prog8/compiler/examples/cube3d.p8

127 lines
3.5 KiB
Plaintext
Raw Normal View History

2018-10-02 23:11:28 +00:00
%option enable_floats
~ irq {
word global_time
byte time_changed
sub irq() {
global_time++
time_changed = 1
}
}
~ main {
const word width = 320
const word height = 200
; vertices
float[8] xcoor = [ -1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0 ]
float[8] ycoor = [ -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0 ]
float[8] zcoor = [ -1.0, 1.0, -1.0, 1.0, -1.0, 1.0, -1.0, 1.0 ]
; edges (msb=from vertex, lsb=to vertex)
word[12] edges = [$0001, $0103, $0302, $0200, $0405, $0507, $0706, $0604, $0004, $0105, $0206, $0307]
; storage for rotated coordinates
float[len(xcoor)] rotatedx
float[len(ycoor)] rotatedy
float[len(zcoor)] rotatedz
; general index var
byte i
sub start() {
if irq.time_changed {
irq.time_changed = 0
_vm_gfx_clearscr(0)
_vm_gfx_text(14, 5, 5, "Spin to Win !!!")
for i in 0 to width//10 {
_vm_gfx_line(i*2+width//2-width//10, 130, i*10.w, 199, 6)
2018-10-02 23:11:28 +00:00
}
rotate_vertices(flt(irq.global_time) / 30.0)
draw_edges()
}
goto start
}
sub rotate_vertices(t: float) {
; rotate around origin (0,0,0)
; set up the 3d rotation matrix values
float cosa = cos(t)
float sina = sin(t)
float cosb = cos(t*0.33)
float sinb = sin(t*0.33)
float cosc = cos(t*0.78)
float sinc = sin(t*0.78)
float Axx = cosa*cosb
float Axy = cosa*sinb*sinc - sina*cosc
float Axz = cosa*sinb*cosc + sina*sinc
float Ayx = sina*cosb
float Ayy = sina*sinb*sinc + cosa*cosc
float Ayz = sina*sinb*cosc - cosa*sinc
float Azx = -sinb
float Azy = cosb*sinc
float Azz = cosb*cosc
2018-10-02 23:11:28 +00:00
for i in 0 to len(xcoor)-1 {
rotatedx[i] = Axx*xcoor[i] + Axy*ycoor[i] + Axz*zcoor[i]
rotatedy[i] = Ayx*xcoor[i] + Ayy*ycoor[i] + Ayz*zcoor[i]
rotatedz[i] = Azx*xcoor[i] + Azy*ycoor[i] + Azz*zcoor[i]
}
}
sub draw_edges() {
word edge
byte e_from
byte e_to
sub toscreenx(x: float, z: float) -> word {
return floor(x/(4.2+z) * flt(height)) + width // 2
2018-10-02 23:11:28 +00:00
}
sub toscreeny(y: float, z: float) -> word {
return floor(y/(4.2+z) * flt(height)) + height // 2
2018-10-02 23:11:28 +00:00
}
; draw all edges of the object
for edge in edges {
e_from = msb(edge)
e_to = lsb(edge)
_vm_gfx_line(toscreenx(rotatedx[e_from], rotatedz[e_from]), toscreeny(rotatedy[e_from], rotatedz[e_from]),
toscreenx(rotatedx[e_to], rotatedz[e_to]), toscreeny(rotatedy[e_to], rotatedz[e_to]), e_from+e_to)
}
; accentuate the vertices a bit with small boxes
word sx
word sy
byte col
for i in 0 to len(xcoor)-1 {
sx = toscreenx(rotatedx[i], rotatedz[i])
sy = toscreeny(rotatedy[i], rotatedz[i])
col=i+2
_vm_gfx_pixel(sx-1, sy-1, col)
_vm_gfx_pixel(sx, sy-1, col)
_vm_gfx_pixel(sx+1, sy-1, col)
_vm_gfx_pixel(sx-1, sy, col)
_vm_gfx_pixel(sx, sy, col)
_vm_gfx_pixel(sx+1, sy, col)
_vm_gfx_pixel(sx-1, sy+1, col)
_vm_gfx_pixel(sx, sy+1, col)
_vm_gfx_pixel(sx+1, sy+1, col)
_vm_gfx_pixel(sx, sy-2, col)
_vm_gfx_pixel(sx+2, sy, col)
_vm_gfx_pixel(sx, sy+2, col)
_vm_gfx_pixel(sx-2, sy, col)
}
}
}