oscar64/samples/hires/cube3d.c

263 lines
5.3 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>
#include <fixmath.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);
}
ClipRect cr = {0, 0, 320, 200};
struct Point
{
int x, y;
};
struct FVector3
{
int v[3];
};
struct FMatrix3
{
int m[9];
};
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_OR);
if (!(i & 2))
bm_line(&Screen, &cr, tcorners[i].x, tcorners[i].y, tcorners[i | 2].x, tcorners[i | 2].y, 0xff, LINOP_OR);
if (!(i & 4))
bm_line(&Screen, &cr, tcorners[i].x, tcorners[i].y, tcorners[i | 4].x, tcorners[i | 4].y, 0xff, LINOP_OR);
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_AND);
if (!(i & 2))
bm_line(&Screen, &cr, pcorners[i].x, pcorners[i].y, pcorners[i | 2].x, pcorners[i | 2].y, 0xff, LINOP_AND);
if (!(i & 4))
bm_line(&Screen, &cr, pcorners[i].x, pcorners[i].y, pcorners[i | 4].x, pcorners[i | 4].y, 0xff, LINOP_AND);
}
}
#if 1
FVector3 corners[8];
static const int FMOne = 1 << 12;
void fmat3_ident(FMatrix3 * m)
{
m->m[0] = FMOne;
m->m[1] = 0;
m->m[2] = 0;
m->m[3] = 0;
m->m[4] = FMOne;
m->m[5] = 0;
m->m[6] = 0;
m->m[7] = 0;
m->m[8] = FMOne;
}
void fmat3_mmul(FMatrix3 * md, const FMatrix3 * ms)
{
for(char i=0; i<3; i++)
{
char j = 3 * i;
int m0 = lmul4f12s(md->m[i + 0], ms->m[0]) + lmul4f12s(md->m[i + 3], ms->m[1]) + lmul4f12s(md->m[i + 6], ms->m[2]);
int m3 = lmul4f12s(md->m[i + 0], ms->m[3]) + lmul4f12s(md->m[i + 3], ms->m[4]) + lmul4f12s(md->m[i + 6], ms->m[5]);
int m6 = lmul4f12s(md->m[i + 0], ms->m[6]) + lmul4f12s(md->m[i + 3], ms->m[7]) + lmul4f12s(md->m[i + 6], ms->m[8]);
md->m[i + 0] = m0; md->m[i + 3] = m3; md->m[i + 6] = m6;
}
}
void fmat3_rmmul(FMatrix3 * md, const FMatrix3 * ms)
{
for(char i=0; i<9; i+=3)
{
int m0 = lmul4f12s(md->m[i + 0], ms->m[0]) + lmul4f12s(md->m[i + 1], ms->m[3]) + lmul4f12s(md->m[i + 2], ms->m[6]);
int m1 = lmul4f12s(md->m[i + 0], ms->m[1]) + lmul4f12s(md->m[i + 1], ms->m[4]) + lmul4f12s(md->m[i + 2], ms->m[7]);
int m2 = lmul4f12s(md->m[i + 0], ms->m[2]) + lmul4f12s(md->m[i + 1], ms->m[5]) + lmul4f12s(md->m[i + 2], ms->m[8]);
md->m[i + 0] = m0; md->m[i + 1] = m1; md->m[i + 2] = m2;
}
}
void fmat3_set_rotate_x(FMatrix3 * m, float a)
{
int c = (int)(FMOne * cos(a));
int s = (int)(FMOne * sin(a));
m->m[0] = FMOne; m->m[3] = 0; m->m[6] = 0;
m->m[1] = 0; m->m[4] = c; m->m[7] = s;
m->m[2] = 0; m->m[5] =-s; m->m[8] = c;
}
void fmat3_set_rotate_y(FMatrix3 * m, float a)
{
int c = (int)(FMOne * cos(a));
int s = (int)(FMOne * sin(a));
m->m[0] = c; m->m[3] = 0; m->m[6] = s;
m->m[1] = 0; m->m[4] = FMOne; m->m[7] = 0;
m->m[2] =-s; m->m[5] = 0; m->m[8] = c;
}
void fmat3_set_rotate_z(FMatrix3 * m, float a)
{
int c = (int)(FMOne * cos(a));
int s = (int)(FMOne * sin(a));
m->m[0] = c; m->m[3] =-s; m->m[6] = 0;
m->m[1] = s; m->m[4] = c; m->m[7] = 0;
m->m[2] = 0; m->m[5] = 0; m->m[8] = FMOne;
}
void fvec3_mmul(FVector3 * vd, const FMatrix3 * m, const FVector3 * vs)
{
FVector3 vt;
for(char i=0; i<3; i++)
vt.v[i] = lmul4f12s(m->m[i], vs->v[0]) + lmul4f12s(m->m[3 + i], vs->v[1]) + lmul4f12s(m->m[6 + i], vs->v[2]);
*vd = vt;
}
FMatrix3 rmat, tmat;
int main(void)
{
init();
for(char i=0; i<8; i++)
{
corners[i].v[0] = (i & 1) ? -FMOne : FMOne;
corners[i].v[1] = (i & 2) ? -FMOne : FMOne;
corners[i].v[2] = (i & 4) ? -FMOne : FMOne;
}
for(int k=0; k<100; k++)
{
fmat3_set_rotate_x(&rmat, 0.1 * k);
fmat3_set_rotate_y(&tmat, 0.06 * k);
fmat3_mmul(&rmat, &tmat);
for(char i=0; i<8; i++)
{
FVector3 vd;
fvec3_mmul(&vd, &rmat, corners + i);
tcorners[i].x = lmuldiv16s(vd.v[0], 140, vd.v[2] + 4 * FMOne) + 160;
tcorners[i].y = lmuldiv16s(vd.v[1], 140, vd.v[2] + 4 * FMOne) + 100;
}
hideCube();
drawCube();
}
done();
return 0;
}
#else
Matrix4 wmat, pmat, tmat, rmat;
Vector3 corners[8];
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(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(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] += 4.0;
tmat = pmat;
mat4_mmul(&tmat, &rmat);
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;
}
#endif