************
; MIPMAP TEXTURE GENERATION
;
; in put:
; esi - offset to texture
; ebp - mipmap max size (32 for this sample)
;********************************
texgen:
push esi
mov eax,ebp
imul eax,ebp
imul eax,3
add eax,esi
mov edi,eax
mov eax,ebp
shr eax,1
mov dh,al
mov dl,al
mov cl,dl
mov ecx,ebp
mov eax,ebp
shl eax,1
add ecx,eax
miploop:
; Red
xor bx,bx ;for add
xor ax,ax ;for add
mov al,[esi+0]
add bx,ax
mov al,[esi+3+0]
add bx,ax
mov al,[esi+ecx+0]
add bx,ax
mov al,[esi+ecx+3+0]
add bx,ax
shr bx,2 ;/4
mov [edi+0],bl
;Green
xor bx,bx ;for add
xor ax,ax ;for add
mov al,[esi+1]
add bx,ax
mov al,[esi+3+1]
add bx,ax
mov al,[esi+ecx+1]
add bx,ax
mov al,[esi+ecx+3+1]
add bx,ax
shr bx,2 ;/4
mov [edi+1],bl
;Blue
xor bx,bx ;for add
xor ax,ax ;for add
mov al,[esi+2]
add bx,ax
mov al,[esi+3+2]
add bx,ax
mov al,[esi+ecx+2]
add bx,ax
mov al,[esi+ecx+3+2]
add bx,ax
shr bx,2 ;/4
mov [edi+2],bl
add esi,6
add edi,3
dec dl
jnz miploop
mov ax,bp
shr ax,1
mov dl,al
add esi,ecx
dec dh
jnz miploop
pop esi
mov eax,ebp
imul eax,ebp
imul eax,3
add esi,eax
shr ebp,1
cmp ebp,1
jne texgen
ret
skip_texgen:
;Copy dynamic water texture
; ????????????
mov ecx,32*32*3
mov esi,texture_img+4095 ;32*32*3
mov edi,texture_limg
cld
rep movsb
; init sine wave for dynamic water texture
finit
mov edi,sinwave
mov ecx,32;256
isv_loop:
fld [angle]
fld st
fsin
fmul [mul_wave]
fistp word [edi]
fadd [d_angle]
fstp [angle]
add edi,2
dec ecx
jnz isv_loop
;Initalize keyboard
mov eax,66
mov ebx,1
mov ecx,1
mcall
mov eax,26
mov ebx,2
mov ecx,1
mov edx,keymap+100
mcall
;Build triangle matrix
mov esi,points
mov eax,-(MATRIX_XSIZE/2)*SECTOR_SIZE
mov ebx,-(MATRIX_YSIZE/2)*SECTOR_SIZE
mov ebp,img_area+8
loomat:
mov [esi],eax ;x-set
mov [esi+4],ebx ;y-set
mov [esi+8],ecx ;z-set
add ebp,3
add esi,4*3
add eax,SECTOR_SIZE
cmp eax,((MATRIX_YSIZE/2)+1)*SECTOR_SIZE
jnge loomat
mov eax,-(MATRIX_YSIZE/2)*SECTOR_SIZE
add ebx,SECTOR_SIZE
cmp ebx,((MATRIX_XSIZE/2)+1)*SECTOR_SIZE
jnge loomat
; Create z-ground good algorythm not already yet (64x64 map)
mov esi,glm_img_area+8
mov edi,ground_level_map
loox:
; draw_courner_points
mov eax,[esi]
call get_z
; mov [edi],eax
mov eax,[esi+((MATRIX_XSIZE-1)*4)]
call get_z
; mov [edi+((MATRIX_XSIZE)*4)],eax
mov eax,[esi+(((MATRIX_XSIZE)*(MATRIX_YSIZE-1)+1)*4)]
call get_z
; mov [edi+(((MATRIX_XSIZE+1)*(MATRIX_YSIZE)-0)*4)],eax
mov eax,[esi+(((MATRIX_XSIZE)*(MATRIX_YSIZE)-1)*4)]
call get_z
; mov [edi+(((MATRIX_XSIZE+1)*(MATRIX_YSIZE+1)-1)*4)],eax
jmp skip_gz
get_z:
xor ebx,ebx
xor ecx,ecx
mov bl,al
add ecx,ebx
mov bl,ah
add ecx,ebx
shr eax,16
mov bl,al
add ecx,ebx
mov eax,ecx
xor edx,edx
mov ebx,3
cdq
div ebx
neg eax
ret
skip_gz:
; z-ground livel facking method (65x65 map)
mov esi,glm_img_area+8
mov edi,ground_level_map
mov ebp,(MAP_XSIZE+1)*(MAP_YSIZE+1)
looglm:
mov eax,[esi]
; and eax,0x000000ff
call get_z
mov [edi],eax
add esi,3
add edi,1
dec ebp
jnz looglm
;Fill model massive
mov ecx,[model_mas_start]
imul ecx,8
add ecx,4
mov esi,model_mas_start
mov edi,model_mas
cld
rep movsd
jmp skip_moddata
model_mas_start:
dd 12 ;quantity of models
dd 0,0,-150,0,0,0,0,bunker
dd 60,-250,-190,0,0,64,0,tank
dd 0,180,-150,0,0,0,0,cannon
dd 0,480,-150,0,0,0,0,outpost
dd 260,60,-150,0,0,0,0,bunker
dd 60,260,-150,0,0,0,0,outpost
dd 210,410,-150,0,0,0,0,cannon
dd 160,260,-150,0,0,0,0,tree
dd 100,-360,-150,0,0,192,0,gqfa
dd 10,580,-150,0,0,0,0,repear
dd 460,160,-100,0,0,0,0,red_flag
dd 60,360,-170,0,0,40,0,cannon
skip_moddata:
;Main loop
still: ; <20><EFBFBD><E1ADAE><EFBFBD><EFBFBD><>
mov eax,11 ; <20><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
mcall
cmp eax,1 ; <20><><EFBFBD><EFBFBD><><E1A4A2><20><><EFBFBD> <20><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E1AEA2><EFBFBD>
je red
cmp eax,2 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
je key
cmp eax,3 ; <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD>
je button
; delay 10
; cmp [autorot],0 ;frize no fps show when autorot off
; je still
cycle:
call clrscr ; clear screen buffer
call clrzbuf ; clear z-buffer
call render_scene ; calculating scene
call dispimg ; show buffer
fps_show_frequency=0
fps 10,10,cl_White,cl_Black
;turn model on z-axis
inc dword [model_mas+4*6]
and dword [model_mas+4*6],011111111b
; Sin wave dynamic texture for water
; jmp ndt
xor edi,edi
mov dx,32
mov bp,word [sin_pos]
dp_ver:
mov cx,32 ;320
mov si,word [sin_pos]
dp_hor:
and ebp,0000ffffh
mov ax,word [sinwave+ebp]
add ax,cx
and ax,31
and esi,0000ffffh
mov bx,word [sinwave+esi]
add bx,dx
and bx,31
shl bx,5
add bx,ax
push bx
imul bx,3
and ebx,0000ffffh
mov ax,[texture_limg+ebx]
mov [texture_img2+edi],ax
mov al,[texture_limg+ebx+2]
mov [texture_img2+edi+2],al
pop bx
add edi,3
add si,2
and si,63;511
dec cx
jnz dp_hor
add bp,2
and bp,63;511
dec dx
jnz dp_ver
; update sine position for next frame
add word [sin_pos],2
and word [sin_pos],63;511
;Move water texture
jmp ndt
mov esi,texture_limg
mov ecx,32*32-1
loodt:
mov al,byte [esi]
mov bl,byte [esi+1]
mov dl,byte [esi+2]
mov ah,byte [esi+3]
mov bh,byte [esi+4]
mov dh,byte [esi+5]
mov byte [esi],ah
mov byte [esi+1],bh
mov byte [esi+2],dh
mov byte [esi+3],al
mov byte [esi+4],bl
mov byte [esi+5],dl
add esi,3
dec ecx
jnz loodt
ndt:
;Creat mipmap pack for dynamic texture
mov ebp,32
mov esi,texture_img+4095
call texgen
mov eax,4 ; function 4 : write text to window
mov ebx,8*65536+8 ; [x start] *65536 + [y start]
mov ecx,0x0000ff00 ; font 1 & color ( 0xF0RRGGBB )
mov edx,keymap ; pointer to text beginning
mov esi,100 ; text length
mcall
add edx,100
add ebx,10
mov esi,60 ; text length
mov ecx,0x00dddddd ; font 1 & color ( 0xF0RRGGBB )
mcall
mov edx,usemap
mov esi,60 ; text length
mov ecx,0x0000ff00
mcall
jmp rx
;01234567890123456789012345678901234567890123456789
usemap db ' E wer u [] asd zxc '
db ' '
rx:
cmp byte [keymap+1],0
je n_esc
jmp exit
n_esc:
cmp byte [keymap+22],0
je n_u
mov [Xangle],0
mov [Yangle],0
mov [Zangle],0
n_u:
; t,y - mipmap cntrol
cmp byte [keymap+20],0
je n_t
inc [mipzoom]
n_t:
cmp byte [keymap+21],0
je n_y
dec [mipzoom]
n_y:
cmp byte [keymap+23],0
je n_i
mov byte [keymap+23],0 ; reset key
cmp [mipmapwork],1
je i_1
i_0:
mov [mipmapwork],1
jmp n_i
i_1:
mov [mipmapwork],0
n_i:
cmp byte [keymap+26],0
je n_lsk
add [Xcam],1
n_lsk:
cmp byte [keymap+27],0
je n_rsk
sub [Xcam],1
n_rsk:
cmp byte [keymap+18],0
je n_e
add [Yangle],1
n_e:
cmp byte [keymap+45],0
je n_x
sub [Yangle],1
n_x:
cmp byte [keymap+31],0
je n_s
add [Xangle],1
n_s:
cmp byte [keymap+32],0
je n_d
sub [Xangle],1
n_d:
cmp byte [keymap+44],0
je n_z
add [Zangle],1
n_z:
cmp byte [keymap+46],0
je n_c
sub [Zangle],1
n_c:
cmp byte [keymap+17],0
je n_w
add [Zcam],25 ;250
n_w:
cmp byte [keymap+19],0
je n_r
sub [Zcam],25 ;250
n_r:
cmp byte [keymap+75],0
je n_lk
add [Zcamangle],1
and [Zcamangle],011111111b
n_lk:
cmp byte [keymap+77],0
je n_rk
sub [Zcamangle],1
and [Zcamangle],011111111b
n_rk:
cmp byte [keymap+79],0
je n_num1
add [Xcamangle],1
and [Xcamangle],011111111b
n_num1:
cmp byte [keymap+81],0
je n_num3
sub [Xcamangle],1
and [Xcamangle],011111111b
n_num3:
cmp byte [keymap+71],0
je n_num7
add [Ycamangle],1
and [Ycamangle],011111111b
n_num7:
cmp byte [keymap+73],0
je n_num9
sub [Ycamangle],1
and [Ycamangle],011111111b
n_num9:
cmp byte [keymap+30],0
je n_a
mov byte [keymap+30],0 ; reset key
cmp [autorot],1
je a_1
a_0:
mov [autorot],1
jmp n_a
a_1:
mov [autorot],0
n_a:
; for camera
; mov ebx,[Xcamangle]
; call GetSinCos
; mov [Xcamsin],eax
; mov [Xcamcos],ebx
; mov ebx,[Ycamangle]
; call GetSinCos
; mov [Ycamsin],eax
; mov [Ycamcos],ebx
mov ebx,[Zcamangle]
call GetSinCos
mov [Zcamsin],eax
mov [Zcamcos],ebx
mov eax,[Zcamsin]
mov ebx,[Zcamcos]
; mov ecx,[Xcamsin]
; mov edx,[Xcamcos]
; mov esi,[Ycamsin]
; mov edi,[Ycamcos]
sar eax,4
sar ebx,4
; sar ecx,4
; sar edx,4
; sar esi,4
; sar edi,4
cmp byte [keymap+72],0
je n_uk
sub [Xcam],eax
sub [Ycam],ebx
; sub [Zcam],ecx
; sub [Ycam],edx
; sub [Xcam],esi
; add [Zcam],edi
n_uk:
cmp byte [keymap+80],0
je n_dk
add [Xcam],eax
add [Ycam],ebx
; add [Zcam],ecx
; add [Ycam],edx
; add [Xcam],esi
; sub [Zcam],edi
n_dk:
xor ebp,ebp
move_test:
cmp [Xcam],-SECTOR_SIZE/2
jnl ok1
add [Xcam],SECTOR_SIZE
dec [Xmap]
jmp move_test
ok1:
cmp [Xcam],SECTOR_SIZE/2
jng ok2
sub [Xcam],SECTOR_SIZE
inc [Xmap]
jmp ok1
ok2:
cmp [Ycam],-SECTOR_SIZE/2
jnl ok3
add [Ycam],SECTOR_SIZE
dec [Ymap]
jmp ok2
ok3:
cmp [Ycam],SECTOR_SIZE/2
jng ok4
sub [Ycam],SECTOR_SIZE
inc [Ymap]
jmp ok3
ok4:
and [Xangle],011111111b
and [Yangle],011111111b
and [Zangle],011111111b
jmp still
red: ; redraw
call draw_window
jmp still
key: ; key
mov eax,2 ; just read it and ignore
mcall
shr eax,8
and eax,0xff
mov ah,al
mov ebx,0
mov bl,ah
cmp bl,224
je noisa ; ignore Ext code
cmp bl,170
je noisa ; ignore Key Up code
cmp bl,128
ja isa
mov [keymap+ebx],byte 'X' ; set press marker to key id
jmp noisa
isa:
sub bl,128
mov [keymap+ebx],byte 0 ; reset key marker
noisa:
jmp n_a
jmp still ; cycle
button: ; button
mov eax,17 ; get id
mcall
cmp ah,1
jz exit
jmp cycle
exit:
or eax,-1
mcall
; *********************************************
; ******* WINDOW DEFINITIONS AND DRAW ********
; *********************************************
draw_window:
mov eax,12 ; function 12:tell os about windowdraw
mov ebx,1 ; 1, start of draw
mcall
; DRAW WINDOW
mov eax,0 ; function 0 : define and draw window
mov ebx,0*65536+SCREEN_X-1 ; [x start] *65536 + [x size]
mov ecx,0*65536+SCREEN_Y-1 ; [y start] *65536 + [y size]
mov edx,0x03ffffff ; color of work area RRGGBB,8->color gl
mov esi,0x005080d0 ; color of grab bar RRGGBB,8->color gl
mov edi,0x005080d0 ; color of frames RRGGBB
mcall
; WINDOW LABEL
mov eax,4 ; function 4 : write text to window
mov ebx,8*65536+8 ; [x start] *65536 + [y start]
mov ecx,0x10ddeeff ; font 1 & color ( 0xF0RRGGBB )
mov edx,labelt ; pointer to text beginning
mov esi,labellen-labelt ; text length
mcall
mov eax,12
mov ebx,2
mcall
ret
dispimg:
mov eax,7
mov ebx,I_END ;zbuffer
mov ecx,SCREEN_X*65536+SCREEN_Y
xor edx,edx ;0*65536+0
mcall
; ret
mov eax,8
mov ebx,(SCREEN_X-30)*65536+20
mov ecx,10*65536+20
mov edx,1
mov esi,0x0000aa00
mcall
ret
clrscr: ; clear screen buffer
; cld
; mov edi,I_END
; xor eax,eax
; mov ecx,SCREEN_X*SCREEN_Y*3/4
; rep stosd
; ret
; clear screen buffer with MMX technology +1,5 fps
mov edi,I_END
mov ecx,SCREEN_X*SCREEN_Y*3/32
xor eax,eax
movd mm0,eax
movd mm1,eax
movd mm2,eax
movd mm3,eax
csloo:
movq qword [edi],mm0
movq qword [edi+8],mm1
movq qword [edi+16],mm2
movq qword [edi+24],mm3
add edi,32
dec ecx
jnz csloo
ret
clrzbuf: ; clear zbuf
cld
mov edi,zbuffer
mov eax,-1
mov ecx,SCREEN_X*SCREEN_Y*3/4
rep stosd
ret
; mov [@@atx1],dword 0xffffffff
; mov [@@aty1],dword 0xffffffff
; movq mm0,qword [@@atx1]
; movq mm1,qword [@@atx1]
; movq mm2,qword [@@atx1]
; movq mm3,qword [@@atx1]
;czbloo:
; movq qword [edi],mm0
; movq qword [edi+8],mm1
; movq qword [edi+16],mm2
; movq qword [edi+24],mm3
; add edi,32
; dec ecx
; jnz czbloo
ret
@@atx1: dd 0
@@aty1: dd 0
;===========================================================================
;
; 3D-system example. Use the following formulas to rotate a point:
;
; Rotate around x-axis
; Y = Y * COS(xang) - Z * SIN(xang) / 256
; Z = Y * SIN(xang) + Z * COS(xang) / 256
;
; Rotate around y-axis
; X = X * COS(yang) - Z * SIN(yang) / 256
; Z = X * SIN(yang) + Z * COS(yang) / 256
;
; Rotate around z-axis
; X = X * COS(zang) - Y * SIN(zang) / 256
; Y = X * SIN(zang) + Y * COS(zang) / 256
;
; Divide by 256 coz we have multiplyd our sin values with 256 too.
; This example isn't too fast right now but it'll work just fine.
;
;===========================================================================
;***************************************************************************
; \\\ MAIN 3D LOOP ///
; ******************
render_scene:
;********************
; Turn matrix points
;********************
cmp [autorot],0
je no_autorot
call UpdateAngles ; Calculate new angles
no_autorot:
call SetRotation ; Find sine & cosine of those angles
mov edi,tpoints
mov esi,points
mov [mapoff],-1 ;-1 at start
mov ebp,[Ymap]
imul ebp,MAP_XSIZE+1
mov eax,[Xmap]
add ebp,eax
mov ecx,(MATRIX_XSIZE+1)*(MATRIX_YSIZE+1)
ShowLoop:
push ecx
push esi
mov eax,[esi]
sub eax,[Xcam]
mov [X],eax
mov eax,[esi+4]
sub eax,[Ycam]
mov [Y],eax
mov eax,[ebp+ground_level_map] ;color
and eax,0x000000ff
sub eax,[Zcam]
mov [Z],eax
push ebp
push edi
call TranslatePoint ; Rotates the point using above formulas
pop edi
mov [edi],ebp ;x
mov [edi+4],eax ;y
mov eax,[Z] ;z
add eax,[Zoff]
mov [edi+8],eax
pop ebp
pop esi
pop ecx
add esi,4*3 ;next in point
add edi,4*3 ;next out point
inc [mapoff]
cmp [mapoff],MATRIX_XSIZE+1
jne no_shift_glm
mov [mapoff],dword 0
add ebp,(MAP_XSIZE-MATRIX_XSIZE)
no_shift_glm:
add ebp,1
dec ecx
jnz ShowLoop
; Show, how many polygons on screen.
outcount [massize],50,10,cl_White,8*65536
;*****************
; out triangles
;*****************
mov [mapoff],-1 ;-1 at start
mov [massize],0 ;restet triangle massive counter
mov ebp,[Ymap]
imul ebp,MAP_XSIZE;64;3*64 ;MAP_XSIZE
mov eax,[Xmap]
add ebp,eax
mov edi,tpoints
mov ecx,MATRIX_YSIZE ;64
lootpy:
push ecx
mov ecx,MATRIX_XSIZE ;64
lootpx:
;draw four angle (two triangles)
Z_MAX = 10 ;maximal z range for triangles
; get texture offset at start
inc [mapoff]
cmp [mapoff],MATRIX_XSIZE
jne no_shift
mov [mapoff],dword 0
add ebp,(MAP_XSIZE-MATRIX_XSIZE)
no_shift:
xor eax,eax
mov al,[ebp+img_area];+8]
inc ebp
imul eax,4095;32*32*3
add eax,texture_img
mov ebx,eax
;first triangle
mov eax,[edi+8] ;z1
cmp eax,Z_MAX
jl no_add1
mov [@@tz1],eax
mov eax,[edi+8+12] ;z2
cmp eax,Z_MAX
jl no_add1
mov [@@tz2],eax
mov eax,[edi+8+(4*3*(MATRIX_XSIZE+2))] ;z3
cmp eax,Z_MAX
jl no_add1
mov [@@tz3],eax
cmp dword [edi],SCREEN_X
ja p11
cmp dword [edi+4],SCREEN_Y
jna yes_add1
p11:
cmp dword [edi+12],SCREEN_X
ja p12
cmp dword [edi+4+12],SCREEN_Y
jna yes_add1
p12:
cmp dword [edi+(4*3*(MATRIX_XSIZE+2))],SCREEN_X
ja p13
cmp dword [edi+4+(4*3*(MATRIX_XSIZE+2))],SCREEN_Y
jna yes_add1
p13:
jmp no_add1
yes_add1:
movq mm0,qword [edi] ;x1
movq mm1,qword [edi+12] ;x2
movq mm2,qword [edi+(4*3*(MATRIX_XSIZE+2))] ;x3
movq qword [@@tx1],mm0
movq qword [@@tx2],mm1
movq qword [@@tx3],mm2
mov eax,ebx;+1 shl 31;[ebp]
mov [@@tex_off],eax ;0x0000ff00
inc [massize]
pushad
mov [@@tex_x1],0
mov [@@tex_y1],0
mov [@@tex_x3],(32 shl 16) -1;128
mov [@@tex_y3],(32 shl 16) -1;128
mov [@@tex_x2],0
mov [@@tex_y2],(32 shl 16) -1;128
call textured_triangle
popad
no_add1:
;second triangle
mov eax,[edi+8] ;z1
cmp eax,Z_MAX
jl no_add2
mov [@@tz1],eax
mov eax,[edi+8+(4*3*(MATRIX_XSIZE+1))] ;z2
cmp eax,Z_MAX
jl no_add2
mov [@@tz2],eax
mov eax,[edi+8+(4*3*(MATRIX_XSIZE+2))] ;z3
cmp eax,Z_MAX
jl no_add2
mov [@@tz3],eax
cmp dword [edi],SCREEN_X
ja p21
cmp dword [edi+4],SCREEN_Y
jna yes_add2
p21:
cmp dword [edi+(4*3*(MATRIX_XSIZE+1))],SCREEN_X
ja p22
cmp dword [edi+4+(4*3*(MATRIX_XSIZE+1))],SCREEN_Y
jna yes_add2
p22:
cmp dword [edi+(4*3*(MATRIX_XSIZE+2))],SCREEN_X
ja p23
cmp dword [edi+4+(4*3*(MATRIX_XSIZE+2))],SCREEN_Y
jna yes_add2
p23:
jmp no_add2
yes_add2:
movq mm0,qword [edi] ;x1
movq mm1,qword [edi+(4*3*(MATRIX_XSIZE+1))] ;x2
movq mm2,qword [edi+(4*3*(MATRIX_XSIZE+2))] ;x3
movq qword [@@tx1],mm0
movq qword [@@tx2],mm1
movq qword [@@tx3],mm2
mov eax,ebx
mov [@@tex_off],eax ;0x0000ff00
inc [massize]
; add esi,4*10
pushad
mov [@@tex_x1],0
mov [@@tex_y1],0
mov [@@tex_x3],(32 shl 16) -1;128
mov [@@tex_y3],(32 shl 16) -1;128
mov [@@tex_x2],(32 shl 16) -1
mov [@@tex_y2],0
call textured_triangle
popad
no_add2:
add edi,4*3 ;next triangle
dec ecx
jnz lootpx
add edi,4*3 ;next string
pop ecx
dec ecx
jnz lootpy
;**********************************
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;**********************************
; For good models quality -5% speed
; call clrzbuf
jmp skip_modmas
mmcnt dd 0 ;counter of model read number
modeloff dd 0 ;offset of model structure
modelmoff dd 0 ;offset in model mas
modeltmpoff dd 0 ;tmpoints offset
; massive of models
; format: X,Y,Z coordoinats,offset to model structure
skip_modmas:
; Rendering models on map
mov eax,[model_mas]
mov [mmcnt],eax
ModelRenderLoop:
mov ebx,[mmcnt]
dec ebx
imul ebx,4*8
add ebx,model_mas+4
mov ebp,ebx ;edi=model offset X,Y,Z,Xturn,Yturn,Zturn,zero,modeloff
mov ebx,[ebp+4*3];[Xangle] ; Grab angle
call GetSinCos ; Get the sine&cosine
mov [Xsin],eax ; Save sin
mov [Xcos],ebx ; Save cos
mov ebx,[ebp+4*4];[Yangle]
call GetSinCos
mov [Ysin],eax
mov [Ycos],ebx
mov ebx,[ebp+4*5];[Zangle]
call GetSinCos
mov [Zsin],eax
mov [Zcos],ebx
mov ebx,[mmcnt]
imul ebx,4*8
add ebx,model_mas+4-4
mov eax,[ebx]
mov [modeloff],eax
sub ebx,4*7;3
mov [modelmoff],ebx
mov edi,modelpoints
mov esi,eax ;bunker+8
add esi,8
mov ecx,[eax] ;[bunker] ;MODEL_POINTS
TurnModelLoop:
push ecx
push esi
mov eax,[esi]
mov [X],eax
mov eax,[esi+4]
mov [Y],eax
mov eax,[esi+8]
mov [Z],eax
push ebp
push edi
;RotatePoint
mov esi,[Y]
mov ebx,[Xcos]
mov edi,[Z]
mov ecx,[Xsin]
call math
mov [Y],esi
mov [Z],edi
mov esi,[X]
mov ebx,[Ycos]
mov ecx,[Ysin]
call math
mov [X],esi
mov [Z],edi
mov ebx,[Zcos]
mov edi,[Y]
mov ecx,[Zsin]
call math
mov [X],esi
mov [Y],edi
pop edi
mov eax,[X]
mov [edi],eax
mov eax,[Y]
mov [edi+4],eax
mov eax,[Z] ;z
; add eax,[Zoff]
mov [edi+8],eax
pop ebp
pop esi
pop ecx
add esi,4*3 ;next in point
add edi,4*3 ;next out point
dec ecx
jnz TurnModelLoop
modxxx:
;Turn model off map
call SetRotation
mov ebx,[mmcnt]
imul ebx,4*8
add ebx,model_mas+4-4
mov eax,[ebx]
mov [modeloff],eax
sub ebx,4*7;3
mov [modelmoff],ebx
mov edi,modelpoints
mov ecx,[eax] ;[bunker] ;MODEL_POINTS
ShowModelLoop:
push ecx
mov eax,[edi] ;esi]
mov ebx,[modelmoff]
sub eax,[ebx] ;[Xmod]
sub eax,[Xcam]
mov ebx,[Xmap]
imul ebx,SECTOR_SIZE
sub eax,ebx
mov [X],eax
mov eax,[edi+4] ;esi+4]
mov ebx,[modelmoff]
sub eax,[ebx+4] ;[Ymod]
sub eax,[Ycam]
mov ebx,[Ymap]
imul ebx,SECTOR_SIZE
sub eax,ebx
mov [Y],eax
mov eax,[edi+8];esi+8]
mov ebx,[modelmoff]
sub eax,[ebx+8] ;[Zmod]
sub eax,[Zcam]
mov [Z],eax
push ebp
push edi
call TranslatePoint ; Rotates the point using above formulas
pop edi
mov [edi],ebp ;x
mov [edi+4],eax ;y
mov eax,[Z] ;z
add eax,[Zoff]
mov [edi+8],eax
pop ebp
pop ecx
add edi,4*3 ;next out point
dec ecx
jnz ShowModelLoop
; add [model_mas+8],dword 3
mov esi,[massize]
imul esi,4*10
mov eax,[modeloff]
mov ecx,[eax+4] ;MODEL_TRIANGELS
;calc tmpoints offset
mov edi,modelpoints
mov [modeltmpoff],edi
;calc postlink offset
mov edi,[eax]
imul edi,3*4;*2 ;X,Y,Z (3) points dd format (4) 2 masives (2)
add edi,eax
add edi,8 ;skip dd points, dd triangels
msloo:
mov ebx,[edi]
imul ebx,4*3
add ebx,[modeltmpoff] ;tmpoints
mov eax,[ebx]
mov [@@tx1],eax
mov eax,[ebx+4]
mov [@@ty1],eax
mov eax,[ebx+8]
mov [@@tz1],eax
mov ebx,[edi+4]
imul ebx,4*3
add ebx,[modeltmpoff] ;tmpoints
mov eax,[ebx]
mov [@@tx2],eax
mov eax,[ebx+4]
mov [@@ty2],eax
mov eax,[ebx+8]
mov [@@tz2],eax
mov ebx,[edi+8]
imul ebx,4*3
add ebx,[modeltmpoff] ;tmpoints
mov eax,[ebx]
mov [@@tx3],eax
mov eax,[ebx+4]
mov [@@ty3],eax
mov eax,[ebx+8]
mov [@@tz3],eax
cmp dword [@@tz1],Z_MAX
jl no_add
cmp dword [@@tz2],Z_MAX
jl no_add
cmp dword [@@tz3],Z_MAX
jl no_add
cmp dword [@@tx1],SCREEN_X
ja pm1
cmp dword [@@ty1],SCREEN_Y
jna yes_madd
pm1:
cmp dword [@@tx2],SCREEN_X
ja pm2
cmp dword [@@ty2],SCREEN_Y
jna yes_madd
pm2:
cmp dword [@@tx3],SCREEN_X
ja pm3
cmp dword [@@ty3],SCREEN_Y
jna yes_madd
pm3:
jmp no_add
yes_madd:
mov ebx,[edi+12]
dec ebx
js ttex
mov eax,1 shl 31
jmp posit
ttex:
add ebx,2
mov eax,0
neg ebx
posit:
imul ebx,4095;32*32*3
add ebx,texture_img
mov [@@tex_off],ebx
pushad
mov [@@tex_x1],0
mov [@@tex_y1],0
mov [@@tex_x3],(32 shl 16) -1;128
mov [@@tex_y3],(32 shl 16) -1;128
cmp eax,0
je nez
mov [@@tex_x2],0
mov [@@tex_y2],(32 shl 16) -1
jmp isz
nez:
mov [@@tex_x2],(32 shl 16) -1
mov [@@tex_y2],0
isz:
call textured_triangle
popad
; mov [esi+8+24+4],eax
; add esi,4*10
inc [massize]
no_add:
add edi,4*4; *9
dec ecx
jnz msloo
dec [mmcnt]
jnz ModelRenderLoop
jmp skip_mdata
bunker:
dd 8 ;model points
dd 10 ;model triagels
;mpoints:
dd -105,-105,0, -105,105,0, 105,105,0, 105,-105,0
dd -70,-70,-50, -70,70,-50, 70,70,-50, 70,-70,-50
; 4-------7 Points structure
; |\0---3/|
; | | | |
; | | | |
; |/1---2\|
; 5-------6
;pointslink:
;dd 0,1,2, -3, 0,3,2, 3 ;far side
dd 4,0,1, -5, 4,5,1, 5 ;left side
dd 6,2,3, -5, 6,7,3, 5 ;right side
dd 4,0,3, -5, 4,7,3, 5 ;up side
dd 5,1,2, -5, 5,6,2, 5 ;down side
dd 4,5,6, -6, 4,7,6, 6 ;far side
;model 2 outpost
outpost:
dd 8 ;model points
dd 10 ;model triagels
;mpoints:
dd -45,-45,0, -45,45,0, 45,45,0, 45,-45,0
dd -30,-30,-20, -30,30,-20, 30,30,-20, 30,-30,-20
;pointslink:
;dd 0,1,2, -3, 0,3,2, 3 ;far side
dd 4,0,1, -8, 4,5,1, 8 ;left side
dd 6,2,3, -8, 6,7,3, 8 ;right side
dd 4,0,3, -8, 4,7,3, 8 ;up side
dd 5,1,2, -8, 5,6,2, 8 ;down side
dd 4,5,6, -7, 4,7,6, 7 ;near side
;model 3 cannon
cannon:
dd 12 ;model points
dd 12 ;model triagels
;mpoints:
dd -10,-20,0, -10,20,0, 10,20,0, 10,-20,0
dd -10,-10,-15, -10,10,-15, 10,10,-15, 10,-10,-15
dd -2,15,-8, 2,15,-8, -2,45,-8, 2,45,-8
;pointslink:
;dd 0,1,2, -3, 0,3,2, 3 ;far side
dd 4,0,1, -10, 4,5,1, 10 ;left side
dd 6,2,3, -10, 6,7,3, 10 ;right side
dd 4,0,3, -10, 4,7,3, 10 ;up side
dd 5,1,2, -10, 5,6,2, 10 ;down side
dd 4,5,6, -11, 4,7,6, 11 ;near side
dd 8,9,10,-10, 9,10,11,10 ;cannon 1
;model 4 red flag
red_flag:
dd 12 ;model points
dd 6*2 ;model triagels
;mpoints:
dd -1,-1,0, -1,1,0, 1,1,0, 1,-1,0
dd -1,-1,-30, -1,1,-30, 1,1,-30, 1,-1,-30
dd 1,1,-30, 10,1,-30, 10,1,-20, 1,1,-20
;pointslink:
dd 4,0,1, -10, 4,5,1, 15 ;left side
dd 6,2,3, -10, 6,7,3, 15 ;right side
dd 4,0,3, -10, 4,7,3, 15 ;up side
dd 5,1,2, -10, 5,6,2, 15 ;down side
dd 4,5,6, -10, 4,7,6, 15 ;near side
dd 8,11,10,-49, 8,9,10,49 ;flag
repear:
dd 8 ;model points
dd 10 ;model triagels
;mpoints:
dd -45,-45,0, -45,45,0, 45,45,0, 45,-45,0
dd -30,-30,-20, -30,30,-20, 30,30,-20, 30,-30,-20
;pointslink:
dd 4,0,1, -5, 4,5,1, 5 ;left side
dd 6,2,3, -5, 6,7,3, 5 ;right side
dd 4,0,3, -5, 4,7,3, 5 ;up side
dd 5,1,2, -5, 5,6,2, 5 ;down side
dd 4,5,6, -3, 4,7,6, 3 ;far side
;model 5 tree (elka)
tree:
dd 16 ;model points
dd 8*2 ;model triagels
;mpoints:
dd -2,-2,0, -2,2,0, 2,2,0, 2,-2,0
dd -1,-1,-8, -1,1,-8, 1,1,-8, 1,-1,-8
dd -10,-10,-8, -10,10,-8, 10,10,-8, 10,-10,-8
dd -1,-1,-40, -1,1,-40, 1,1,-40, 1,-1,-40
;pointslink:
dd 4,0,1, -16, 4,5,1, 16 ;left side
dd 6,2,3, -16, 6,7,3, 16 ;right side
dd 4,0,3, -16, 4,7,3, 16 ;up side
dd 5,1,2, -16, 5,6,2, 16 ;down side
dd 12,8,9, -14, 12,13,9, 14 ;left side
dd 14,10,11, -14, 14,15,11, 14 ;right side
dd 12,8,11, -14, 12,15,11, 14 ;up side
dd 13,9,10, -14, 13,14,10, 14 ;down side
;model tank
tank:
dd 20 ;model points
dd 12+10 ;model triagels
;mpoints:
dd -10,-20,-10, -10,20,-10, 10,20,-10, 10,-20,-10
dd -10,-10,-20, -10,10,-20, 10,10,-20, 10,-10,-20
dd -2,15,-15, 2,15,-15, -2,45,-15, 2,45,-15
dd -20,-20,0, -20,20,0, 20,20,0, 20,-20,0
dd -20,-30,-10, -20,30,-10, 20,30,-10, 20,-30,-10
;pointslink:
;dd 0,1,2, -3, 0,3,2, 3 ;far side
dd 4,0,1, -10, 4,5,1, 10 ;left side
dd 6,2,3, -10, 6,7,3, 10 ;right side
dd 4,0,3, -10, 4,7,3, 10 ;up side
dd 5,1,2, -10, 5,6,2, 10 ;down side
dd 4,5,6, -11, 4,7,6, 11 ;near side
dd 8,9,10,-10, 9,10,11,10 ;cannon 1
dd 16,12,13, -11, 16,17,13, 11 ;left side
dd 18,14,15, -11, 18,19,15, 11 ;right side
dd 16,12,15, -11, 16,19,15, 11 ;up side
dd 17,13,14, -11, 17,18,14, 11 ;down side
dd 16,17,18, -11, 16,19,18, 11 ;near side
;Test model
gqfa: ;Good quality four angle
dd 5 ;model points
dd 4 ;model triagels
;mpoints:
;dd -45,-145,0, -45,145,0, 45,45,0, 45,-45,0
dd -0,-105,0, -0,105,0, 45,45,0, 45,-45,0
dd 30,0,0
;pointslink:
dd 1,4,0, 50 ;left side
dd 1,4,2, 51 ;right side
dd 3,4,2, -50 ;up side
dd 3,4,0, -51 ;down side
skip_mdata:
;***************
; Add new models
;***************
; jmp no_addmodel
random 20,eax
sub eax,10
imul eax,SECTOR_SIZE
add eax,SECTOR_SIZE/2
mov [temp1],eax
random 20,eax
sub eax,10
imul eax,SECTOR_SIZE
add eax,SECTOR_SIZE/2
mov [temp2],eax
mov eax,dword [model_mas]
cmp eax,40;00
jae no_addmodel
imul eax,4*8;
add eax,4+model_mas
inc dword [model_mas]
mov ebx,[temp1]
mov [eax],ebx
mov ebx,[temp2]
mov [eax+4],ebx
mov [eax+8],dword -170
mov ebx,0
mov [eax+12],ebx
mov [eax+16],ebx
mov [eax+20],ebx
mov ebx,tree;red_flag
mov [eax+28],ebx
jmp skip_mdata ;use for auto filling at start
no_addmodel:
ret
UpdateAngles:
; Calculates new x,y,z angles
; to autorotate around
mov eax,[Xangle] ; Load current angles
mov ebx,[Yangle]
mov ecx,[Zangle]
add eax,[DeltaX] ; Add velocity
and eax,011111111b ; Range from 0..255
mov [Xangle],eax ; Update X
add ebx,[DeltaY] ; Add velocity
and ebx,011111111b ; Range from 0..255
mov [Yangle],ebx ; Update Y
add ecx,[DeltaZ] ; Add velocity
and ecx,011111111b ; Range from 0..255
mov [Zangle],ecx ; Update Z
ret
GetSinCos:
; Needed : bx=angle (0..255)
; Returns: ax=Sin bx=Cos
push ebx ; Save angle (use as pointer)
shl ebx,2 ; Grab a word so bx=bx*2
mov eax,[SinCos + ebx] ; Get sine
pop ebx ; Restore pointer into bx
push eax ; Save sine on stack
add ebx,64 ; Add 64 to get cosine
and ebx,11111111b ; Range from 0..255
shl ebx,2 ; *2 coz it's a word
mov eax,[SinCos + ebx] ; Get cosine
mov ebx,eax ; Save it bx=Cos
pop eax ; Restore ax=Sin
ret
; Get sin & cos of x,y,z angle
SetRotation:
mov ebx,[Xangle] ; Grab angle
call GetSinCos ; Get the sine&cosine
mov [Xsin],eax ; Save sin
mov [Xcos],ebx ; Save cos
mov ebx,[Yangle]
call GetSinCos
mov [Ysin],eax
mov [Ycos],ebx
mov ebx,[Zangle]
call GetSinCos
mov [Zsin],eax
mov [Zcos],ebx
; for camera
mov ebx,[Xcamangle]
call GetSinCos
mov [Xcamsin],eax
mov [Xcamcos],ebx
mov ebx,[Ycamangle]
call GetSinCos
mov [Ycamsin],eax
mov [Ycamcos],ebx
mov ebx,[Zcamangle]
call GetSinCos
mov [Zcamsin],eax
mov [Zcamcos],ebx
ret
TranslatePoint: ; Rotates the point around x,y,z
; Gets original x,y,z values
; This can be done elsewhere
mov esi,[X]
mov edi,[Y]
mov ebx,[Zcamcos]
mov ecx,[Zcamsin]
call math
mov [X],esi
mov [Y],edi
mov esi,[Y]
mov edi,[Z]
mov ebx,[Xcamcos]
mov ecx,[Xcamsin]
call math
mov [Y],esi
mov [Z],edi
mov esi,[X]
mov edi,[Z]
mov ebx,[Ycamcos]
mov ecx,[Ycamsin]
call math
mov [X],esi
mov [Z],edi
mov esi,[Y]
mov ebx,[Xcos]
mov edi,[Z]
mov ecx,[Xsin]
call math
mov [Y],esi
mov [Z],edi
mov esi,[X]
mov ebx,[Ycos]
mov ecx,[Ysin]
call math
mov [X],esi
mov [Z],edi
mov ebx,[Zcos]
mov edi,[Y]
mov ecx,[Zsin]
call math
;*************
; ShowPoint
;*************
; Calculates screenposition and
; plots the point on the screen
mov eax,[Xoff] ; Xoff*X / Z+Zoff = screen x
mov ecx,esi
imul ecx
mov ebx,[Z]
add ebx,[Zoff] ; Distance
cmp ebx,0
je notout
idiv ebx
add eax,[Mx] ; Center on screen
mov ebp,eax ;ebp =Xp
mov eax,[Yoff] ; Yoff*Y / Z+Zoff = screen y
mov ecx,edi
imul ecx
cmp ebx,0
je notout
idiv ebx ;eax =Yp
add eax,[My] ; Center on screen
notout:
ret
math:
mov eax,esi
imul ebx ; ax = X * Cos(zang)
mov ebp,eax
mov eax,edi
imul ecx ; ax = Y * Sin(zang)
sub ebp,eax ; bp = X * Cos(zang) - Y * Sin(zang)
sar ebp,8 ; bp = X * Cos(zang) - Y * Sin(zang) / 256
mov eax,esi
mov esi,ebp
imul ecx ; ax = X * Sin(zang)
mov ebp,eax
mov eax,edi
imul ebx ; ax = Y * Cos(zang)
add ebp,eax ; bp = X * SIN(zang) + Y * COS(zang)
sar ebp,8 ; bp = X * SIN(zang) + Y * COS(zang) / 256
mov edi,ebp
ret
SinCos:
dd 0,6,13,19,25,31,38,44,50,56
dd 62,68,74,80,86,92,98,104,109,115
dd 121,126,132,137,142,147,152,157,162,167
dd 172,177,181,185,190,194,198,202,206,209
dd 213,216,220,223,226,229,231,234,237,239
dd 241,243,245,247,248,250,251,252,253,254
dd 255,255,256,256,256,256,256,255,255,254
dd 253,252,251,250,248,247,245,243,241,239
dd 237,234,231,229,226,223,220,216,213,209
dd 206,202,198,194,190,185,181,177,172,167
dd 162,157,152,147,142,137,132,126,121,115
dd 109,104,98,92,86,80,74,68,62,56
dd 50,44,38,31,25,19,13,6,0,-6
dd -13,-19,-25,-31,-38,-44,-50,-56,-62,-68
dd -74,-80,-86,-92,-98,-104,-109,-115,-121,-126
dd -132,-137,-142,-147,-152,-157,-162,-167,-172,-177
dd -181,-185,-190,-194,-198,-202,-206,-209,-213,-216
dd -220,-223,-226,-229,-231,-234,-237,-239,-241,-243
dd -245,-247,-248,-250,-251,-252,-253,-254,-255,-255
dd -256,-256,-256,-256,-256,-255,-255,-254,-253,-252
dd -251,-250,-248,-247,-245,-243,-241,-239,-237,-234
dd -231,-229,-226,-223,-220,-216,-213,-209,-206,-202
dd -198,-194,-190,-185,-181,-177,-172,-167,-162,-157
dd -152,-147,-142,-137,-132,-126,-121,-115,-109,-104
dd -98,-92,-86,-80,-74,-68,-62,-56,-50,-44
dd -38,-31,-25,-19,-13,-6
mipzoom dd 0
mipmapwork dd 0
temp1 dd 0
temp2 dd 0
; 4.24.2005 Textured triangle algorythm
; created by Pavlushin Evgeni waptap[at]mail.ru
; on base tex3 from Mikolaj Felix mfelix@polbox.com
align 512
@@tx1 dd 0 ;equ [bp+4]
@@ty1 dd 0 ;equ [bp+6]
align 512
@@tx2 dd 0 ;equ [bp+8]
@@ty2 dd 0 ;equ [bp+10]
align 512
@@tx3 dd 0 ;equ [bp+12]
@@ty3 dd 0 ;equ [bp+14]
@@tz1 dd 0
@@tz2 dd 0
@@tz3 dd 0
@@z_dy12 dd 0
@@z_dy13 dd 0
@@z_dy23 dd 0
@@tex_off dd 0 ;equ [bp+16]
@@tex_x1 dd 0 ;equ [bp+18]
@@tex_y1 dd 0 ;equ [bp+20]
@@tex_x2 dd 0 ;equ [bp+22]
@@tex_y2 dd 0 ;equ [bp+24]
@@tex_x3 dd 0 ;equ [bp+26]
@@tex_y3 dd 0 ;equ [bp+28]
@@dx12 dd 0 ;equ [bp-2]
@@dx13 dd 0 ;equ [bp-4]
@@dx23 dd 0 ;equ [bp-6]
@@tex_dx12 dd 0 ;equ [bp-8]
@@tex_dy12 dd 0 ;equ [bp-10]
@@tex_dx13 dd 0 ;equ [bp-12]
@@tex_dy13 dd 0 ;equ [bp-14]
@@tex_dx23 dd 0 ;equ [bp-16]
@@tex_dy23 dd 0 ;equ [bp-18]
@@scan_x1 dd 0
@@scan_y1 dd 0
@@scan_x2 dd 0
@@scan_y2 dd 0
@@scan_z1 dd 0
@@scan_z2 dd 0
SHIFT=16
textured_triangle:
mov eax,[@@ty1]
cmp eax,[@@ty3]
jle tt_check1
xchg eax,[@@ty3]
mov [@@ty1],eax
mov eax,[@@tx1]
xchg eax,[@@tx3]
mov [@@tx1],eax
mov eax,[@@tz1]
xchg eax,[@@tz3]
mov [@@tz1],eax
mov eax,[@@tex_y1]
xchg eax,[@@tex_y3]
mov [@@tex_y1],eax
mov eax,[@@tex_x1]
xchg eax,[@@tex_x3]
mov [@@tex_x1],eax
tt_check1:
mov eax,[@@ty2]
cmp eax,[@@ty3]
jle tt_check2
xchg eax,[@@ty3]
mov [@@ty2],eax
mov eax,[@@tx2]
xchg eax,[@@tx3]
mov [@@tx2],eax
mov eax,[@@tz2]
xchg eax,[@@tz3]
mov [@@tz2],eax
mov eax,[@@tex_y2]
xchg eax,[@@tex_y3]
mov [@@tex_y2],eax
mov eax,[@@tex_x2]
xchg eax,[@@tex_x3]
mov [@@tex_x2],eax
tt_check2:
mov eax,[@@ty1]
cmp eax,[@@ty2]
jle tt_check3
xchg eax,[@@ty2]
mov [@@ty1],eax
mov eax,[@@tx1]
xchg eax,[@@tx2]
mov [@@tx1],eax
mov eax,[@@tz1]
xchg eax,[@@tz2]
mov [@@tz1],eax
mov eax,[@@tex_y1]
xchg eax,[@@tex_y2]
mov [@@tex_y1],eax
mov eax,[@@tex_x1]
xchg eax,[@@tex_x2]
mov [@@tex_x1],eax
tt_check3:
mov ebx,[@@ty2]
sub ebx,[@@ty1]
jnz tt_dx12_make
mov [@@dx12],0
mov [@@tex_dx12],0
mov [@@tex_dy12],0
mov [@@z_dy12],0
jmp tt_dx12_done
tt_dx12_make:
mov eax,[@@tx2]
sub eax,[@@tx1]
shl eax,SHIFT
cdq
idiv ebx
mov [@@dx12],eax ; dx12 = (x2-x1)/(y2-y1)
mov eax,[@@tex_x2]
sub eax,[@@tex_x1]
cdq
idiv ebx
mov [@@tex_dx12],eax ; tex_dx12 = (tex_x2-tex_x1)/(y2-y1)
mov eax,[@@tex_y2]
sub eax,[@@tex_y1]
cdq
idiv ebx
mov [@@tex_dy12],eax ; tex_dy12 = (tex_y2-tex_y1)/(y2-y1)
mov eax,[@@tz2]
sub eax,[@@tz1]
shl eax,SHIFT
cdq
idiv ebx
mov [@@z_dy12],eax
tt_dx12_done:
mov ebx,[@@ty3]
sub ebx,[@@ty1]
jnz tt_dx13_make
mov [@@dx13],0
mov [@@tex_dx13],0
mov [@@tex_dy13],0
mov [@@z_dy13],0
jmp tt_dx13_done
tt_dx13_make:
mov eax,[@@tx3]
sub eax,[@@tx1]
shl eax,SHIFT
cdq
idiv ebx
mov [@@dx13],eax ; dx13 = (x3-x1)/(y3-y1)
mov eax,[@@tex_x3]
sub eax,[@@tex_x1]
cdq
idiv ebx
mov [@@tex_dx13],eax ; tex_dx13 = (tex_x3-tex_x1)/(y3-y1)
mov eax,[@@tex_y3]
sub eax,[@@tex_y1]
cdq
idiv ebx
mov [@@tex_dy13],eax ; tex_dy13 = (tex_y3-tex_x1)/(y3-y1)
mov eax,[@@tz3]
sub eax,[@@tz1]
shl eax,SHIFT
cdq
idiv ebx
mov [@@z_dy13],eax
tt_dx13_done:
mov ebx,[@@ty3]
sub ebx,[@@ty2]
jnz tt_dx23_make
mov [@@dx23],0
mov [@@tex_dx23],0
mov [@@tex_dy23],0
mov [@@z_dy23],0
jmp tt_dx23_done
tt_dx23_make:
mov eax,[@@tx3]
sub eax,[@@tx2]
shl eax,SHIFT
cdq
idiv ebx
mov [@@dx23],eax ; dx23 = (x3-x2)/(y3-y2)
mov eax,[@@tex_x3]
sub eax,[@@tex_x2]
cdq
idiv ebx
mov [@@tex_dx23],eax ; tex_dx23 = (tex_x3-tex_x2)/(y3-y2)
mov eax,[@@tex_y3]
sub eax,[@@tex_y2]
cdq
idiv ebx
mov [@@tex_dy23],eax ; tex_dy23 = (tex_y3-tex_y2)/(y3-y2)
mov eax,[@@tz3]
sub eax,[@@tz2]
shl eax,SHIFT
cdq
idiv ebx
mov [@@z_dy23],eax
tt_dx23_done:
mov eax,[@@tx1]
shl eax,SHIFT
mov ebx,eax
mov ecx,[@@ty1]
mov edx,[@@tz1]
shl edx,SHIFT
mov [@@scan_z1],edx
mov [@@scan_z2],edx
mov edx,[@@tex_x1]
mov [@@scan_x1],edx
mov [@@scan_x2],edx
mov edx,[@@tex_y1]
mov [@@scan_y1],edx
mov [@@scan_y2],edx
; ****************
mov edx,[@@ty1] ;skip equals
cmp [@@ty2],edx
je tt_loop1_end
mov ebp,[@@ty1]
cmp ebp,0
jg no_up_clip
neg ebp
mov edx,[@@ty2]
cmp edx,0
jg no_sbx
neg edx
sub ebp,edx
no_sbx:
mov edx,[@@tex_dx13]
imul edx,ebp
add [@@scan_x1],edx
mov edx,[@@tex_dx12]
imul edx,ebp
add [@@scan_x2],edx
mov edx,[@@tex_dy13]
imul edx,ebp
add [@@scan_y1],edx
mov edx,[@@tex_dy12]
imul edx,ebp
add [@@scan_y2],edx
mov edx,[@@z_dy13]
imul edx,ebp
add [@@scan_z1],edx
mov edx,[@@z_dy12]
imul edx,ebp
add [@@scan_z2],edx
mov edx,[@@dx13]
imul edx,ebp
add eax,edx
mov edx,[@@dx12]
imul edx,ebp
add ebx,edx
add ecx,ebp
no_up_clip:
cmp [@@ty2],0
jl tt_loop1_end
tt_loop1:
cmp ecx,SCREEN_Y
jge tt_loop2_end
pushad
mov edx,[@@scan_y2]
mov [@@tex_ly2],edx ;push dx
mov edx,[@@scan_x2]
mov [@@tex_lx2],edx ;push dx
mov edx,[@@scan_y1]
mov [@@tex_ly1],edx ;push dx
mov edx,[@@scan_x1]
mov [@@tex_lx1],edx ;push dx
mov edx,[@@scan_z1]
mov [@@lz1],edx
mov edx,[@@scan_z2]
mov [@@lz2],edx
mov [@@ly],ecx ;push cx
mov edx,ebx
sar edx,SHIFT
mov [@@lx2],edx ;push dx
mov edx,eax
sar edx,SHIFT
mov [@@lx1],edx ; push dx
call textured_horizontal_line
popad
mov edx,[@@tex_dx13]
add [@@scan_x1],edx
mov edx,[@@tex_dx12]
add [@@scan_x2],edx
mov edx,[@@tex_dy13]
add [@@scan_y1],edx
mov edx,[@@tex_dy12]
add [@@scan_y2],edx
mov edx,[@@z_dy13]
add [@@scan_z1],edx
mov edx,[@@z_dy12]
add [@@scan_z2],edx
add eax,[@@dx13]
add ebx,[@@dx12]
inc ecx
cmp ecx,[@@ty2]
jl tt_loop1
tt_loop1_end:
mov ebx,[@@tx2]
shl ebx,SHIFT
mov ecx,[@@ty2]
mov edx,[@@tz2]
shl edx,SHIFT
mov [@@scan_z2],edx
mov edx,[@@tex_x2]
mov [@@scan_x2],edx
mov edx,[@@tex_y2]
mov [@@scan_y2],edx
mov ebp,[@@ty2]
cmp ebp,0
jg no_down_clip
neg ebp
dec ebp
mov edx,[@@tex_dx13]
imul edx,ebp
add [@@scan_x1],edx
mov edx,[@@tex_dx23]
imul edx,ebp
add [@@scan_x2],edx
mov edx,[@@tex_dy13]
imul edx,ebp
add [@@scan_y1],edx
mov edx,[@@tex_dy23]
imul edx,ebp
add [@@scan_y2],edx
mov edx,[@@z_dy13]
imul edx,ebp
add [@@scan_z1],edx
mov edx,[@@z_dy23]
imul edx,ebp
add [@@scan_z2],edx
mov edx,[@@dx13]
imul edx,ebp
add eax,edx
mov edx,[@@dx23]
imul edx,ebp
add ebx,edx
add ecx,ebp
no_down_clip:
tt_loop2:
cmp ecx,SCREEN_Y
jge tt_loop2_end
pushad
mov edx,[@@scan_y2]
mov [@@tex_ly2],edx ;push dx
mov edx,[@@scan_x2]
mov [@@tex_lx2],edx ;push dx
mov edx,[@@scan_y1]
mov [@@tex_ly1],edx ;push dx
mov edx,[@@scan_x1]
mov [@@tex_lx1],edx ;push dx
mov edx,[@@scan_z1]
mov [@@lz1],edx
mov edx,[@@scan_z2]
mov [@@lz2],edx
mov [@@ly],ecx ;push cx
mov edx,ebx
sar edx,SHIFT
mov [@@lx2],edx ;push dx
mov edx,eax
sar edx,SHIFT
mov [@@lx1],edx ; push dx
call textured_horizontal_line
popad
mov edx,[@@tex_dx13]
add [@@scan_x1],edx
mov edx,[@@tex_dx23]
add [@@scan_x2],edx
mov edx,[@@tex_dy13]
add [@@scan_y1],edx
mov edx,[@@tex_dy23]
add [@@scan_y2],edx
mov edx,[@@z_dy13]
add [@@scan_z1],edx
mov edx,[@@z_dy23]
add [@@scan_z2],edx
add eax,[@@dx13]
add ebx,[@@dx23]
inc ecx
cmp ecx,[@@ty3]
jl tt_loop2
tt_loop2_end:
ret
align 512
@@lx1 dd 0
align 512
@@lx2 dd 0
align 512
@@ly dd 0
@@lz1 dd 0
@@lz2 dd 0
@@z_dx dd 0
align 512
@@tex_loff dd 0 ;equ [bp+10]
@@tex_lx1 dd 0 ;equ [bp+12]
@@tex_ly1 dd 0 ;equ [bp+14]
@@tex_lx2 dd 0 ;equ [bp+16]
@@tex_ly2 dd 0 ;equ [bp+18]
align 512
@@tex_ldx dd 0 ;equ [bp-2]
@@tex_ldy dd 0 ;equ [bp-4]
align 1024
textured_horizontal_line:
mov eax,[@@lx1]
cmp eax,[@@lx2]
je thl_quit
jl thl_ok
xchg eax,[@@lx2]
mov [@@lx1],eax
mov eax,[@@lz1]
xchg eax,[@@lz2]
mov [@@lz1],eax
mov eax,[@@tex_lx1]
xchg eax,[@@tex_lx2]
mov [@@tex_lx1],eax
mov eax,[@@tex_ly1]
xchg eax,[@@tex_ly2]
mov [@@tex_ly1],eax
thl_ok:
cmp [@@lx2],0
jle thl_quit
mov eax,SCREEN_X
cmp [@@lx1],eax
jge thl_quit
mov ecx,[@@lx2]
sub ecx,[@@lx1]
; Uneversal method
mov edi,[@@ly]
mov eax,SCREEN_X ;di = ly*320+lx1
imul edi
add eax,[@@lx1]
imul eax,3
mov edi,eax
add edi,I_END
;Right side clipping
mov eax,SCREEN_X
cmp [@@lx2],eax
jnge x1ok
mov edx,SCREEN_X
dec edx
sub edx,[@@lx1]
cmp edx,0
jle thl_quit
mov ecx,edx
x1ok:
;Left side clipping
cmp [@@lx1],0
jg x2ok
mov ecx,[@@lx2] ;cmp lx2 screen x if above cut (for future)
mov edi,[@@ly]
mov eax,SCREEN_X
imul edi,eax
imul edi,3
add edi,I_END
x2ok:
mov ebx,[@@lx2]
sub ebx,[@@lx1]
mov eax,[@@tex_lx2]
sub eax,[@@tex_lx1]
cdq
idiv ebx
mov [@@tex_ldx],eax ; tex_dx = (tex_x2-tex_x1)/(x2-x1)
mov eax,[@@tex_ly2]
sub eax,[@@tex_ly1]
cdq
idiv ebx
mov [@@tex_ldy],eax ; tex_dy = (tex_y2-tex_y1)/(x2-x1)
mov eax,[@@lz2]
sub eax,[@@lz1]
cdq
idiv ebx
mov [@@z_dx],eax ; tex_dx = (tex_x2-tex_x1)/(x2-x1)
; Left clipping post correction
cmp [@@lx1],0
jg no_lcpc
mov eax,[@@lx1]
neg eax
mov ebp,[@@tex_ldx]
imul ebp,eax
add [@@tex_lx1],ebp
mov ebp,[@@tex_ldy]
imul ebp,eax
add [@@tex_ly1],ebp
mov ebp,[@@z_dx]
imul ebp,eax
add [@@lz1],ebp
no_lcpc:
inc ecx ;for equal correction
mov edx,[@@tex_lx1]
mov ebx,[@@tex_ly1]
mov esi,[@@lz1]
thl_loop:
mov ebp,esi
shr ebp,SHIFT
mov eax,dword [edi-I_END+zbuffer]
cmp ax,bp
jb no_set
mov [edi-I_END+zbuffer],bp
mov eax,edx
; and eax,0x0fff0000
ror ebx,16
mov ax,bx
ror ebx,16
shl ax,11 ; 8 for 256*256, 9 for 128*128 ...
shr eax,11
lea eax,[eax*2+eax] ; equ imul eax,3
add eax,[@@tex_off]
mov ebp,eax
mov ax,word [ebp]
mov [edi],ax
mov al,byte [ebp+2]
mov [edi+2],al
no_set:
add edi,3
add esi,[@@z_dx]
add edx,[@@tex_ldx]
add ebx,[@@tex_ldy]
dec ecx
jnz thl_loop
thl_quit:
ret
@@rgb dd 0
@@rgbax dw 0
@@rgbbl db 0
; === DATA ===
d_angle dd 0.19634954 ;pi/16
angle dd 0.0
mul_wave dd 1.5
sin_pos dw 0
sinwave rw 256
Xmap dd 0
Ymap dd 0
mapoff dd 0
Xcam dd 0
Ycam dd 0
Zcam dd -400
Xcamangle dd 0
Ycamangle dd 0
Zcamangle dd 0
Xcamsin dd 0
Xcamcos dd 0
Ycamsin dd 0
Ycamcos dd 0
Zcamsin dd 0
Zcamcos dd 0
X dd ? ; X,Y,Z variable for formula
Y dd ?
Z dd ?
Xp dd ?
Yp dd ?
Xangle dd 0 ; Angle to rotate around x
Yangle dd 0
Zangle dd 0
DeltaX dd 1 ; x,y,z rotation angle
DeltaY dd 1
DeltaZ dd 1
Xoff dd 256 ; x-cord
Yoff dd 256 ; y-cord
Zoff dd 0;800 ; Distance from viewer
Xsin dd ? ; Sine and cosine of angle to rotate around
Xcos dd ?
Ysin dd ?
Ycos dd ?
Zsin dd ?
Zcos dd ?
Mx dd SCREEN_X/2 ; Center of the screen
My dd SCREEN_Y/2
autorot db 0 ;Auto rotation flag
massize dd 0 ;Size of triangle massive
id dd 0
temp dd 0
; DATA AREA
labelt:
db '3D TEXTURED ENGINE'
labellen:
;Texture pusck 32*32 256
texpack_gif:
file 'texpack.gif'
rb 50
;Ground texture
bmp_texmap:
file 'texmap.bmp'
rb 50
; Ground livel map
gif_file_area5:
file 'map.gif' ;level map
rb 50
rb 8
texture_limg:
rb 4095
texture_img:
rb 4095
texture_img2:
rb 4095
rb (4095)*16*16
img_area:
rb 128*128*3+8
glm_img_area:
rb (MAP_XSIZE+1)*(MAP_YSIZE+1)*3+8
rb 8
texpack_img:
rb 512*512*3+8
keymap:
rb 1000
model_mas:
rb 4+8*100
; Hash area for decoding GIF
gif_hash_area:
rd 4096+1
MAX_MODEL_POINTS = 100
modelpoints:
rb MAX_MODEL_POINTS*3*4
; Matrix points massive
points:
; Massive of turn matrix points
tpoints=points+((MATRIX_XSIZE+1)*(MATRIX_YSIZE+1)*3*4)
; Ground level map massive
ground_level_map=tpoints+((MATRIX_XSIZE+1)*(MATRIX_YSIZE+1)*3*4)
; zbuffer
zbuffer=ground_level_map+((MAP_XSIZE+1)*(MAP_YSIZE+1)*4)
I_END=zbuffer+(SCREEN_X*SCREEN_Y)*3