mirror of
https://github.com/irmen/prog8.git
synced 2024-11-22 15:33:02 +00:00
289 lines
10 KiB
Lua
289 lines
10 KiB
Lua
%import textio
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%import syslib
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%import conv
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%import math
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%import verafx
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; %import gfx_lores
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; TODO add FPS counter
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; TODO add double buffering
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; TODO fix the camera normal calculation for the hidden surface removal
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; TODO add all other Elite's ships, show their name, advance to next ship on keypress
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; TODO embed pre calculated surface normals???
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main {
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sub start() {
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uword anglex
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uword angley
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uword anglez
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void cx16.screen_mode($80, false)
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cx16.GRAPH_init(0)
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cx16.GRAPH_set_colors(13, 6, 6)
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cx16.GRAPH_clear()
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print_ship_name()
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repeat {
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matrix_math.rotate_vertices(msb(anglex), msb(angley), msb(anglez))
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verafx.clear(0, 320*10, 0, 320*(220/4))
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; cx16.GRAPH_set_colors(0, 0, 0)
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; cx16.GRAPH_draw_rect(32, 10, 256, 220, 0, true)
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; sys.waitvsync()
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cx16.GRAPH_set_colors(1, 0, 0)
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draw_lines_hiddenremoval()
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; draw_lines()
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anglex += 317
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angley -= 505
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anglez += 452
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}
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}
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sub print_ship_name() {
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cx16.r0 = 32
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cx16.r1 = 8
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ubyte c
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for c in "ship: "
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cx16.GRAPH_put_next_char(c)
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for c in shipdata.shipName
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cx16.GRAPH_put_next_char(c)
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cx16.r0 += 16
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print_number_gfx(shipdata.totalNumberOfPoints)
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for c in " vertices, "
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cx16.GRAPH_put_next_char(c)
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print_number_gfx(shipdata.totalNumberOfEdges)
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for c in " edges, "
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cx16.GRAPH_put_next_char(c)
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print_number_gfx(shipdata.totalNumberOfFaces)
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for c in " faces"
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cx16.GRAPH_put_next_char(c)
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}
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sub print_number_gfx(ubyte num) {
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uword num_str = conv.str_ub(num)
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do {
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cx16.GRAPH_put_next_char(@(num_str))
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num_str++
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} until @(num_str)==0
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}
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const uword screen_width = 320
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const ubyte screen_height = 240
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sub draw_lines() {
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; simple routine that draw all edges, exactly once, but no hidden line removal.
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ubyte @zp i
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for i in shipdata.totalNumberOfEdges -1 downto 0 {
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ubyte @zp vFrom = shipdata.edgesFrom[i]
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ubyte @zp vTo = shipdata.edgesTo[i]
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word persp1 = 200 + matrix_math.rotatedz[vFrom]/256
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word persp2 = 200 + matrix_math.rotatedz[vTo]/256
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cx16.GRAPH_draw_line(matrix_math.rotatedx[vFrom] / persp1 + screen_width/2 as uword,
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matrix_math.rotatedy[vFrom] / persp1 + screen_height/2 as uword,
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matrix_math.rotatedx[vTo] / persp2 + screen_width/2 as uword,
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matrix_math.rotatedy[vTo] / persp2 + screen_height/2 as uword)
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; gfx_lores.line(matrix_math.rotatedx[vFrom] / persp1 + screen_width/2 as uword,
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; matrix_math.rotatedy[vFrom] / persp1 + screen_height/2 as ubyte,
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; matrix_math.rotatedx[vTo] / persp2 + screen_width/2 as uword,
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; matrix_math.rotatedy[vTo] / persp2 + screen_height/2 as ubyte,
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; 1)
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}
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}
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sub draw_lines_hiddenremoval() {
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; complex drawing routine that draws the ship model based on its faces,
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; where it uses the surface normals to determine visibility.
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sys.memset(edgestodraw, shipdata.totalNumberOfEdges, 1)
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ubyte @zp edgeIdx = 0
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ubyte @zp pointIdx = 0
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ubyte faceNumber
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for faceNumber in shipdata.totalNumberOfFaces -1 downto 0 {
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if matrix_math.facing_away(pointIdx) {
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; don't draw this face, fast-forward over the edges and points
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edgeIdx += 3 ; every face hast at least 3 edges
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while shipdata.facesEdges[edgeIdx]!=255 {
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edgeIdx++
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}
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edgeIdx++
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pointIdx += 3 ; every face has at least 3 points
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while shipdata.facesPoints[pointIdx]!=255 {
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pointIdx++
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}
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pointIdx++
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} else {
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; draw this face
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ubyte @zp e1 = shipdata.facesEdges[edgeIdx]
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edgeIdx ++
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ubyte @zp e2 = shipdata.facesEdges[edgeIdx]
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edgeIdx ++
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ubyte @zp e3 = shipdata.facesEdges[edgeIdx]
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edgeIdx ++
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if edgestodraw[e1]
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draw_edge(e1)
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if edgestodraw[e2]
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draw_edge(e2)
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while e3!=255 {
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if edgestodraw[e3]
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draw_edge(e3)
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e3 = shipdata.facesEdges[edgeIdx]
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edgeIdx ++
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}
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; skip the rest of the facesPoints, we don't need them here anymore
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pointIdx += 3 ; every face has at least 3 points
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while shipdata.facesPoints[pointIdx]!=255 {
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pointIdx++
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}
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pointIdx++
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}
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}
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}
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bool[shipdata.totalNumberOfEdges] edgestodraw
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sub draw_edge(ubyte edgeidx) {
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edgestodraw[edgeidx] = false
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ubyte vFrom = shipdata.edgesFrom[edgeidx]
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ubyte vTo = shipdata.edgesTo[edgeidx]
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word persp1 = 170 + matrix_math.rotatedz[vFrom]/256
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word persp2 = 170 + matrix_math.rotatedz[vTo]/256
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cx16.GRAPH_draw_line(matrix_math.rotatedx[vFrom] / persp1 + screen_width/2 as uword,
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matrix_math.rotatedy[vFrom] / persp1 + screen_height/2 as uword,
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matrix_math.rotatedx[vTo] / persp2 + screen_width/2 as uword,
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matrix_math.rotatedy[vTo] / persp2 + screen_height/2 as uword)
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; gfx_lores.line(matrix_math.rotatedx[vFrom] / persp1 + screen_width/2 as uword,
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; matrix_math.rotatedy[vFrom] / persp1 + screen_height/2 as ubyte,
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; matrix_math.rotatedx[vTo] / persp2 + screen_width/2 as uword,
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; matrix_math.rotatedy[vTo] / persp2 + screen_height/2 as ubyte,
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; 1)
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}
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}
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matrix_math {
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%option verafxmuls ; accellerate all word-multiplications in this block using Vera FX hardware muls
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; storage for rotated coordinates
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word[shipdata.totalNumberOfPoints] @split rotatedx
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word[shipdata.totalNumberOfPoints] @split rotatedy
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word[shipdata.totalNumberOfPoints] @split rotatedz
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sub rotate_vertices(ubyte ax, ubyte ay, ubyte az) {
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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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word wcosa = math.cos8(ax)
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word wsina = math.sin8(ax)
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word wcosb = math.cos8(ay)
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word wsinb = math.sin8(ay)
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word wcosc = math.cos8(az)
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word wsinc = math.sin8(az)
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word wcosa_sinb = wcosa*wsinb / 128
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word wsina_sinb = wsina*wsinb / 128
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word Axx = wcosa*wcosb / 128
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word Axy = (wcosa_sinb*wsinc - wsina*wcosc) / 128
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word Axz = (wcosa_sinb*wcosc + wsina*wsinc) / 128
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word Ayx = wsina*wcosb / 128
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word Ayy = (wsina_sinb*wsinc + wcosa*wcosc) / 128
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word Ayz = (wsina_sinb*wcosc - wcosa*wsinc) / 128
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word Azx = -wsinb
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word Azy = wcosb*wsinc / 128
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word Azz = wcosb*wcosc / 128
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ubyte @zp i
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for i in 0 to shipdata.totalNumberOfPoints-1 {
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; don't normalize by dividing by 128, instead keep some precision for perspective calc later
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rotatedx[i] = Axx*shipdata.xcoor[i] + Axy*shipdata.ycoor[i] + Axz*shipdata.zcoor[i]
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rotatedy[i] = Ayx*shipdata.xcoor[i] + Ayy*shipdata.ycoor[i] + Ayz*shipdata.zcoor[i]
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rotatedz[i] = Azx*shipdata.xcoor[i] + Azy*shipdata.ycoor[i] + Azz*shipdata.zcoor[i]
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}
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}
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sub facing_away(ubyte edgePointsIdx) -> bool {
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; simplistic visibility determination by checking the Z component of the surface normal
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; TODO: actually take the line of sight vector into account
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ubyte p1 = shipdata.facesPoints[edgePointsIdx]
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edgePointsIdx++
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ubyte p2 = shipdata.facesPoints[edgePointsIdx]
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edgePointsIdx++
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ubyte p3 = shipdata.facesPoints[edgePointsIdx]
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word p1x = rotatedx[p1] / 128
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word p1y = rotatedy[p1] / 128
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word p2x = rotatedx[p2] / 128
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word p2y = rotatedy[p2] / 128
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word p3x = rotatedx[p3] / 128
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word p3y = rotatedy[p3] / 128
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return (p2x-p3x)*(p1y-p3y) - (p2y-p3y)*(p1x-p3x) > 0
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}
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}
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shipdata {
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; Ship model data converted from BBC Elite's Cobra MK 3
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; downloaded from http://www.elitehomepage.org/archive/index.htm
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const ubyte totalNumberOfEdges = 51
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const ubyte totalNumberOfFaces = 22
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const ubyte totalNumberOfPoints = 34
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str shipName = "cobra-mk3"
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; vertices
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word[totalNumberOfPoints] @split xcoor = [ 32,-32,0,-120,120,-88,88,128,-128,0,-32,32,-36,-8,8,36,36,8,-8,-36,-1,-1,-80,-80,-88,80,88,80,1,1,1,1,-1,-1 ]
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word[totalNumberOfPoints] @split ycoor = [ 0,0,26,-3,-3,16,16,-8,-8,26,-24,-24,8,12,12,8,-12,-16,-16,-12,-1,-1,-6,6,0,6,0,-6,-1,-1,1,1,1,1 ]
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word[totalNumberOfPoints] @split zcoor = [ 76,76,24,-8,-8,-40,-40,-40,-40,-40,-40,-40,-40,-40,-40,-40,-40,-40,-40,-40,76,90,-40,-40,-40,-40,-40,-40,76,90,76,90,76,90 ]
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; edges and faces
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ubyte[totalNumberOfEdges] edgesFrom = [ 0,1,0,10,1,0,2,0,4,0,4,7,2,1,1,3,8,3,2,5,6,5,6,16,15,14,14,18,13,12,12,26,25,25,22,23,22,20,28,21,20,28,29,30,31,30,32,20,21,20,20 ]
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ubyte[totalNumberOfEdges] edgesTo = [ 1,2,2,11,10,11,6,6,6,4,7,11,5,5,3,5,10,8,9,9,9,8,7,17,16,15,17,19,18,13,19,27,26,27,23,24,24,28,29,29,21,30,31,31,33,32,33,32,33,33,29 ]
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ubyte[] facesPoints = [
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0,1,2 ,255,
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11,10,1,0 ,255,
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0,2,6 ,255,
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6,4,0 ,255,
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4,7,11,0 ,255,
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5,2,1 ,255,
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1,3,5 ,255,
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10,8,3,1 ,255,
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9,2,5 ,255,
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9,6,2 ,255,
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3,8,5 ,255,
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4,6,7 ,255,
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5,8,10,11,7,6,9 ,255,
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17,16,15,14 ,255,
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19,18,13,12 ,255,
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27,26,25 ,255,
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22,23,24 ,255,
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20,28,29,21 ,255,
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30,28,29,31 ,255,
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33,31,30,32 ,255,
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20,32,33,21 ,255,
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29,31,33,20 ,255
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]
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ubyte[] facesEdges = [
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0,1,2 ,255,
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3,4,0,5 ,255,
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2,6,7 ,255,
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8,9,7 ,255,
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10,11,5,9 ,255,
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12,1,13 ,255,
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14,15,13 ,255,
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16,17,14,4 ,255,
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18,12,19 ,255,
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20,6,18 ,255,
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17,21,15 ,255,
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8,22,10 ,255,
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21,16,3,11,22,20,19 ,255,
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23,24,25,26 ,255,
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27,28,29,30 ,255,
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31,32,33 ,255,
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34,35,36 ,255,
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37,38,39,40 ,255,
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41,38,42,43 ,255,
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44,43,45,46 ,255,
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47,46,48,40 ,255,
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42,44,49,50 ,255
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]
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}
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