mirror of
https://github.com/irmen/prog8.git
synced 2024-11-24 13:32:28 +00:00
175 lines
5.8 KiB
Lua
175 lines
5.8 KiB
Lua
%import syslib
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%import textio
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%import math
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main {
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const uword width = 255
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const uword height = 200
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; vertices
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word[] @split xcoor = [ -100, -100, -100, -100, 100, 100, 100, 100 ]
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word[] @split ycoor = [ -100, -100, 100, 100, -100, -100, 100, 100 ]
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word[] @split zcoor = [ -100, 100, -100, 100, -100, 100, -100, 100 ]
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; storage for rotated coordinates
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word[len(xcoor)] @split rotatedx
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word[len(ycoor)] @split rotatedy
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word[len(zcoor)] @split rotatedz
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sub start() {
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c64.SPENA = 255 ; enable all sprites
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uword anglex
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uword angley
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uword anglez
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repeat {
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cbm.TIME_LO=0
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rotate_vertices(msb(anglex), msb(angley), msb(anglez))
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position_sprites()
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anglex-=500
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angley+=217
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anglez+=452
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txt.plot(0,0)
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txt.print("3d cube! (sprites) ")
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txt.print_ub(cbm.TIME_LO)
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txt.print(" jiffies/fr = ")
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txt.print_ub(60/cbm.TIME_LO)
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txt.print(" fps")
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}
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}
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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 len(xcoor)-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*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 position_sprites() {
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; set each of the 8 sprites to the correct vertex of the cube
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; first sort vertices to sprite order so the back/front order is correct as well
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; (simple bubble sort as it's only 8 items to sort)
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ubyte @zp i
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ubyte @zp i1
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for i in 6 downto 0 {
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for i1 in 0 to i {
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ubyte i2 = i1+1
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if(rotatedz[i1] > rotatedz[i2]) {
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word @zp temp = rotatedx[i1]
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rotatedx[i1] = rotatedx[i2]
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rotatedx[i2] = temp
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temp = rotatedy[i1]
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rotatedy[i1] = rotatedy[i2]
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rotatedy[i2] = temp
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temp = rotatedz[i1]
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rotatedz[i1] = rotatedz[i2]
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rotatedz[i2] = temp
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}
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}
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}
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ubyte[] spritecolors = [1,1,7,15,12,11,9,9]
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for i in 0 to 7 {
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word @zp zc = rotatedz[i]
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word persp = 300+zc/256
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ubyte sx = rotatedx[i] / persp + width/2 as ubyte + 20
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ubyte sy = rotatedy[i] / persp + height/2 as ubyte + 40
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c64.SPXYW[i] = mkword(sy, sx)
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; because we want speed, we don't use the dynamic c64.set_sprite_ptr() here
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if(zc < 30*128)
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c64.SPRPTR[i] = lsb(&spritedata.sprite_large/64)
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else
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c64.SPRPTR[i] = lsb(&spritedata.sprite_small/64)
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c64.SPCOL[i] = spritecolors[(zc>>13) as ubyte + 4] ; further away=darker color
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}
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}
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}
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spritedata {
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; this memory block contains the sprite data
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; it must start on an address aligned to 64 bytes.
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ubyte[] @align64 sprite_small = [
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%00000000,%00000000,%00000000,
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%00000000,%00111100,%00000000,
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%00000000,%11111111,%00000000,
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%00000001,%11111101,%10000000,
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%00000001,%11111111,%10000000,
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%00000011,%11111111,%11000000,
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%00000011,%11111111,%11000000,
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%00000011,%11111111,%11000000,
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%00000001,%11111111,%10000000,
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%00000001,%11111111,%10000000,
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%00000000,%11111111,%00000000,
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%00000000,%00111100,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000
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]
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ubyte[] @align64 sprite_large = [
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%00000000,%00111110,%00000000,
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%00000000,%11111111,%10000000,
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%00000001,%11111110,%11000000,
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%00000011,%11111111,%01100000,
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%00000011,%11111111,%11100000,
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%00000111,%11111111,%11110000,
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%00000111,%11111111,%11110000,
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%00000111,%11111111,%11110000,
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%00000111,%11111111,%11110000,
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%00000011,%11111111,%11100000,
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%00000011,%11111111,%11100000,
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%00000001,%11111111,%11000000,
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%00000000,%11111111,%10000000,
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%00000000,%00111110,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000,
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%00000000,%00000000,%00000000
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]
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}
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