oscar64/samples/hires/cube3d.c

125 lines
2.4 KiB
C

#include <c64/memmap.h>
#include <c64/vic.h>
#include <gfx/bitmap.h>
#include <string.h>
#include <conio.h>
#include <stdio.h>
#include <gfx/vector3d.h>
#include <math.h>
char * const Color = (char *)0xd000;
char * const Hires = (char *)0xe000;
Bitmap Screen;
void init(void)
{
mmap_trampoline();
mmap_set(MMAP_RAM);
memset(Color, 0x01, 1000);
memset(Hires, 0x00, 8000);
mmap_set(MMAP_NO_ROM);
vic_setmode(VICM_HIRES, Color, Hires);
vic.color_border = VCOL_WHITE;
bm_init(&Screen, Hires, 40, 25);
}
void done(void)
{
mmap_set(MMAP_ROM);
getch();
vic_setmode(VICM_TEXT, (char *)0x0400, (char *)0x1000);
}
Matrix4 wmat, pmat, tmat, rmat;
Vector3 corners[8];
ClipRect cr = {0, 0, 320, 200};
struct Point
{
int x, y;
};
Point tcorners[8], pcorners[8];
void drawCube(void)
{
for(char i=0; i<8; i++)
{
if (!(i & 1))
bm_line(&Screen, &cr, tcorners[i].x, tcorners[i].y, tcorners[i | 1].x, tcorners[i | 1].y, 0xff, LINOP_XOR);
if (!(i & 2))
bm_line(&Screen, &cr, tcorners[i].x, tcorners[i].y, tcorners[i | 2].x, tcorners[i | 2].y, 0xff, LINOP_XOR);
if (!(i & 4))
bm_line(&Screen, &cr, tcorners[i].x, tcorners[i].y, tcorners[i | 4].x, tcorners[i | 4].y, 0xff, LINOP_XOR);
pcorners[i] = tcorners[i];
}
}
void hideCube(void)
{
for(char i=0; i<8; i++)
{
if (!(i & 1))
bm_line(&Screen, &cr, pcorners[i].x, pcorners[i].y, pcorners[i | 1].x, pcorners[i | 1].y, 0xff, LINOP_XOR);
if (!(i & 2))
bm_line(&Screen, &cr, pcorners[i].x, pcorners[i].y, pcorners[i | 2].x, pcorners[i | 2].y, 0xff, LINOP_XOR);
if (!(i & 4))
bm_line(&Screen, &cr, pcorners[i].x, pcorners[i].y, pcorners[i | 4].x, pcorners[i | 4].y, 0xff, LINOP_XOR);
}
}
int main(void)
{
init();
mat4_ident(&wmat);
mat4_make_perspective(&pmat, 0.5 * PI, 1.0, 0.0, 200.0);
mat4_scale(&wmat, 1);
for(int k=0; k<100; k++)
{
mat4_set_rotate_x(&rmat, 0.1 * k);
mat4_set_rotate_y(&tmat, 0.06 * k);
mat4_rmmul(&rmat, &tmat);
mat4_rmmul(&rmat, &wmat);
rmat.m[14] += 5.0;
tmat = pmat;
mat4_mmul(&tmat, &rmat);
for(char i=0; i<8; i++)
{
vec3_set(corners + i,
(i & 1) ? -1.0 : 1.0,
(i & 2) ? -1.0 : 1.0,
(i & 4) ? -1.0 : 1.0);
}
for(char i=0; i<8; i++)
{
Vector3 vd;
vec3_project(&vd, &rmat, corners + i);
tcorners[i].x = (int)(vd.v[0] * 100) + 160;
tcorners[i].y = (int)(vd.v[1] * 100) + 100;
}
hideCube();
drawCube();
}
done();
return 0;
}