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https://github.com/irmen/prog8.git
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109 lines
3.1 KiB
Lua
109 lines
3.1 KiB
Lua
%import floats
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%import textio
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%zeropage basicsafe
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; Note: this program is compatible with C64 and CX16.
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main {
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; vertices
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float[] xcoor = [ -1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0 ]
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float[] ycoor = [ -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0 ]
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float[] zcoor = [ -1.0, 1.0, -1.0, 1.0, -1.0, 1.0, -1.0, 1.0 ]
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; storage for rotated coordinates
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float[len(xcoor)] rotatedx=0.0
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float[len(ycoor)] rotatedy=0.0
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float[len(zcoor)] rotatedz=-1.0
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sub start() {
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float time=0.0
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ubyte timer_jiffies
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repeat {
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rotate_vertices(time)
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txt.clear_screenchars(' ')
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draw_edges()
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time+=0.1
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txt.plot(0,0)
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txt.print("3d cube! floats. ")
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%asm {{
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stx P8ZP_SCRATCH_REG
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jsr c64.RDTIM ; A/X/Y
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sta timer_jiffies
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lda #0
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jsr c64.SETTIM
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ldx P8ZP_SCRATCH_REG
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}}
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txt.print_ub(timer_jiffies)
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txt.print(" jiffies/fr = ")
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txt.print_ub(60/timer_jiffies)
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txt.print(" fps")
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}
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}
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sub rotate_vertices(float t) {
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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 = cos(t)
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float sina = sin(t)
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float cosb = cos(t*0.33)
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float sinb = sin(t*0.33)
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float cosc = cos(t*0.78)
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float sinc = sin(t*0.78)
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float cosa_sinb = cosa*sinb
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float sina_sinb = sina*sinb
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float Axx = cosa*cosb
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float Axy = cosa_sinb*sinc - sina*cosc
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float Axz = cosa_sinb*cosc + sina*sinc
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float Ayx = sina*cosb
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float Ayy = sina_sinb*sinc + cosa*cosc
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float Ayz = sina_sinb*cosc - cosa*sinc
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float Azx = -sinb
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float Azy = cosb*sinc
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float Azz = cosb*cosc
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ubyte @zp i
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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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; plot the points of the 3d cube
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; first the points on the back, then the points on the front (painter algorithm)
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ubyte @zp i
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float rz
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float persp
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ubyte sx
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ubyte sy
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for i in 0 to len(xcoor)-1 {
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rz = rotatedz[i]
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if rz >= 0.1 {
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persp = (5.0+rz)/(txt.DEFAULT_HEIGHT as float)
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sx = rotatedx[i] / persp + txt.DEFAULT_WIDTH/2.0 as ubyte
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sy = rotatedy[i] / persp + txt.DEFAULT_HEIGHT/2.0 as ubyte
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txt.setcc(sx, sy, 46, 1)
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}
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}
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for i in 0 to len(xcoor)-1 {
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rz = rotatedz[i]
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if rz < 0.1 {
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persp = (5.0+rz)/(txt.DEFAULT_HEIGHT as float)
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sx = rotatedx[i] / persp + txt.DEFAULT_WIDTH/2.0 as ubyte
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sy = rotatedy[i] / persp + txt.DEFAULT_HEIGHT/2.0 as ubyte
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txt.setcc(sx, sy, 81, 1)
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}
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}
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}
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}
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