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;
; 3D <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> 3D TEXTURED ENGINE
; <20> <> <EFBFBD> <EFBFBD> <EFBFBD> : <20> <> <EFBFBD> <EFBFBD> <EFBFBD> 設 <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> AUTOR: Pavlushin Evgeni
;
; <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> FASM <20> <> ᥬ<EFBFBD> <E1A5AC> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> MenuetOS
; Compile with FASM assembler for MenuetOS
;
; 20.11.04 Fast point calc & triangle draw
; Little matrix no (trangle massive)
; Fast triangle, del triangle out of screen
; 16.12.04 Fast triangle with MMX
; 20.12.04 Out triangle fatal bug's deleted, "black zones" deleted
; Matrix move support
; 24.12.04 Fast keyboard scanning
; Z-ground level map work
; Texture draw correction deleted "black zones"
; 04.01.05 Moveing texture
; 05.01.05 Water dynamic texture
; 06.01.05 Texture pack (many textures in one file)
; 07.01.05 Z-sorting
; 08.01.05 Triangle good clipping calculating (speed up)
; 4 byte Z-sorting, more dynamic of water
; 09.01.05 Texture map from 256 color bmp file
; Pixel Z-buffer, good speed!
; 21.01.05 Models buffer add.
; 25.01.05 Models buffer update, Add 2 new models.
; 29.01.05 Dynamic model array
; 01.02.05 1 picture MipMap calculation
; 04.02.05 All picture MipMap calculation, proc speed up.
; Simple Triangel MipMap chose.
; 05.02.05 Normal Triangel MipMap chose.
; 12.02.05 Best QUALITY of Textured TRIANGEL!
; 13.02.05 add new models. All camera axis calculating
; 16.02.05 Simple model turning
; 17.02.05 Advanced model turning, model tmpoints massive deleted
; New map size 128, add new models.
; 25.02.05 Left side clipping bug deleted
; 26.02.05 Optimization of textured line algorythm
; 24.04.05 Test pixel z-buffer it's work. Use new textri algorythm
; 30.04.05 Fast Y-clipping
use32
SCREEN_X equ 800 ;320 ;Screen size easy change
SCREEN_Y equ 600 ;200
DSCREEN_X equ SCREEN_X - 1 ;320 ;For triangle clipping
DSCREEN_Y equ SCREEN_Y - 1 ;200
MATRIX_XSIZE equ 64 ;32;64;100 ;Ground matrix size
MATRIX_YSIZE equ 64 ;32;64;100
SECTOR_SIZE equ 100 ;Size of matrix sector
MAP_XSIZE equ 128 ;Rezolution of map file
MAP_YSIZE equ 128
org 0x0
db 'MENUET01' ; 8 <20> <> <EFBFBD> <EFBFBD> <20> <> ⤥䨪<E2A4A5> <E4A8AA> <EFBFBD> <EFBFBD>
dd 0x01 ; <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
dd START ; <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> 砫<EFBFBD> <20> <> <EFBFBD> <EFBFBD>
dd I_END ; ࠧ<> <E0A0A7> <EFBFBD> <20> ணࠬ<E0AEA3> <E0A0AC>
dd I_END + ( SCREEN_X * SCREEN_Y * 3 + 50000 ) ; ࠧ<> <E0A0A7> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <20> ண<EFBFBD> ࠬ<EFBFBD> <E0A0AC>
dd I_END + ( SCREEN_X * SCREEN_Y * 3 + 10000 ) ; esp
dd 0x0 , 0x0 ; I_Param , I_Icon
include 'lang.inc'
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include '..\..\..\macros.inc'
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include 'ascgl.inc'
include 'ascl.inc'
START: ; <20> <> 砫<EFBFBD> <20> ਫ<EFBFBD> <E0A8AB> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
; Draw window at first
call draw_window
; Decoding groud texture and ground level map
gif_hash_offset = gif_hash_area
;texture's
giftoimg texpack_gif , texpack_img - 8
;ground level map
giftoimg gif_file_area5 , glm_img_area
;get 8bitmap from 256 colors bmp file
mov ebp , 128 ;64
mov esi , 0x043a + 128 * 128 - 4 ;64*64-4
sub esi , 128 ;64
mov edi , 0
mov ecx , 128 ;64
texmap_unp:
mov al ,[ bmp_texmap + esi ]
mov [ img_area + edi ], al
inc esi
inc edi
dec ecx
jnz texmap_unp
mov ecx , 128 ;64
sub esi , 256 ;128
dec ebp
jnz texmap_unp
;Unpack textures
mov esi , texpack_img
mov edi , texture_img
mov edx , 16
mov ecx , 16
tpuckloop:
pushad
call unpuck
popad
add esi , 32 * 3
add edi , 4095
dec ecx
jnz tpuckloop
add esi , 31 * 32 * 16 * 3
mov ecx , 16
dec edx
jnz tpuckloop
;
; Unpuck one texture procendure
;
jmp skip_unpuck
unpuck:
mov ecx , 32
mov edx , 32
tunploop:
mov ax ,[ esi ]
mov [ edi ], ax
mov al ,[ esi + 2 ]
mov [ edi + 2 ], al
add esi , 3
add edi , 3
dec ecx
jnz tunploop
mov ecx , 32
add esi ,( 32 * 16 * 3 ) - ( 32 * 3 )
dec edx
jnz tunploop
ret
skip_unpuck:
;calculating all mipmaps
mov esi , texture_img
mov ecx , 256 ;quantity of textures
mmaploop:
mov ebp , 32 ;max mipmap texture
pusha
call texgen
popa
add esi , 4095 ;next mipmap block
dec ecx
jnz mmaploop
jmp skip_texgen
;********************************
; MIPMAP TEXTURE GENERATION
;
; in put:
; esi - offset to texture
; ebp - mipmap max size (32 for this sample)
;********************************
texgen:
push esi
mov eax , ebp
imul eax , ebp
imul eax , 3
add eax , esi
mov edi , eax
mov eax , ebp
shr eax , 1
mov dh , al
mov dl , al
mov cl , dl
mov ecx , ebp
mov eax , ebp
shl eax , 1
add ecx , eax
miploop:
; Red
xor bx , bx ;for add
xor ax , ax ;for add
mov al ,[ esi + 0 ]
add bx , ax
mov al ,[ esi + 3 + 0 ]
add bx , ax
mov al ,[ esi + ecx + 0 ]
add bx , ax
mov al ,[ esi + ecx + 3 + 0 ]
add bx , ax
shr bx , 2 ;/4
mov [ edi + 0 ], bl
;Green
xor bx , bx ;for add
xor ax , ax ;for add
mov al ,[ esi + 1 ]
add bx , ax
mov al ,[ esi + 3 + 1 ]
add bx , ax
mov al ,[ esi + ecx + 1 ]
add bx , ax
mov al ,[ esi + ecx + 3 + 1 ]
add bx , ax
shr bx , 2 ;/4
mov [ edi + 1 ], bl
;Blue
xor bx , bx ;for add
xor ax , ax ;for add
mov al ,[ esi + 2 ]
add bx , ax
mov al ,[ esi + 3 + 2 ]
add bx , ax
mov al ,[ esi + ecx + 2 ]
add bx , ax
mov al ,[ esi + ecx + 3 + 2 ]
add bx , ax
shr bx , 2 ;/4
mov [ edi + 2 ], bl
add esi , 6
add edi , 3
dec dl
jnz miploop
mov ax , bp
shr ax , 1
mov dl , al
add esi , ecx
dec dh
jnz miploop
pop esi
mov eax , ebp
imul eax , ebp
imul eax , 3
add esi , eax
shr ebp , 1
cmp ebp , 1
jne texgen
ret
skip_texgen:
;Copy dynamic water texture
; ????????????
mov ecx , 32 * 32 * 3
mov esi , texture_img + 4095 ;32*32*3
mov edi , texture_limg
cld
rep movsb
; init sine wave for dynamic water texture
finit
mov edi , si nwave
mov ecx , 32 ;256
isv_loop:
fld [ angle ]
fld st
fsin
fmul [ mul_wave ]
fistp word [ edi ]
fadd [ d_angle ]
fstp [ angle ]
add edi , 2
dec ecx
jnz isv_loop
;Initalize keyboard
mov eax , 66
mov ebx , 1
mov ecx , 1
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mcall
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mov eax , 26
mov ebx , 2
mov ecx , 1
mov edx , keymap + 100
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mcall
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;Build triangle matrix
mov esi , points
mov eax , - ( MATRIX_XSIZE / 2 ) * SECTOR_SIZE
mov ebx , - ( MATRIX_YSIZE / 2 ) * SECTOR_SIZE
mov ebp , img_area + 8
loomat:
mov [ esi ], eax ;x-set
mov [ esi + 4 ], ebx ;y-set
mov [ esi + 8 ], ecx ;z-set
add ebp , 3
add esi , 4 * 3
add eax , SECTOR_SIZE
cmp eax ,(( MATRIX_YSIZE / 2 ) + 1 ) * SECTOR_SIZE
jnge loomat
mov eax , - ( MATRIX_YSIZE / 2 ) * SECTOR_SIZE
add ebx , SECTOR_SIZE
cmp ebx ,(( MATRIX_XSIZE / 2 ) + 1 ) * SECTOR_SIZE
jnge loomat
; Create z-ground good algorythm not already yet (64x64 map)
mov esi , glm_img_area + 8
mov edi , ground_level_map
loox:
; draw_courner_points
mov eax ,[ esi ]
call get_z
; mov [edi],eax
mov eax ,[ esi + (( MATRIX_XSIZE - 1 ) * 4 )]
call get_z
; mov [edi+((MATRIX_XSIZE)*4)],eax
mov eax ,[ esi + ((( MATRIX_XSIZE ) * ( MATRIX_YSIZE - 1 ) + 1 ) * 4 )]
call get_z
; mov [edi+(((MATRIX_XSIZE+1)*(MATRIX_YSIZE)-0)*4)],eax
mov eax ,[ esi + ((( MATRIX_XSIZE ) * ( MATRIX_YSIZE ) - 1 ) * 4 )]
call get_z
; mov [edi+(((MATRIX_XSIZE+1)*(MATRIX_YSIZE+1)-1)*4)],eax
jmp skip_gz
get_z:
xor ebx , ebx
xor ecx , ecx
mov bl , al
add ecx , ebx
mov bl , ah
add ecx , ebx
shr eax , 16
mov bl , al
add ecx , ebx
mov eax , ecx
xor edx , edx
mov ebx , 3
cdq
div ebx
neg eax
ret
skip_gz:
; z-ground livel facking method (65x65 map)
mov esi , glm_img_area + 8
mov edi , ground_level_map
mov ebp ,( MAP_XSIZE + 1 ) * ( MAP_YSIZE + 1 )
looglm:
mov eax ,[ esi ]
; and eax,0x000000ff
call get_z
mov [ edi ], eax
add esi , 3
add edi , 1
dec ebp
jnz looglm
;Fill model massive
mov ecx ,[ model_mas_start ]
imul ecx , 8
add ecx , 4
mov esi , model_mas_start
mov edi , model_mas
cld
rep movsd
jmp skip_moddata
model_mas_start:
dd 12 ;quantity of models
dd 0 , 0 , - 150 , 0 , 0 , 0 , 0 , bunker
dd 60 , - 250 , - 190 , 0 , 0 , 64 , 0 , tank
dd 0 , 180 , - 150 , 0 , 0 , 0 , 0 , cannon
dd 0 , 480 , - 150 , 0 , 0 , 0 , 0 , outpost
dd 260 , 60 , - 150 , 0 , 0 , 0 , 0 , bunker
dd 60 , 260 , - 150 , 0 , 0 , 0 , 0 , outpost
dd 210 , 410 , - 150 , 0 , 0 , 0 , 0 , cannon
dd 160 , 260 , - 150 , 0 , 0 , 0 , 0 , tree
dd 100 , - 360 , - 150 , 0 , 0 , 192 , 0 , gqfa
dd 10 , 580 , - 150 , 0 , 0 , 0 , 0 , repear
dd 460 , 160 , - 100 , 0 , 0 , 0 , 0 , red_flag
dd 60 , 360 , - 170 , 0 , 0 , 40 , 0 , cannon
skip_moddata:
;Main loop
still: ; <20> ᭮<EFBFBD> <E1ADAE> <EFBFBD> <EFBFBD> 横<>
mov eax , 11 ; <20> <EFBFBD> ઠ <20> <> <EFBFBD> <EFBFBD> <EFBFBD> ﭨ<EFBFBD> <20> <> <EFBFBD> <EFBFBD>
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mcall
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cmp eax , 1 ; <20> <> <EFBFBD> <EFBFBD> ᤢ<> <E1A4A2> 㫨 <20> <> <EFBFBD> <20> 㦭<EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ᮢ<EFBFBD> <E1AEA2> <EFBFBD>
je red
cmp eax , 2 ; <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD>
je key
cmp eax , 3 ; <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <20> <20> <> <EFBFBD> <EFBFBD>
je button
; delay 10
; cmp [autorot],0 ;frize no fps show when autorot off
; je still
cycle:
call cl rscr ; clear screen buffer
call cl rzbuf ; clear z-buffer
call render_scene ; calculating scene
call di sp img ; show buffer
fps_show_frequency = 0
fps 10 , 10 , cl _White , cl _Black
;turn model on z-axis
inc dword [ model_mas + 4 * 6 ]
and dword [ model_mas + 4 * 6 ], 011111111b
; Sin wave dynamic texture for water
; jmp ndt
xor edi , edi
mov dx , 32
mov bp , word [ si n_pos ]
dp_ver:
mov cx , 32 ;320
mov si , word [ si n_pos ]
dp_hor:
and ebp , 0000ffffh
mov ax , word [ si nwave + ebp ]
add ax , cx
and ax , 31
and esi , 0000ffffh
mov bx , word [ si nwave + esi ]
add bx , dx
and bx , 31
shl bx , 5
add bx , ax
push bx
imul bx , 3
and ebx , 0000ffffh
mov ax ,[ texture_limg + ebx ]
mov [ texture_img2 + edi ], ax
mov al ,[ texture_limg + ebx + 2 ]
mov [ texture_img2 + edi + 2 ], al
pop bx
add edi , 3
add si , 2
and si , 63 ;511
dec cx
jnz dp_hor
add bp , 2
and bp , 63 ;511
dec dx
jnz dp_ver
; update sine position for next frame
add word [ si n_pos ], 2
and word [ si n_pos ], 63 ;511
;Move water texture
jmp ndt
mov esi , texture_limg
mov ecx , 32 * 32 - 1
loodt:
mov al , byte [ esi ]
mov bl , byte [ esi + 1 ]
mov dl , byte [ esi + 2 ]
mov ah , byte [ esi + 3 ]
mov bh , byte [ esi + 4 ]
mov dh , byte [ esi + 5 ]
mov byte [ esi ], ah
mov byte [ esi + 1 ], bh
mov byte [ esi + 2 ], dh
mov byte [ esi + 3 ], al
mov byte [ esi + 4 ], bl
mov byte [ esi + 5 ], dl
add esi , 3
dec ecx
jnz loodt
ndt:
;Creat mipmap pack for dynamic texture
mov ebp , 32
mov esi , texture_img + 4095
call texgen
mov eax , 4 ; function 4 : write text to window
mov ebx , 8 * 65536 + 8 ; [x start] *65536 + [y start]
mov ecx , 0x0000ff00 ; font 1 & color ( 0xF0RRGGBB )
mov edx , keymap ; pointer to text beginning
mov esi , 100 ; text length
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mcall
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add edx , 100
add ebx , 10
mov esi , 60 ; text length
mov ecx , 0x00dddddd ; font 1 & color ( 0xF0RRGGBB )
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mcall
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mov edx , usemap
mov esi , 60 ; text length
mov ecx , 0x0000ff00
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mcall
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jmp rx
;01234567890123456789012345678901234567890123456789
usemap db ' E wer u [] asd zxc '
db ' '
rx:
cmp byte [ keymap + 1 ], 0
je n_esc
jmp exit
n_esc:
cmp byte [ keymap + 22 ], 0
je n_u
mov [ Xangle ], 0
mov [ Yangle ], 0
mov [ Zangle ], 0
n_u:
; t,y - mipmap cntrol
cmp byte [ keymap + 20 ], 0
je n_t
inc [ mipzoom ]
n_t:
cmp byte [ keymap + 21 ], 0
je n_y
dec [ mipzoom ]
n_y:
cmp byte [ keymap + 23 ], 0
je n_i
mov byte [ keymap + 23 ], 0 ; reset key
cmp [ mipmapwork ], 1
je i_1
i_0:
mov [ mipmapwork ], 1
jmp n_i
i_1:
mov [ mipmapwork ], 0
n_i:
cmp byte [ keymap + 26 ], 0
je n_lsk
add [ Xcam ], 1
n_lsk:
cmp byte [ keymap + 27 ], 0
je n_rsk
sub [ Xcam ], 1
n_rsk:
cmp byte [ keymap + 18 ], 0
je n_e
add [ Yangle ], 1
n_e:
cmp byte [ keymap + 45 ], 0
je n_x
sub [ Yangle ], 1
n_x:
cmp byte [ keymap + 31 ], 0
je n_s
add [ Xangle ], 1
n_s:
cmp byte [ keymap + 32 ], 0
je n_d
sub [ Xangle ], 1
n_d:
cmp byte [ keymap + 44 ], 0
je n_z
add [ Zangle ], 1
n_z:
cmp byte [ keymap + 46 ], 0
je n_c
sub [ Zangle ], 1
n_c:
cmp byte [ keymap + 17 ], 0
je n_w
add [ Zcam ], 25 ;250
n_w:
cmp byte [ keymap + 19 ], 0
je n_r
sub [ Zcam ], 25 ;250
n_r:
cmp byte [ keymap + 75 ], 0
je n_lk
add [ Zcamangle ], 1
and [ Zcamangle ], 011111111b
n_lk:
cmp byte [ keymap + 77 ], 0
je n_rk
sub [ Zcamangle ], 1
and [ Zcamangle ], 011111111b
n_rk:
cmp byte [ keymap + 79 ], 0
je n_num1
add [ Xcamangle ], 1
and [ Xcamangle ], 011111111b
n_num1:
cmp byte [ keymap + 81 ], 0
je n_num3
sub [ Xcamangle ], 1
and [ Xcamangle ], 011111111b
n_num3:
cmp byte [ keymap + 71 ], 0
je n_num7
add [ Ycamangle ], 1
and [ Ycamangle ], 011111111b
n_num7:
cmp byte [ keymap + 73 ], 0
je n_num9
sub [ Ycamangle ], 1
and [ Ycamangle ], 011111111b
n_num9:
cmp byte [ keymap + 30 ], 0
je n_a
mov byte [ keymap + 30 ], 0 ; reset key
cmp [ autorot ], 1
je a_1
a_0:
mov [ autorot ], 1
jmp n_a
a_1:
mov [ autorot ], 0
n_a:
; for camera
; mov ebx,[Xcamangle]
; call GetSinCos
; mov [Xcamsin],eax
; mov [Xcamcos],ebx
; mov ebx,[Ycamangle]
; call GetSinCos
; mov [Ycamsin],eax
; mov [Ycamcos],ebx
mov ebx ,[ Zcamangle ]
call GetSinCos
mov [ Zcamsin ], eax
mov [ Zcamcos ], ebx
mov eax ,[ Zcamsin ]
mov ebx ,[ Zcamcos ]
; mov ecx,[Xcamsin]
; mov edx,[Xcamcos]
; mov esi,[Ycamsin]
; mov edi,[Ycamcos]
sar eax , 4
sar ebx , 4
; sar ecx,4
; sar edx,4
; sar esi,4
; sar edi,4
cmp byte [ keymap + 72 ], 0
je n_uk
sub [ Xcam ], eax
sub [ Ycam ], ebx
; sub [Zcam],ecx
; sub [Ycam],edx
; sub [Xcam],esi
; add [Zcam],edi
n_uk:
cmp byte [ keymap + 80 ], 0
je n_dk
add [ Xcam ], eax
add [ Ycam ], ebx
; add [Zcam],ecx
; add [Ycam],edx
; add [Xcam],esi
; sub [Zcam],edi
n_dk:
xor ebp , ebp
move_test:
cmp [ Xcam ], - SECTOR_SIZE / 2
jnl ok1
add [ Xcam ], SECTOR_SIZE
dec [ Xmap ]
jmp move_test
ok1:
cmp [ Xcam ], SECTOR_SIZE / 2
jng ok2
sub [ Xcam ], SECTOR_SIZE
inc [ Xmap ]
jmp ok1
ok2:
cmp [ Ycam ], - SECTOR_SIZE / 2
jnl ok3
add [ Ycam ], SECTOR_SIZE
dec [ Ymap ]
jmp ok2
ok3:
cmp [ Ycam ], SECTOR_SIZE / 2
jng ok4
sub [ Ycam ], SECTOR_SIZE
inc [ Ymap ]
jmp ok3
ok4:
and [ Xangle ], 011111111b
and [ Yangle ], 011111111b
and [ Zangle ], 011111111b
jmp still
red: ; redraw
call draw_window
jmp still
key: ; key
mov eax , 2 ; just read it and ignore
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mcall
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shr eax , 8
and eax , 0xff
mov ah , al
mov ebx , 0
mov bl , ah
cmp bl , 224
je noisa ; ignore Ext code
cmp bl , 170
je noisa ; ignore Key Up code
cmp bl , 128
ja isa
mov [ keymap + ebx ], byte 'X' ; set press marker to key id
jmp noisa
isa:
sub bl , 128
mov [ keymap + ebx ], byte 0 ; reset key marker
noisa:
jmp n_a
jmp still ; cycle
button: ; button
mov eax , 17 ; get id
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mcall
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cmp ah , 1
jz exit
jmp cycle
exit:
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or eax , - 1
mcall
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; *********************************************
; ******* WINDOW DEFINITIONS AND DRAW ********
; *********************************************
draw_window:
mov eax , 12 ; function 12:tell os about windowdraw
mov ebx , 1 ; 1, start of draw
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mcall
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; DRAW WINDOW
mov eax , 0 ; function 0 : define and draw window
mov ebx , 0 * 65536 + SCREEN_X - 1 ; [x start] *65536 + [x size]
mov ecx , 0 * 65536 + SCREEN_Y - 1 ; [y start] *65536 + [y size]
mov edx , 0x03ffffff ; color of work area RRGGBB,8->color gl
mov esi , 0x005080d0 ; color of grab bar RRGGBB,8->color gl
mov edi , 0x005080d0 ; color of frames RRGGBB
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mcall
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; WINDOW LABEL
mov eax , 4 ; function 4 : write text to window
mov ebx , 8 * 65536 + 8 ; [x start] *65536 + [y start]
mov ecx , 0x10ddeeff ; font 1 & color ( 0xF0RRGGBB )
mov edx , labelt ; pointer to text beginning
mov esi , labellen - labelt ; text length
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mcall
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mov eax , 12
mov ebx , 2
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mcall
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ret
dispimg:
mov eax , 7
mov ebx , I_END ;zbuffer
mov ecx , SCREEN_X * 65536 + SCREEN_Y
xor edx , edx ;0*65536+0
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mcall
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; ret
mov eax , 8
mov ebx ,( SCREEN_X - 30 ) * 65536 + 20
mov ecx , 10 * 65536 + 20
mov edx , 1
mov esi , 0x0000aa00
2007-05-10 17:48:35 +04:00
mcall
2006-01-03 12:43:31 +03:00
ret
clrscr: ; clear screen buffer
; cld
; mov edi,I_END
; xor eax,eax
; mov ecx,SCREEN_X*SCREEN_Y*3/4
; rep stosd
; ret
; clear screen buffer with MMX technology +1,5 fps
mov edi , I_END
mov ecx , SCREEN_X * SCREEN_Y * 3 / 32
xor eax , eax
movd mm0 , eax
movd mm1 , eax
movd mm2 , eax
movd mm3 , eax
csloo:
movq qword [ edi ], mm0
movq qword [ edi + 8 ], mm1
movq qword [ edi + 16 ], mm2
movq qword [ edi + 24 ], mm3
add edi , 32
dec ecx
jnz cs loo
ret
clrzbuf: ; clear zbuf
cld
mov edi , zbuffer
mov eax , - 1
mov ecx , SCREEN_X * SCREEN_Y * 3 / 4
rep stosd
ret
; mov [@@atx1],dword 0xffffffff
; mov [@@aty1],dword 0xffffffff
; movq mm0,qword [@@atx1]
; movq mm1,qword [@@atx1]
; movq mm2,qword [@@atx1]
; movq mm3,qword [@@atx1]
;czbloo:
; movq qword [edi],mm0
; movq qword [edi+8],mm1
; movq qword [edi+16],mm2
; movq qword [edi+24],mm3
; add edi,32
; dec ecx
; jnz czbloo
ret
@ @ atx1: dd 0
@ @ aty1: dd 0
;===========================================================================
;
; 3D-system example. Use the following formulas to rotate a point:
;
; Rotate around x-axis
; Y = Y * COS(xang) - Z * SIN(xang) / 256
; Z = Y * SIN(xang) + Z * COS(xang) / 256
;
; Rotate around y-axis
; X = X * COS(yang) - Z * SIN(yang) / 256
; Z = X * SIN(yang) + Z * COS(yang) / 256
;
; Rotate around z-axis
; X = X * COS(zang) - Y * SIN(zang) / 256
; Y = X * SIN(zang) + Y * COS(zang) / 256
;
; Divide by 256 coz we have multiplyd our sin values with 256 too.
; This example isn't too fast right now but it'll work just fine.
;
;===========================================================================
;***************************************************************************
; \\\ MAIN 3D LOOP ///
; ******************
render_scene:
;********************
; Turn matrix points
;********************
cmp [ autorot ], 0
je no_autorot
call UpdateAngles ; Calculate new angles
no_autorot:
call SetRotation ; Find sine & cosine of those angles
mov edi , tpoints
mov esi , points
mov [ mapoff ], - 1 ;-1 at start
mov ebp ,[ Ymap ]
imul ebp , MAP_XSIZE + 1
mov eax ,[ Xmap ]
add ebp , eax
mov ecx ,( MATRIX_XSIZE + 1 ) * ( MATRIX_YSIZE + 1 )
ShowLoop:
push ecx
push esi
mov eax ,[ esi ]
sub eax ,[ Xcam ]
mov [ X ], eax
mov eax ,[ esi + 4 ]
sub eax ,[ Ycam ]
mov [ Y ], eax
mov eax ,[ ebp + ground_level_map ] ;color
and eax , 0x000000ff
sub eax ,[ Zcam ]
mov [ Z ], eax
push ebp
push edi
call TranslatePoint ; Rotates the point using above formulas
pop edi
mov [ edi ], ebp ;x
mov [ edi + 4 ], eax ;y
mov eax ,[ Z ] ;z
add eax ,[ Zoff ]
mov [ edi + 8 ], eax
pop ebp
pop esi
pop ecx
add esi , 4 * 3 ;next in point
add edi , 4 * 3 ;next out point
inc [ mapoff ]
cmp [ mapoff ], MATRIX_XSIZE + 1
jne no_shift_glm
mov [ mapoff ], dword 0
add ebp ,( MAP_XSIZE - MATRIX_XSIZE )
no_shift_glm:
add ebp , 1
dec ecx
jnz ShowLoop
; Show, how many polygons on screen.
outcount [ massize ], 50 , 10 , cl _White , 8 * 65536
;*****************
; out triangles
;*****************
mov [ mapoff ], - 1 ;-1 at start
mov [ massize ], 0 ;restet triangle massive counter
mov ebp ,[ Ymap ]
imul ebp , MAP_XSIZE ;64;3*64 ;MAP_XSIZE
mov eax ,[ Xmap ]
add ebp , eax
mov edi , tpoints
mov ecx , MATRIX_YSIZE ;64
lootpy:
push ecx
mov ecx , MATRIX_XSIZE ;64
lootpx:
;draw four angle (two triangles)
Z_MAX = 10 ;maximal z range for triangles
; get texture offset at start
inc [ mapoff ]
cmp [ mapoff ], MATRIX_XSIZE
jne no_shift
mov [ mapoff ], dword 0
add ebp ,( MAP_XSIZE - MATRIX_XSIZE )
no_shift:
xor eax , eax
mov al ,[ ebp + img_area ] ;+8]
inc ebp
imul eax , 4095 ;32*32*3
add eax , texture_img
mov ebx , eax
;first triangle
mov eax ,[ edi + 8 ] ;z1
cmp eax , Z_MAX
jl no_add1
mov [ @ @ tz1 ], eax
mov eax ,[ edi + 8 + 12 ] ;z2
cmp eax , Z_MAX
jl no_add1
mov [ @ @ tz2 ], eax
mov eax ,[ edi + 8 + ( 4 * 3 * ( MATRIX_XSIZE + 2 ))] ;z3
cmp eax , Z_MAX
jl no_add1
mov [ @ @ tz3 ], eax
cmp dword [ edi ], SCREEN_X
ja p11
cmp dword [ edi + 4 ], SCREEN_Y
jna yes_add1
p11:
cmp dword [ edi + 12 ], SCREEN_X
ja p12
cmp dword [ edi + 4 + 12 ], SCREEN_Y
jna yes_add1
p12:
cmp dword [ edi + ( 4 * 3 * ( MATRIX_XSIZE + 2 ))], SCREEN_X
ja p13
cmp dword [ edi + 4 + ( 4 * 3 * ( MATRIX_XSIZE + 2 ))], SCREEN_Y
jna yes_add1
p13:
jmp no_add1
yes_add1:
movq mm0 , qword [ edi ] ;x1
movq mm1 , qword [ edi + 12 ] ;x2
movq mm2 , qword [ edi + ( 4 * 3 * ( MATRIX_XSIZE + 2 ))] ;x3
movq qword [ @ @ tx1 ], mm0
movq qword [ @ @ tx2 ], mm1
movq qword [ @ @ tx3 ], mm2
mov eax , ebx ;+1 shl 31;[ebp]
mov [ @ @ tex_off ], eax ;0x0000ff00
inc [ massize ]
pushad
mov [ @ @ tex_x1 ], 0
mov [ @ @ tex_y1 ], 0
mov [ @ @ tex_x3 ],( 32 shl 16 ) - 1 ;128
mov [ @ @ tex_y3 ],( 32 shl 16 ) - 1 ;128
mov [ @ @ tex_x2 ], 0
mov [ @ @ tex_y2 ],( 32 shl 16 ) - 1 ;128
call textured_triangle
popad
no_add1:
;second triangle
mov eax ,[ edi + 8 ] ;z1
cmp eax , Z_MAX
jl no_add2
mov [ @ @ tz1 ], eax
mov eax ,[ edi + 8 + ( 4 * 3 * ( MATRIX_XSIZE + 1 ))] ;z2
cmp eax , Z_MAX
jl no_add2
mov [ @ @ tz2 ], eax
mov eax ,[ edi + 8 + ( 4 * 3 * ( MATRIX_XSIZE + 2 ))] ;z3
cmp eax , Z_MAX
jl no_add2
mov [ @ @ tz3 ], eax
cmp dword [ edi ], SCREEN_X
ja p21
cmp dword [ edi + 4 ], SCREEN_Y
jna yes_add2
p21:
cmp dword [ edi + ( 4 * 3 * ( MATRIX_XSIZE + 1 ))], SCREEN_X
ja p22
cmp dword [ edi + 4 + ( 4 * 3 * ( MATRIX_XSIZE + 1 ))], SCREEN_Y
jna yes_add2
p22:
cmp dword [ edi + ( 4 * 3 * ( MATRIX_XSIZE + 2 ))], SCREEN_X
ja p23
cmp dword [ edi + 4 + ( 4 * 3 * ( MATRIX_XSIZE + 2 ))], SCREEN_Y
jna yes_add2
p23:
jmp no_add2
yes_add2:
movq mm0 , qword [ edi ] ;x1
movq mm1 , qword [ edi + ( 4 * 3 * ( MATRIX_XSIZE + 1 ))] ;x2
movq mm2 , qword [ edi + ( 4 * 3 * ( MATRIX_XSIZE + 2 ))] ;x3
movq qword [ @ @ tx1 ], mm0
movq qword [ @ @ tx2 ], mm1
movq qword [ @ @ tx3 ], mm2
mov eax , ebx
mov [ @ @ tex_off ], eax ;0x0000ff00
inc [ massize ]
; add esi,4*10
pushad
mov [ @ @ tex_x1 ], 0
mov [ @ @ tex_y1 ], 0
mov [ @ @ tex_x3 ],( 32 shl 16 ) - 1 ;128
mov [ @ @ tex_y3 ],( 32 shl 16 ) - 1 ;128
mov [ @ @ tex_x2 ],( 32 shl 16 ) - 1
mov [ @ @ tex_y2 ], 0
call textured_triangle
popad
no_add2:
add edi , 4 * 3 ;next triangle
dec ecx
jnz lootpx
add edi , 4 * 3 ;next string
pop ecx
dec ecx
jnz lootpy
;**********************************
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;**********************************
; For good models quality -5% speed
; call clrzbuf
jmp skip_modmas
mmcnt dd 0 ;counter of model read number
modeloff dd 0 ;offset of model structure
modelmoff dd 0 ;offset in model mas
modeltmpoff dd 0 ;tmpoints offset
; massive of models
; format: X,Y,Z coordoinats,offset to model structure
skip_modmas:
; Rendering models on map
mov eax ,[ model_mas ]
mov [ mmcnt ], eax
ModelRenderLoop:
mov ebx ,[ mmcnt ]
dec ebx
imul ebx , 4 * 8
add ebx , model_mas + 4
mov ebp , ebx ;edi=model offset X,Y,Z,Xturn,Yturn,Zturn,zero,modeloff
mov ebx ,[ ebp + 4 * 3 ] ;[Xangle] ; Grab angle
call GetSinCos ; Get the sine&cosine
mov [ Xsin ], eax ; Save sin
mov [ Xcos ], ebx ; Save cos
mov ebx ,[ ebp + 4 * 4 ] ;[Yangle]
call GetSinCos
mov [ Ysin ], eax
mov [ Ycos ], ebx
mov ebx ,[ ebp + 4 * 5 ] ;[Zangle]
call GetSinCos
mov [ Zsin ], eax
mov [ Zcos ], ebx
mov ebx ,[ mmcnt ]
imul ebx , 4 * 8
add ebx , model_mas + 4 - 4
mov eax ,[ ebx ]
mov [ modeloff ], eax
sub ebx , 4 * 7 ;3
mov [ modelmoff ], ebx
mov edi , modelpoints
mov esi , eax ;bunker+8
add esi , 8
mov ecx ,[ eax ] ;[bunker] ;MODEL_POINTS
TurnModelLoop:
push ecx
push esi
mov eax ,[ esi ]
mov [ X ], eax
mov eax ,[ esi + 4 ]
mov [ Y ], eax
mov eax ,[ esi + 8 ]
mov [ Z ], eax
push ebp
push edi
;RotatePoint
mov esi ,[ Y ]
mov ebx ,[ Xcos ]
mov edi ,[ Z ]
mov ecx ,[ Xsin ]
call math
mov [ Y ], esi
mov [ Z ], edi
mov esi ,[ X ]
mov ebx ,[ Ycos ]
mov ecx ,[ Ysin ]
call math
mov [ X ], esi
mov [ Z ], edi
mov ebx ,[ Zcos ]
mov edi ,[ Y ]
mov ecx ,[ Zsin ]
call math
mov [ X ], esi
mov [ Y ], edi
pop edi
mov eax ,[ X ]
mov [ edi ], eax
mov eax ,[ Y ]
mov [ edi + 4 ], eax
mov eax ,[ Z ] ;z
; add eax,[Zoff]
mov [ edi + 8 ], eax
pop ebp
pop esi
pop ecx
add esi , 4 * 3 ;next in point
add edi , 4 * 3 ;next out point
dec ecx
jnz TurnModelLoop
modxxx:
;Turn model off map
call SetRotation
mov ebx ,[ mmcnt ]
imul ebx , 4 * 8
add ebx , model_mas + 4 - 4
mov eax ,[ ebx ]
mov [ modeloff ], eax
sub ebx , 4 * 7 ;3
mov [ modelmoff ], ebx
mov edi , modelpoints
mov ecx ,[ eax ] ;[bunker] ;MODEL_POINTS
ShowModelLoop:
push ecx
mov eax ,[ edi ] ;esi]
mov ebx ,[ modelmoff ]
sub eax ,[ ebx ] ;[Xmod]
sub eax ,[ Xcam ]
mov ebx ,[ Xmap ]
imul ebx , SECTOR_SIZE
sub eax , ebx
mov [ X ], eax
mov eax ,[ edi + 4 ] ;esi+4]
mov ebx ,[ modelmoff ]
sub eax ,[ ebx + 4 ] ;[Ymod]
sub eax ,[ Ycam ]
mov ebx ,[ Ymap ]
imul ebx , SECTOR_SIZE
sub eax , ebx
mov [ Y ], eax
mov eax ,[ edi + 8 ] ;esi+8]
mov ebx ,[ modelmoff ]
sub eax ,[ ebx + 8 ] ;[Zmod]
sub eax ,[ Zcam ]
mov [ Z ], eax
push ebp
push edi
call TranslatePoint ; Rotates the point using above formulas
pop edi
mov [ edi ], ebp ;x
mov [ edi + 4 ], eax ;y
mov eax ,[ Z ] ;z
add eax ,[ Zoff ]
mov [ edi + 8 ], eax
pop ebp
pop ecx
add edi , 4 * 3 ;next out point
dec ecx
jnz ShowModelLoop
; add [model_mas+8],dword 3
mov esi ,[ massize ]
imul esi , 4 * 10
mov eax ,[ modeloff ]
mov ecx ,[ eax + 4 ] ;MODEL_TRIANGELS
;calc tmpoints offset
mov edi , modelpoints
mov [ modeltmpoff ], edi
;calc postlink offset
mov edi ,[ eax ]
imul edi , 3 * 4 ;*2 ;X,Y,Z (3) points dd format (4) 2 masives (2)
add edi , eax
add edi , 8 ;skip dd points, dd triangels
msloo:
mov ebx ,[ edi ]
imul ebx , 4 * 3
add ebx ,[ modeltmpoff ] ;tmpoints
mov eax ,[ ebx ]
mov [ @ @ tx1 ], eax
mov eax ,[ ebx + 4 ]
mov [ @ @ ty1 ], eax
mov eax ,[ ebx + 8 ]
mov [ @ @ tz1 ], eax
mov ebx ,[ edi + 4 ]
imul ebx , 4 * 3
add ebx ,[ modeltmpoff ] ;tmpoints
mov eax ,[ ebx ]
mov [ @ @ tx2 ], eax
mov eax ,[ ebx + 4 ]
mov [ @ @ ty2 ], eax
mov eax ,[ ebx + 8 ]
mov [ @ @ tz2 ], eax
mov ebx ,[ edi + 8 ]
imul ebx , 4 * 3
add ebx ,[ modeltmpoff ] ;tmpoints
mov eax ,[ ebx ]
mov [ @ @ tx3 ], eax
mov eax ,[ ebx + 4 ]
mov [ @ @ ty3 ], eax
mov eax ,[ ebx + 8 ]
mov [ @ @ tz3 ], eax
cmp dword [ @ @ tz1 ], Z_MAX
jl no_add
cmp dword [ @ @ tz2 ], Z_MAX
jl no_add
cmp dword [ @ @ tz3 ], Z_MAX
jl no_add
cmp dword [ @ @ tx1 ], SCREEN_X
ja pm1
cmp dword [ @ @ ty1 ], SCREEN_Y
jna yes_madd
pm1:
cmp dword [ @ @ tx2 ], SCREEN_X
ja pm2
cmp dword [ @ @ ty2 ], SCREEN_Y
jna yes_madd
pm2:
cmp dword [ @ @ tx3 ], SCREEN_X
ja pm3
cmp dword [ @ @ ty3 ], SCREEN_Y
jna yes_madd
pm3:
jmp no_add
yes_madd:
mov ebx ,[ edi + 12 ]
dec ebx
js ttex
mov eax , 1 shl 31
jmp posit
ttex:
add ebx , 2
mov eax , 0
neg ebx
posit:
imul ebx , 4095 ;32*32*3
add ebx , texture_img
mov [ @ @ tex_off ], ebx
pushad
mov [ @ @ tex_x1 ], 0
mov [ @ @ tex_y1 ], 0
mov [ @ @ tex_x3 ],( 32 shl 16 ) - 1 ;128
mov [ @ @ tex_y3 ],( 32 shl 16 ) - 1 ;128
cmp eax , 0
je nez
mov [ @ @ tex_x2 ], 0
mov [ @ @ tex_y2 ],( 32 shl 16 ) - 1
jmp isz
nez:
mov [ @ @ tex_x2 ],( 32 shl 16 ) - 1
mov [ @ @ tex_y2 ], 0
isz:
call textured_triangle
popad
; mov [esi+8+24+4],eax
; add esi,4*10
inc [ massize ]
no_add:
add edi , 4 * 4 ; *9
dec ecx
jnz msloo
dec [ mmcnt ]
jnz ModelRenderLoop
jmp skip_mdata
bunker:
dd 8 ;model points
dd 10 ;model triagels
;mpoints:
dd - 105 , - 105 , 0 , - 105 , 105 , 0 , 105 , 105 , 0 , 105 , - 105 , 0
dd - 70 , - 70 , - 50 , - 70 , 70 , - 50 , 70 , 70 , - 50 , 70 , - 70 , - 50
; 4-------7 Points structure
; |\0---3/|
; | | | |
; | | | |
; |/1---2\|
; 5-------6
;pointslink:
;dd 0,1,2, -3, 0,3,2, 3 ;far side
dd 4 , 0 , 1 , - 5 , 4 , 5 , 1 , 5 ;left side
dd 6 , 2 , 3 , - 5 , 6 , 7 , 3 , 5 ;right side
dd 4 , 0 , 3 , - 5 , 4 , 7 , 3 , 5 ;up side
dd 5 , 1 , 2 , - 5 , 5 , 6 , 2 , 5 ;down side
dd 4 , 5 , 6 , - 6 , 4 , 7 , 6 , 6 ;far side
;model 2 outpost
outpost:
dd 8 ;model points
dd 10 ;model triagels
;mpoints:
dd - 45 , - 45 , 0 , - 45 , 45 , 0 , 45 , 45 , 0 , 45 , - 45 , 0
dd - 30 , - 30 , - 20 , - 30 , 30 , - 20 , 30 , 30 , - 20 , 30 , - 30 , - 20
;pointslink:
;dd 0,1,2, -3, 0,3,2, 3 ;far side
dd 4 , 0 , 1 , - 8 , 4 , 5 , 1 , 8 ;left side
dd 6 , 2 , 3 , - 8 , 6 , 7 , 3 , 8 ;right side
dd 4 , 0 , 3 , - 8 , 4 , 7 , 3 , 8 ;up side
dd 5 , 1 , 2 , - 8 , 5 , 6 , 2 , 8 ;down side
dd 4 , 5 , 6 , - 7 , 4 , 7 , 6 , 7 ;near side
;model 3 cannon
cannon:
dd 12 ;model points
dd 12 ;model triagels
;mpoints:
dd - 10 , - 20 , 0 , - 10 , 20 , 0 , 10 , 20 , 0 , 10 , - 20 , 0
dd - 10 , - 10 , - 15 , - 10 , 10 , - 15 , 10 , 10 , - 15 , 10 , - 10 , - 15
dd - 2 , 15 , - 8 , 2 , 15 , - 8 , - 2 , 45 , - 8 , 2 , 45 , - 8
;pointslink:
;dd 0,1,2, -3, 0,3,2, 3 ;far side
dd 4 , 0 , 1 , - 10 , 4 , 5 , 1 , 10 ;left side
dd 6 , 2 , 3 , - 10 , 6 , 7 , 3 , 10 ;right side
dd 4 , 0 , 3 , - 10 , 4 , 7 , 3 , 10 ;up side
dd 5 , 1 , 2 , - 10 , 5 , 6 , 2 , 10 ;down side
dd 4 , 5 , 6 , - 11 , 4 , 7 , 6 , 11 ;near side
dd 8 , 9 , 10 , - 10 , 9 , 10 , 11 , 10 ;cannon 1
;model 4 red flag
red_flag:
dd 12 ;model points
dd 6 * 2 ;model triagels
;mpoints:
dd - 1 , - 1 , 0 , - 1 , 1 , 0 , 1 , 1 , 0 , 1 , - 1 , 0
dd - 1 , - 1 , - 30 , - 1 , 1 , - 30 , 1 , 1 , - 30 , 1 , - 1 , - 30
dd 1 , 1 , - 30 , 10 , 1 , - 30 , 10 , 1 , - 20 , 1 , 1 , - 20
;pointslink:
dd 4 , 0 , 1 , - 10 , 4 , 5 , 1 , 15 ;left side
dd 6 , 2 , 3 , - 10 , 6 , 7 , 3 , 15 ;right side
dd 4 , 0 , 3 , - 10 , 4 , 7 , 3 , 15 ;up side
dd 5 , 1 , 2 , - 10 , 5 , 6 , 2 , 15 ;down side
dd 4 , 5 , 6 , - 10 , 4 , 7 , 6 , 15 ;near side
dd 8 , 11 , 10 , - 49 , 8 , 9 , 10 , 49 ;flag
repear:
dd 8 ;model points
dd 10 ;model triagels
;mpoints:
dd - 45 , - 45 , 0 , - 45 , 45 , 0 , 45 , 45 , 0 , 45 , - 45 , 0
dd - 30 , - 30 , - 20 , - 30 , 30 , - 20 , 30 , 30 , - 20 , 30 , - 30 , - 20
;pointslink:
dd 4 , 0 , 1 , - 5 , 4 , 5 , 1 , 5 ;left side
dd 6 , 2 , 3 , - 5 , 6 , 7 , 3 , 5 ;right side
dd 4 , 0 , 3 , - 5 , 4 , 7 , 3 , 5 ;up side
dd 5 , 1 , 2 , - 5 , 5 , 6 , 2 , 5 ;down side
dd 4 , 5 , 6 , - 3 , 4 , 7 , 6 , 3 ;far side
;model 5 tree (elka)
tree:
dd 16 ;model points
dd 8 * 2 ;model triagels
;mpoints:
dd - 2 , - 2 , 0 , - 2 , 2 , 0 , 2 , 2 , 0 , 2 , - 2 , 0
dd - 1 , - 1 , - 8 , - 1 , 1 , - 8 , 1 , 1 , - 8 , 1 , - 1 , - 8
dd - 10 , - 10 , - 8 , - 10 , 10 , - 8 , 10 , 10 , - 8 , 10 , - 10 , - 8
dd - 1 , - 1 , - 40 , - 1 , 1 , - 40 , 1 , 1 , - 40 , 1 , - 1 , - 40
;pointslink:
dd 4 , 0 , 1 , - 16 , 4 , 5 , 1 , 16 ;left side
dd 6 , 2 , 3 , - 16 , 6 , 7 , 3 , 16 ;right side
dd 4 , 0 , 3 , - 16 , 4 , 7 , 3 , 16 ;up side
dd 5 , 1 , 2 , - 16 , 5 , 6 , 2 , 16 ;down side
dd 12 , 8 , 9 , - 14 , 12 , 13 , 9 , 14 ;left side
dd 14 , 10 , 11 , - 14 , 14 , 15 , 11 , 14 ;right side
dd 12 , 8 , 11 , - 14 , 12 , 15 , 11 , 14 ;up side
dd 13 , 9 , 10 , - 14 , 13 , 14 , 10 , 14 ;down side
;model tank
tank:
dd 20 ;model points
dd 12 + 10 ;model triagels
;mpoints:
dd - 10 , - 20 , - 10 , - 10 , 20 , - 10 , 10 , 20 , - 10 , 10 , - 20 , - 10
dd - 10 , - 10 , - 20 , - 10 , 10 , - 20 , 10 , 10 , - 20 , 10 , - 10 , - 20
dd - 2 , 15 , - 15 , 2 , 15 , - 15 , - 2 , 45 , - 15 , 2 , 45 , - 15
dd - 20 , - 20 , 0 , - 20 , 20 , 0 , 20 , 20 , 0 , 20 , - 20 , 0
dd - 20 , - 30 , - 10 , - 20 , 30 , - 10 , 20 , 30 , - 10 , 20 , - 30 , - 10
;pointslink:
;dd 0,1,2, -3, 0,3,2, 3 ;far side
dd 4 , 0 , 1 , - 10 , 4 , 5 , 1 , 10 ;left side
dd 6 , 2 , 3 , - 10 , 6 , 7 , 3 , 10 ;right side
dd 4 , 0 , 3 , - 10 , 4 , 7 , 3 , 10 ;up side
dd 5 , 1 , 2 , - 10 , 5 , 6 , 2 , 10 ;down side
dd 4 , 5 , 6 , - 11 , 4 , 7 , 6 , 11 ;near side
dd 8 , 9 , 10 , - 10 , 9 , 10 , 11 , 10 ;cannon 1
dd 16 , 12 , 13 , - 11 , 16 , 17 , 13 , 11 ;left side
dd 18 , 14 , 15 , - 11 , 18 , 19 , 15 , 11 ;right side
dd 16 , 12 , 15 , - 11 , 16 , 19 , 15 , 11 ;up side
dd 17 , 13 , 14 , - 11 , 17 , 18 , 14 , 11 ;down side
dd 16 , 17 , 18 , - 11 , 16 , 19 , 18 , 11 ;near side
;Test model
gqfa: ;Good quality four angle
dd 5 ;model points
dd 4 ;model triagels
;mpoints:
;dd -45,-145,0, -45,145,0, 45,45,0, 45,-45,0
dd - 0 , - 105 , 0 , - 0 , 105 , 0 , 45 , 45 , 0 , 45 , - 45 , 0
dd 30 , 0 , 0
;pointslink:
dd 1 , 4 , 0 , 50 ;left side
dd 1 , 4 , 2 , 51 ;right side
dd 3 , 4 , 2 , - 50 ;up side
dd 3 , 4 , 0 , - 51 ;down side
skip_mdata:
;***************
; Add new models
;***************
; jmp no_addmodel
random 20 , eax
sub eax , 10
imul eax , SECTOR_SIZE
add eax , SECTOR_SIZE / 2
mov [ temp1 ], eax
random 20 , eax
sub eax , 10
imul eax , SECTOR_SIZE
add eax , SECTOR_SIZE / 2
mov [ temp2 ], eax
mov eax , dword [ model_mas ]
cmp eax , 40 ;00
jae no_addmodel
imul eax , 4 * 8 ;
add eax , 4 + model_mas
inc dword [ model_mas ]
mov ebx ,[ temp1 ]
mov [ eax ], ebx
mov ebx ,[ temp2 ]
mov [ eax + 4 ], ebx
mov [ eax + 8 ], dword - 170
mov ebx , 0
mov [ eax + 12 ], ebx
mov [ eax + 16 ], ebx
mov [ eax + 20 ], ebx
mov ebx , tree ;red_flag
mov [ eax + 28 ], ebx
jmp skip_mdata ;use for auto filling at start
no_addmodel:
ret
UpdateAngles:
; Calculates new x,y,z angles
; to autorotate around
mov eax ,[ Xangle ] ; Load current angles
mov ebx ,[ Yangle ]
mov ecx ,[ Zangle ]
add eax ,[ DeltaX ] ; Add velocity
and eax , 011111111b ; Range from 0..255
mov [ Xangle ], eax ; Update X
add ebx ,[ DeltaY ] ; Add velocity
and ebx , 011111111b ; Range from 0..255
mov [ Yangle ], ebx ; Update Y
add ecx ,[ DeltaZ ] ; Add velocity
and ecx , 011111111b ; Range from 0..255
mov [ Zangle ], ecx ; Update Z
ret
GetSinCos:
; Needed : bx=angle (0..255)
; Returns: ax=Sin bx=Cos
push ebx ; Save angle (use as pointer)
shl ebx , 2 ; Grab a word so bx=bx*2
mov eax ,[ Si nCos + ebx ] ; Get sine
pop ebx ; Restore pointer into bx
push eax ; Save sine on stack
add ebx , 64 ; Add 64 to get cosine
and ebx , 11111111b ; Range from 0..255
shl ebx , 2 ; *2 coz it's a word
mov eax ,[ Si nCos + ebx ] ; Get cosine
mov ebx , eax ; Save it bx=Cos
pop eax ; Restore ax=Sin
ret
; Get sin & cos of x,y,z angle
SetRotation:
mov ebx ,[ Xangle ] ; Grab angle
call GetSinCos ; Get the sine&cosine
mov [ Xsin ], eax ; Save sin
mov [ Xcos ], ebx ; Save cos
mov ebx ,[ Yangle ]
call GetSinCos
mov [ Ysin ], eax
mov [ Ycos ], ebx
mov ebx ,[ Zangle ]
call GetSinCos
mov [ Zsin ], eax
mov [ Zcos ], ebx
; for camera
mov ebx ,[ Xcamangle ]
call GetSinCos
mov [ Xcamsin ], eax
mov [ Xcamcos ], ebx
mov ebx ,[ Ycamangle ]
call GetSinCos
mov [ Ycamsin ], eax
mov [ Ycamcos ], ebx
mov ebx ,[ Zcamangle ]
call GetSinCos
mov [ Zcamsin ], eax
mov [ Zcamcos ], ebx
ret
TranslatePoint: ; Rotates the point around x,y,z
; Gets original x,y,z values
; This can be done elsewhere
mov esi ,[ X ]
mov edi ,[ Y ]
mov ebx ,[ Zcamcos ]
mov ecx ,[ Zcamsin ]
call math
mov [ X ], esi
mov [ Y ], edi
mov esi ,[ Y ]
mov edi ,[ Z ]
mov ebx ,[ Xcamcos ]
mov ecx ,[ Xcamsin ]
call math
mov [ Y ], esi
mov [ Z ], edi
mov esi ,[ X ]
mov edi ,[ Z ]
mov ebx ,[ Ycamcos ]
mov ecx ,[ Ycamsin ]
call math
mov [ X ], esi
mov [ Z ], edi
mov esi ,[ Y ]
mov ebx ,[ Xcos ]
mov edi ,[ Z ]
mov ecx ,[ Xsin ]
call math
mov [ Y ], esi
mov [ Z ], edi
mov esi ,[ X ]
mov ebx ,[ Ycos ]
mov ecx ,[ Ysin ]
call math
mov [ X ], esi
mov [ Z ], edi
mov ebx ,[ Zcos ]
mov edi ,[ Y ]
mov ecx ,[ Zsin ]
call math
;*************
; ShowPoint
;*************
; Calculates screenposition and
; plots the point on the screen
mov eax ,[ Xoff ] ; Xoff*X / Z+Zoff = screen x
mov ecx , esi
imul ecx
mov ebx ,[ Z ]
add ebx ,[ Zoff ] ; Distance
cmp ebx , 0
je notout
idiv ebx
add eax ,[ Mx ] ; Center on screen
mov ebp , eax ;ebp =Xp
mov eax ,[ Yoff ] ; Yoff*Y / Z+Zoff = screen y
mov ecx , edi
imul ecx
cmp ebx , 0
je notout
idiv ebx ;eax =Yp
add eax ,[ My ] ; Center on screen
notout:
ret
math:
mov eax , esi
imul ebx ; ax = X * Cos(zang)
mov ebp , eax
mov eax , edi
imul ecx ; ax = Y * Sin(zang)
sub ebp , eax ; bp = X * Cos(zang) - Y * Sin(zang)
sar ebp , 8 ; bp = X * Cos(zang) - Y * Sin(zang) / 256
mov eax , esi
mov esi , ebp
imul ecx ; ax = X * Sin(zang)
mov ebp , eax
mov eax , edi
imul ebx ; ax = Y * Cos(zang)
add ebp , eax ; bp = X * SIN(zang) + Y * COS(zang)
sar ebp , 8 ; bp = X * SIN(zang) + Y * COS(zang) / 256
mov edi , ebp
ret
SinCos:
dd 0 , 6 , 13 , 19 , 25 , 31 , 38 , 44 , 50 , 56
dd 62 , 68 , 74 , 80 , 86 , 92 , 98 , 104 , 109 , 115
dd 121 , 126 , 132 , 137 , 142 , 147 , 152 , 157 , 162 , 167
dd 172 , 177 , 181 , 185 , 190 , 194 , 198 , 202 , 206 , 209
dd 213 , 216 , 220 , 223 , 226 , 229 , 231 , 234 , 237 , 239
dd 241 , 243 , 245 , 247 , 248 , 250 , 251 , 252 , 253 , 254
dd 255 , 255 , 256 , 256 , 256 , 256 , 256 , 255 , 255 , 254
dd 253 , 252 , 251 , 250 , 248 , 247 , 245 , 243 , 241 , 239
dd 237 , 234 , 231 , 229 , 226 , 223 , 220 , 216 , 213 , 209
dd 206 , 202 , 198 , 194 , 190 , 185 , 181 , 177 , 172 , 167
dd 162 , 157 , 152 , 147 , 142 , 137 , 132 , 126 , 121 , 115
dd 109 , 104 , 98 , 92 , 86 , 80 , 74 , 68 , 62 , 56
dd 50 , 44 , 38 , 31 , 25 , 19 , 13 , 6 , 0 , - 6
dd - 13 , - 19 , - 25 , - 31 , - 38 , - 44 , - 50 , - 56 , - 62 , - 68
dd - 74 , - 80 , - 86 , - 92 , - 98 , - 104 , - 109 , - 115 , - 121 , - 126
dd - 132 , - 137 , - 142 , - 147 , - 152 , - 157 , - 162 , - 167 , - 172 , - 177
dd - 181 , - 185 , - 190 , - 194 , - 198 , - 202 , - 206 , - 209 , - 213 , - 216
dd - 220 , - 223 , - 226 , - 229 , - 231 , - 234 , - 237 , - 239 , - 241 , - 243
dd - 245 , - 247 , - 248 , - 250 , - 251 , - 252 , - 253 , - 254 , - 255 , - 255
dd - 256 , - 256 , - 256 , - 256 , - 256 , - 255 , - 255 , - 254 , - 253 , - 252
dd - 251 , - 250 , - 248 , - 247 , - 245 , - 243 , - 241 , - 239 , - 237 , - 234
dd - 231 , - 229 , - 226 , - 223 , - 220 , - 216 , - 213 , - 209 , - 206 , - 202
dd - 198 , - 194 , - 190 , - 185 , - 181 , - 177 , - 172 , - 167 , - 162 , - 157
dd - 152 , - 147 , - 142 , - 137 , - 132 , - 126 , - 121 , - 115 , - 109 , - 104
dd - 98 , - 92 , - 86 , - 80 , - 74 , - 68 , - 62 , - 56 , - 50 , - 44
dd - 38 , - 31 , - 25 , - 19 , - 13 , - 6
mipzoom dd 0
mipmapwork dd 0
temp1 dd 0
temp2 dd 0
; 4.24.2005 Textured triangle algorythm
; created by Pavlushin Evgeni waptap[at]mail.ru
; on base tex3 from Mikolaj Felix mfelix@polbox.com
align 512
@ @ tx1 dd 0 ;equ [bp+4]
@ @ ty1 dd 0 ;equ [bp+6]
align 512
@ @ tx2 dd 0 ;equ [bp+8]
@ @ ty2 dd 0 ;equ [bp+10]
align 512
@ @ tx3 dd 0 ;equ [bp+12]
@ @ ty3 dd 0 ;equ [bp+14]
@ @ tz1 dd 0
@ @ tz2 dd 0
@ @ tz3 dd 0
@ @ z_dy12 dd 0
@ @ z_dy13 dd 0
@ @ z_dy23 dd 0
@ @ tex_off dd 0 ;equ [bp+16]
@ @ tex_x1 dd 0 ;equ [bp+18]
@ @ tex_y1 dd 0 ;equ [bp+20]
@ @ tex_x2 dd 0 ;equ [bp+22]
@ @ tex_y2 dd 0 ;equ [bp+24]
@ @ tex_x3 dd 0 ;equ [bp+26]
@ @ tex_y3 dd 0 ;equ [bp+28]
@ @ dx12 dd 0 ;equ [bp-2]
@ @ dx13 dd 0 ;equ [bp-4]
@ @ dx23 dd 0 ;equ [bp-6]
@ @ tex_dx12 dd 0 ;equ [bp-8]
@ @ tex_dy12 dd 0 ;equ [bp-10]
@ @ tex_dx13 dd 0 ;equ [bp-12]
@ @ tex_dy13 dd 0 ;equ [bp-14]
@ @ tex_dx23 dd 0 ;equ [bp-16]
@ @ tex_dy23 dd 0 ;equ [bp-18]
@ @ scan_x1 dd 0
@ @ scan_y1 dd 0
@ @ scan_x2 dd 0
@ @ scan_y2 dd 0
@ @ scan_z1 dd 0
@ @ scan_z2 dd 0
SHIFT = 16
textured_triangle:
mov eax ,[ @ @ ty1 ]
cmp eax ,[ @ @ ty3 ]
jle tt_check1
xchg eax ,[ @ @ ty3 ]
mov [ @ @ ty1 ], eax
mov eax ,[ @ @ tx1 ]
xchg eax ,[ @ @ tx3 ]
mov [ @ @ tx1 ], eax
mov eax ,[ @ @ tz1 ]
xchg eax ,[ @ @ tz3 ]
mov [ @ @ tz1 ], eax
mov eax ,[ @ @ tex_y1 ]
xchg eax ,[ @ @ tex_y3 ]
mov [ @ @ tex_y1 ], eax
mov eax ,[ @ @ tex_x1 ]
xchg eax ,[ @ @ tex_x3 ]
mov [ @ @ tex_x1 ], eax
tt_check1:
mov eax ,[ @ @ ty2 ]
cmp eax ,[ @ @ ty3 ]
jle tt_check2
xchg eax ,[ @ @ ty3 ]
mov [ @ @ ty2 ], eax
mov eax ,[ @ @ tx2 ]
xchg eax ,[ @ @ tx3 ]
mov [ @ @ tx2 ], eax
mov eax ,[ @ @ tz2 ]
xchg eax ,[ @ @ tz3 ]
mov [ @ @ tz2 ], eax
mov eax ,[ @ @ tex_y2 ]
xchg eax ,[ @ @ tex_y3 ]
mov [ @ @ tex_y2 ], eax
mov eax ,[ @ @ tex_x2 ]
xchg eax ,[ @ @ tex_x3 ]
mov [ @ @ tex_x2 ], eax
tt_check2:
mov eax ,[ @ @ ty1 ]
cmp eax ,[ @ @ ty2 ]
jle tt_check3
xchg eax ,[ @ @ ty2 ]
mov [ @ @ ty1 ], eax
mov eax ,[ @ @ tx1 ]
xchg eax ,[ @ @ tx2 ]
mov [ @ @ tx1 ], eax
mov eax ,[ @ @ tz1 ]
xchg eax ,[ @ @ tz2 ]
mov [ @ @ tz1 ], eax
mov eax ,[ @ @ tex_y1 ]
xchg eax ,[ @ @ tex_y2 ]
mov [ @ @ tex_y1 ], eax
mov eax ,[ @ @ tex_x1 ]
xchg eax ,[ @ @ tex_x2 ]
mov [ @ @ tex_x1 ], eax
tt_check3:
mov ebx ,[ @ @ ty2 ]
sub ebx ,[ @ @ ty1 ]
jnz tt_dx12_make
mov [ @ @ dx 12 ], 0
mov [ @ @ tex_dx12 ], 0
mov [ @ @ tex_dy12 ], 0
mov [ @ @ z_dy12 ], 0
jmp tt_dx12_done
tt_dx12_make:
mov eax ,[ @ @ tx2 ]
sub eax ,[ @ @ tx1 ]
shl eax , SHIFT
cdq
idiv ebx
mov [ @ @ dx 12 ], eax ; dx12 = (x2-x1)/(y2-y1)
mov eax ,[ @ @ tex_x2 ]
sub eax ,[ @ @ tex_x1 ]
cdq
idiv ebx
mov [ @ @ tex_dx12 ], eax ; tex_dx12 = (tex_x2-tex_x1)/(y2-y1)
mov eax ,[ @ @ tex_y2 ]
sub eax ,[ @ @ tex_y1 ]
cdq
idiv ebx
mov [ @ @ tex_dy12 ], eax ; tex_dy12 = (tex_y2-tex_y1)/(y2-y1)
mov eax ,[ @ @ tz2 ]
sub eax ,[ @ @ tz1 ]
shl eax , SHIFT
cdq
idiv ebx
mov [ @ @ z_dy12 ], eax
tt_dx12_done:
mov ebx ,[ @ @ ty3 ]
sub ebx ,[ @ @ ty1 ]
jnz tt_dx13_make
mov [ @ @ dx 13 ], 0
mov [ @ @ tex_dx13 ], 0
mov [ @ @ tex_dy13 ], 0
mov [ @ @ z_dy13 ], 0
jmp tt_dx13_done
tt_dx13_make:
mov eax ,[ @ @ tx3 ]
sub eax ,[ @ @ tx1 ]
shl eax , SHIFT
cdq
idiv ebx
mov [ @ @ dx 13 ], eax ; dx13 = (x3-x1)/(y3-y1)
mov eax ,[ @ @ tex_x3 ]
sub eax ,[ @ @ tex_x1 ]
cdq
idiv ebx
mov [ @ @ tex_dx13 ], eax ; tex_dx13 = (tex_x3-tex_x1)/(y3-y1)
mov eax ,[ @ @ tex_y3 ]
sub eax ,[ @ @ tex_y1 ]
cdq
idiv ebx
mov [ @ @ tex_dy13 ], eax ; tex_dy13 = (tex_y3-tex_x1)/(y3-y1)
mov eax ,[ @ @ tz3 ]
sub eax ,[ @ @ tz1 ]
shl eax , SHIFT
cdq
idiv ebx
mov [ @ @ z_dy13 ], eax
tt_dx13_done:
mov ebx ,[ @ @ ty3 ]
sub ebx ,[ @ @ ty2 ]
jnz tt_dx23_make
mov [ @ @ dx 23 ], 0
mov [ @ @ tex_dx23 ], 0
mov [ @ @ tex_dy23 ], 0
mov [ @ @ z_dy23 ], 0
jmp tt_dx23_done
tt_dx23_make:
mov eax ,[ @ @ tx3 ]
sub eax ,[ @ @ tx2 ]
shl eax , SHIFT
cdq
idiv ebx
mov [ @ @ dx 23 ], eax ; dx23 = (x3-x2)/(y3-y2)
mov eax ,[ @ @ tex_x3 ]
sub eax ,[ @ @ tex_x2 ]
cdq
idiv ebx
mov [ @ @ tex_dx23 ], eax ; tex_dx23 = (tex_x3-tex_x2)/(y3-y2)
mov eax ,[ @ @ tex_y3 ]
sub eax ,[ @ @ tex_y2 ]
cdq
idiv ebx
mov [ @ @ tex_dy23 ], eax ; tex_dy23 = (tex_y3-tex_y2)/(y3-y2)
mov eax ,[ @ @ tz3 ]
sub eax ,[ @ @ tz2 ]
shl eax , SHIFT
cdq
idiv ebx
mov [ @ @ z_dy23 ], eax
tt_dx23_done:
mov eax ,[ @ @ tx1 ]
shl eax , SHIFT
mov ebx , eax
mov ecx ,[ @ @ ty1 ]
mov edx ,[ @ @ tz1 ]
shl edx , SHIFT
mov [ @ @ scan_z1 ], edx
mov [ @ @ scan_z2 ], edx
mov edx ,[ @ @ tex_x1 ]
mov [ @ @ scan_x1 ], edx
mov [ @ @ scan_x2 ], edx
mov edx ,[ @ @ tex_y1 ]
mov [ @ @ scan_y1 ], edx
mov [ @ @ scan_y2 ], edx
; ****************
mov edx ,[ @ @ ty1 ] ;skip equals
cmp [ @ @ ty2 ], edx
je tt_loop1_end
mov ebp ,[ @ @ ty1 ]
cmp ebp , 0
jg no_up_clip
neg ebp
mov edx ,[ @ @ ty2 ]
cmp edx , 0
jg no_sbx
neg edx
sub ebp , edx
no_sbx:
mov edx ,[ @ @ tex_dx13 ]
imul edx , ebp
add [ @ @ scan_x1 ], edx
mov edx ,[ @ @ tex_dx12 ]
imul edx , ebp
add [ @ @ scan_x2 ], edx
mov edx ,[ @ @ tex_dy13 ]
imul edx , ebp
add [ @ @ scan_y1 ], edx
mov edx ,[ @ @ tex_dy12 ]
imul edx , ebp
add [ @ @ scan_y2 ], edx
mov edx ,[ @ @ z_dy13 ]
imul edx , ebp
add [ @ @ scan_z1 ], edx
mov edx ,[ @ @ z_dy12 ]
imul edx , ebp
add [ @ @ scan_z2 ], edx
mov edx ,[ @ @ dx 13 ]
imul edx , ebp
add eax , edx
mov edx ,[ @ @ dx 12 ]
imul edx , ebp
add ebx , edx
add ecx , ebp
no_up_clip:
cmp [ @ @ ty2 ], 0
jl tt_loop1_end
tt_loop1:
cmp ecx , SCREEN_Y
jge tt_loop2_end
pushad
mov edx ,[ @ @ scan_y2 ]
mov [ @ @ tex_ly2 ], edx ;push dx
mov edx ,[ @ @ scan_x2 ]
mov [ @ @ tex_lx2 ], edx ;push dx
mov edx ,[ @ @ scan_y1 ]
mov [ @ @ tex_ly1 ], edx ;push dx
mov edx ,[ @ @ scan_x1 ]
mov [ @ @ tex_lx1 ], edx ;push dx
mov edx ,[ @ @ scan_z1 ]
mov [ @ @ lz1 ], edx
mov edx ,[ @ @ scan_z2 ]
mov [ @ @ lz2 ], edx
mov [ @ @ ly ], ecx ;push cx
mov edx , ebx
sar edx , SHIFT
mov [ @ @ lx2 ], edx ;push dx
mov edx , eax
sar edx , SHIFT
mov [ @ @ lx1 ], edx ; push dx
call textured_horizontal_line
popad
mov edx ,[ @ @ tex_dx13 ]
add [ @ @ scan_x1 ], edx
mov edx ,[ @ @ tex_dx12 ]
add [ @ @ scan_x2 ], edx
mov edx ,[ @ @ tex_dy13 ]
add [ @ @ scan_y1 ], edx
mov edx ,[ @ @ tex_dy12 ]
add [ @ @ scan_y2 ], edx
mov edx ,[ @ @ z_dy13 ]
add [ @ @ scan_z1 ], edx
mov edx ,[ @ @ z_dy12 ]
add [ @ @ scan_z2 ], edx
add eax ,[ @ @ dx 13 ]
add ebx ,[ @ @ dx 12 ]
inc ecx
cmp ecx ,[ @ @ ty2 ]
jl tt_loop1
tt_loop1_end:
mov ebx ,[ @ @ tx2 ]
shl ebx , SHIFT
mov ecx ,[ @ @ ty2 ]
mov edx ,[ @ @ tz2 ]
shl edx , SHIFT
mov [ @ @ scan_z2 ], edx
mov edx ,[ @ @ tex_x2 ]
mov [ @ @ scan_x2 ], edx
mov edx ,[ @ @ tex_y2 ]
mov [ @ @ scan_y2 ], edx
mov ebp ,[ @ @ ty2 ]
cmp ebp , 0
jg no_down_clip
neg ebp
dec ebp
mov edx ,[ @ @ tex_dx13 ]
imul edx , ebp
add [ @ @ scan_x1 ], edx
mov edx ,[ @ @ tex_dx23 ]
imul edx , ebp
add [ @ @ scan_x2 ], edx
mov edx ,[ @ @ tex_dy13 ]
imul edx , ebp
add [ @ @ scan_y1 ], edx
mov edx ,[ @ @ tex_dy23 ]
imul edx , ebp
add [ @ @ scan_y2 ], edx
mov edx ,[ @ @ z_dy13 ]
imul edx , ebp
add [ @ @ scan_z1 ], edx
mov edx ,[ @ @ z_dy23 ]
imul edx , ebp
add [ @ @ scan_z2 ], edx
mov edx ,[ @ @ dx 13 ]
imul edx , ebp
add eax , edx
mov edx ,[ @ @ dx 23 ]
imul edx , ebp
add ebx , edx
add ecx , ebp
no_down_clip:
tt_loop2:
cmp ecx , SCREEN_Y
jge tt_loop2_end
pushad
mov edx ,[ @ @ scan_y2 ]
mov [ @ @ tex_ly2 ], edx ;push dx
mov edx ,[ @ @ scan_x2 ]
mov [ @ @ tex_lx2 ], edx ;push dx
mov edx ,[ @ @ scan_y1 ]
mov [ @ @ tex_ly1 ], edx ;push dx
mov edx ,[ @ @ scan_x1 ]
mov [ @ @ tex_lx1 ], edx ;push dx
mov edx ,[ @ @ scan_z1 ]
mov [ @ @ lz1 ], edx
mov edx ,[ @ @ scan_z2 ]
mov [ @ @ lz2 ], edx
mov [ @ @ ly ], ecx ;push cx
mov edx , ebx
sar edx , SHIFT
mov [ @ @ lx2 ], edx ;push dx
mov edx , eax
sar edx , SHIFT
mov [ @ @ lx1 ], edx ; push dx
call textured_horizontal_line
popad
mov edx ,[ @ @ tex_dx13 ]
add [ @ @ scan_x1 ], edx
mov edx ,[ @ @ tex_dx23 ]
add [ @ @ scan_x2 ], edx
mov edx ,[ @ @ tex_dy13 ]
add [ @ @ scan_y1 ], edx
mov edx ,[ @ @ tex_dy23 ]
add [ @ @ scan_y2 ], edx
mov edx ,[ @ @ z_dy13 ]
add [ @ @ scan_z1 ], edx
mov edx ,[ @ @ z_dy23 ]
add [ @ @ scan_z2 ], edx
add eax ,[ @ @ dx 13 ]
add ebx ,[ @ @ dx 23 ]
inc ecx
cmp ecx ,[ @ @ ty3 ]
jl tt_loop2
tt_loop2_end:
ret
align 512
@ @ lx1 dd 0
align 512
@ @ lx2 dd 0
align 512
@ @ ly dd 0
@ @ lz1 dd 0
@ @ lz2 dd 0
@ @ z_dx dd 0
align 512
@ @ tex_loff dd 0 ;equ [bp+10]
@ @ tex_lx1 dd 0 ;equ [bp+12]
@ @ tex_ly1 dd 0 ;equ [bp+14]
@ @ tex_lx2 dd 0 ;equ [bp+16]
@ @ tex_ly2 dd 0 ;equ [bp+18]
align 512
@ @ tex_ldx dd 0 ;equ [bp-2]
@ @ tex_ldy dd 0 ;equ [bp-4]
align 1024
textured_horizontal_line:
mov eax ,[ @ @ lx1 ]
cmp eax ,[ @ @ lx2 ]
je thl_quit
jl thl_ok
xchg eax ,[ @ @ lx2 ]
mov [ @ @ lx1 ], eax
mov eax ,[ @ @ lz1 ]
xchg eax ,[ @ @ lz2 ]
mov [ @ @ lz1 ], eax
mov eax ,[ @ @ tex_lx1 ]
xchg eax ,[ @ @ tex_lx2 ]
mov [ @ @ tex_lx1 ], eax
mov eax ,[ @ @ tex_ly1 ]
xchg eax ,[ @ @ tex_ly2 ]
mov [ @ @ tex_ly1 ], eax
thl_ok:
cmp [ @ @ lx2 ], 0
jle thl_quit
mov eax , SCREEN_X
cmp [ @ @ lx1 ], eax
jge thl_quit
mov ecx ,[ @ @ lx2 ]
sub ecx ,[ @ @ lx1 ]
; Uneversal method
mov edi ,[ @ @ ly ]
mov eax , SCREEN_X ;di = ly*320+lx1
imul edi
add eax ,[ @ @ lx1 ]
imul eax , 3
mov edi , eax
add edi , I_END
;Right side clipping
mov eax , SCREEN_X
cmp [ @ @ lx2 ], eax
jnge x1ok
mov edx , SCREEN_X
dec edx
sub edx ,[ @ @ lx1 ]
cmp edx , 0
jle thl_quit
mov ecx , edx
x1ok:
;Left side clipping
cmp [ @ @ lx1 ], 0
jg x2ok
mov ecx ,[ @ @ lx2 ] ;cmp lx2 screen x if above cut (for future)
mov edi ,[ @ @ ly ]
mov eax , SCREEN_X
imul edi , eax
imul edi , 3
add edi , I_END
x2ok:
mov ebx ,[ @ @ lx2 ]
sub ebx ,[ @ @ lx1 ]
mov eax ,[ @ @ tex_lx2 ]
sub eax ,[ @ @ tex_lx1 ]
cdq
idiv ebx
mov [ @ @ tex_ldx ], eax ; tex_dx = (tex_x2-tex_x1)/(x2-x1)
mov eax ,[ @ @ tex_ly2 ]
sub eax ,[ @ @ tex_ly1 ]
cdq
idiv ebx
mov [ @ @ tex_ldy ], eax ; tex_dy = (tex_y2-tex_y1)/(x2-x1)
mov eax ,[ @ @ lz2 ]
sub eax ,[ @ @ lz1 ]
cdq
idiv ebx
mov [ @ @ z_dx ], eax ; tex_dx = (tex_x2-tex_x1)/(x2-x1)
; Left clipping post correction
cmp [ @ @ lx1 ], 0
jg no_lcpc
mov eax ,[ @ @ lx1 ]
neg eax
mov ebp ,[ @ @ tex_ldx ]
imul ebp , eax
add [ @ @ tex_lx1 ], ebp
mov ebp ,[ @ @ tex_ldy ]
imul ebp , eax
add [ @ @ tex_ly1 ], ebp
mov ebp ,[ @ @ z_dx ]
imul ebp , eax
add [ @ @ lz1 ], ebp
no_lcpc:
inc ecx ;for equal correction
mov edx ,[ @ @ tex_lx1 ]
mov ebx ,[ @ @ tex_ly1 ]
mov esi ,[ @ @ lz1 ]
thl_loop:
mov ebp , esi
shr ebp , SHIFT
mov eax , dword [ edi - I_END + zbuffer ]
cmp ax , bp
jb no_set
mov [ edi - I_END + zbuffer ], bp
mov eax , edx
; and eax,0x0fff0000
ror ebx , 16
mov ax , bx
ror ebx , 16
shl ax , 11 ; 8 for 256*256, 9 for 128*128 ...
shr eax , 11
lea eax ,[ eax * 2 + eax ] ; equ imul eax,3
add eax ,[ @ @ tex_off ]
mov ebp , eax
mov ax , word [ ebp ]
mov [ edi ], ax
mov al , byte [ ebp + 2 ]
mov [ edi + 2 ], al
no_set:
add edi , 3
add esi ,[ @ @ z_dx ]
add edx ,[ @ @ tex_ldx ]
add ebx ,[ @ @ tex_ldy ]
dec ecx
jnz thl_loop
thl_quit:
ret
@ @ rgb dd 0
@ @ rgbax dw 0
@ @ rgbbl db 0
; === DATA ===
d_angle dd 0.19634954 ;pi/16
angle dd 0.0
mul_wave dd 1.5
sin_pos dw 0
sinwave rw 256
Xmap dd 0
Ymap dd 0
mapoff dd 0
Xcam dd 0
Ycam dd 0
Zcam dd - 400
Xcamangle dd 0
Ycamangle dd 0
Zcamangle dd 0
Xcamsin dd 0
Xcamcos dd 0
Ycamsin dd 0
Ycamcos dd 0
Zcamsin dd 0
Zcamcos dd 0
X dd ? ; X,Y,Z variable for formula
Y dd ?
Z dd ?
Xp dd ?
Yp dd ?
Xangle dd 0 ; Angle to rotate around x
Yangle dd 0
Zangle dd 0
DeltaX dd 1 ; x,y,z rotation angle
DeltaY dd 1
DeltaZ dd 1
Xoff dd 256 ; x-cord
Yoff dd 256 ; y-cord
Zoff dd 0 ;800 ; Distance from viewer
Xsin dd ? ; Sine and cosine of angle to rotate around
Xcos dd ?
Ysin dd ?
Ycos dd ?
Zsin dd ?
Zcos dd ?
Mx dd SCREEN_X / 2 ; Center of the screen
My dd SCREEN_Y / 2
autorot db 0 ;Auto rotation flag
massize dd 0 ;Size of triangle massive
id dd 0
temp dd 0
; DATA AREA
labelt:
db '3D TEXTURED ENGINE'
labellen:
;Texture pusck 32*32 256
texpack_gif:
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file 'texpack.gif'
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rb 50
;Ground texture
bmp_texmap:
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file 'texmap.bmp'
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rb 50
; Ground livel map
gif_file_area5:
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file 'map.gif' ;level map
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rb 50
rb 8
texture_limg:
rb 4095
texture_img:
rb 4095
texture_img2:
rb 4095
rb ( 4095 ) * 16 * 16
img_area:
rb 128 * 128 * 3 + 8
glm_img_area:
rb ( MAP_XSIZE + 1 ) * ( MAP_YSIZE + 1 ) * 3 + 8
rb 8
texpack_img:
rb 512 * 512 * 3 + 8
keymap:
rb 1000
model_mas:
rb 4 + 8 * 100
; Hash area for decoding GIF
gif_hash_area:
rd 4096 + 1
MAX_MODEL_POINTS = 100
modelpoints:
rb MAX_MODEL_POINTS * 3 * 4
; Matrix points massive
points:
; Massive of turn matrix points
tpoints = points + (( MATRIX_XSIZE + 1 ) * ( MATRIX_YSIZE + 1 ) * 3 * 4 )
; Ground level map massive
ground_level_map = tpoints + (( MATRIX_XSIZE + 1 ) * ( MATRIX_YSIZE + 1 ) * 3 * 4 )
; zbuffer
zbuffer = ground_level_map + (( MAP_XSIZE + 1 ) * ( MAP_YSIZE + 1 ) * 4 )
I_END = zbuffer + ( SCREEN_X * SCREEN_Y ) * 3