mirror of
https://github.com/irmen/prog8.git
synced 2024-11-28 10:51:14 +00:00
143 lines
3.7 KiB
Plaintext
143 lines
3.7 KiB
Plaintext
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%option enable_floats
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~ irq {
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word global_time
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byte time_changed
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sub irq() {
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global_time++
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time_changed = 1
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}
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}
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~ main {
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const word width = 320
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const word height = 200
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; vertices
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float[8] xcoor = [ -1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0 ]
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float[8] ycoor = [ -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0 ]
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float[8] zcoor = [ -1.0, 1.0, -1.0, 1.0, -1.0, 1.0, -1.0, 1.0 ]
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; edges (msb=from vertex, lsb=to vertex)
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word[12] edges = [$0001, $0103, $0302, $0200, $0405, $0507, $0706, $0604, $0004, $0105, $0206, $0307]
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; storage for rotated coordinates
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float[len(xcoor)] rotatedx
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float[len(ycoor)] rotatedy
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float[len(zcoor)] rotatedz
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; general index var
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byte i
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sub start() {
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if irq.time_changed {
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irq.time_changed = 0
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_vm_gfx_clearscr(0)
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_vm_gfx_text(14, 5, 5, "Spin to Win !!!")
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for i in 0 to width//10 {
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_vm_gfx_line(i*2+width//2-width//10, 130, i*10, 199, 6)
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}
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rotate_vertices(flt(irq.global_time) / 30.0)
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draw_edges()
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}
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goto start
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}
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sub rotate_vertices(t: float) {
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; rotate around origin (0,0,0)
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; set up the 3d rotation matrix values
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float cosa
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float sina
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float cosb
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float sinb
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float cosc
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float sinc
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float Axx
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float Axy
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float Axz
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float Ayx
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float Ayy
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float Ayz
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float Azx
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float Azy
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float Azz
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cosa = cos(t)
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sina = sin(t)
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cosb = cos(t*0.33)
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sinb = sin(t*0.33)
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cosc = cos(t*0.78)
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sinc = sin(t*0.78)
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Axx = cosa*cosb
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Axy = cosa*sinb*sinc - sina*cosc
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Axz = cosa*sinb*cosc + sina*sinc
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Ayx = sina*cosb
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Ayy = sina*sinb*sinc + cosa*cosc
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Ayz = sina*sinb*cosc - cosa*sinc
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Azx = -sinb
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Azy = cosb*sinc
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Azz = cosb*cosc
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for i in 0 to len(xcoor)-1 {
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rotatedx[i] = Axx*xcoor[i] + Axy*ycoor[i] + Axz*zcoor[i]
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rotatedy[i] = Ayx*xcoor[i] + Ayy*ycoor[i] + Ayz*zcoor[i]
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rotatedz[i] = Azx*xcoor[i] + Azy*ycoor[i] + Azz*zcoor[i]
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}
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}
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sub draw_edges() {
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word edge
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byte e_from
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byte e_to
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sub toscreenx(x: float, z: float) -> word {
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return floor(x/(4.2+z) * height) + width // 2
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}
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sub toscreeny(y: float, z: float) -> word {
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return floor(y/(4.2+z) * height) + height // 2
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}
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; draw all edges of the object
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for edge in edges {
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e_from = msb(edge)
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e_to = lsb(edge)
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_vm_gfx_line(toscreenx(rotatedx[e_from], rotatedz[e_from]), toscreeny(rotatedy[e_from], rotatedz[e_from]),
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toscreenx(rotatedx[e_to], rotatedz[e_to]), toscreeny(rotatedy[e_to], rotatedz[e_to]), e_from+e_to)
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}
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; accentuate the vertices a bit with small boxes
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word sx
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word sy
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byte col
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for i in 0 to len(xcoor)-1 {
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sx = toscreenx(rotatedx[i], rotatedz[i])
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sy = toscreeny(rotatedy[i], rotatedz[i])
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col=i+2
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_vm_gfx_pixel(sx-1, sy-1, col)
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_vm_gfx_pixel(sx, sy-1, col)
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_vm_gfx_pixel(sx+1, sy-1, col)
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_vm_gfx_pixel(sx-1, sy, col)
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_vm_gfx_pixel(sx, sy, col)
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_vm_gfx_pixel(sx+1, sy, col)
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_vm_gfx_pixel(sx-1, sy+1, col)
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_vm_gfx_pixel(sx, sy+1, col)
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_vm_gfx_pixel(sx+1, sy+1, col)
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_vm_gfx_pixel(sx, sy-2, col)
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_vm_gfx_pixel(sx+2, sy, col)
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_vm_gfx_pixel(sx, sy+2, col)
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_vm_gfx_pixel(sx-2, sy, col)
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}
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}
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}
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