Basic 3-d Programming

                    ÕÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͸
                    ³         W E L C O M E         ³
                    ³  To the VGA Trainer Program   ³ ³
                    ³              By               ³ ³
                    ³      DENTHOR of ASPHYXIA      ³ ³ ³
                    ÔÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ; ³ ³
                      ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ ³
                        ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ

                            --==[ PART 8 ]==--

 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 þ Introduction

 Hello everybody! Christmas is over, the last of the chocolates have been
 eaten, so it's time to get on with this, the eighth part of the ASPHYXIA
 Demo Trainer Series. This particular part is primarily about 3-D, but
 also includes a bit on optimisation.

 If you are already a 3-D guru, you may as well skip this text file, have
 a quick look at the sample program then go back to sleep, because I am
 going to explain in minute detail exactly how the routines work ;)

 If you would like to contact me, or the team, there are many ways you
 can do it : 1) Write a message to Grant Smith/Denthor/Asphyxia in private mail
                   on the ASPHYXIA BBS.
             2) Write a message in the Programming conference on the
                   For Your Eyes Only BBS (of which I am the Moderator )
                   This is preferred if you have a general programming query
                   or problem others would benefit from.
             4) Write to Denthor, EzE or Goth on Connectix.
             5) Write to :  Grant Smith
                            P.O.Box 270 Kloof
                            3640
                            Natal
             6) Call me (Grant Smith) at (031) 73 2129 (leave a message if you
                   call during varsity)
             7) Write to mcphail@beastie.cs.und.ac.za on InterNet, and
                   mention the word Denthor near the top of the letter.

 NB : If you are a representative of a company or BBS, and want ASPHYXIA
        to do you a demo, leave mail to me; we can discuss it.
 NNB : If you have done/attempted a demo, SEND IT TO ME! We are feeling
         quite lonely and want to meet/help out/exchange code with other demo
         groups. What do you have to lose? Leave a message here and we can work
         out how to transfer it. We really want to hear from you!

 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 þ Optimisation

 Before I begin with the note on 3-D, I would like to stress that many of
 these routines, and probably most of your own, could be sped up quite a
 bit with a little optimisation. One must realise, however, that you must
 take a look at WHAT to optimise ... converting a routine that is only
 called once at startup into a tightly coded assembler routine may show
 off your merits as a coder, but does absolutely nothing to speed up your
 program. Something that is called often per frame is something that
 needs to be as fast as possible. For some, a much used procedure is the
 PutPixel procedure. Here is the putpixel procedure I gave you last week:

 Procedure Putpixel (X,Y : Integer; Col : Byte; where:word);
 BEGIN
   Asm
     push    ds                      { 14   clock ticks }
     push    es                      { 14 }
     mov     ax,[where]              { 8  }
     mov     es,ax                   { 2 }
     mov     bx,[X]                  { 8  }
     mov     dx,[Y]                  { 8  }
     push    bx                      { 15 }
     mov     bx, dx                  { 2  }
     mov     dh, dl                  { 2  }
     xor     dl, dl                  { 3  }
     shl     bx, 1                   { 2  }
     shl     bx, 1                   { 2  }
     shl     bx, 1                   { 2  }
     shl     bx, 1                   { 2  }
     shl     bx, 1                   { 2  }
     shl     bx, 1                   { 2  }
     add     dx, bx                  { 3  }
     pop     bx                      { 12 }
     add     bx, dx                  { 3  }
     mov     di, bx                  { 2 }
     xor     al,al                   { 3  }
     mov     ah, [Col]               { 8  }
     mov     es:[di],ah              { 10 }
     pop     es                      { 12 }
     pop     ds                      { 12 }
   End;
 END;
                             Total = 153 clock ticks
 NOTE : Don't take my clock ticks as gospel, I probably got one or two
        wrong.

 Right, now for some optimising. Firstly, if you have 286 instructions
 turned on, you may replace the 6 shl,1 with shl,6. Secondly, the Pascal
 compiler automatically pushes and pops ES, so those two lines may be
 removed. DS:[SI] is not altered in this procedure, so we may remove
 those too. Also, instead of moving COL into ah, we move it into AL and
 call stosb (es:[di]:=al; inc di). Let's have a look at the routine now :

 Procedure Putpixel (X,Y : Integer; Col : Byte; where:word);
 BEGIN
   Asm
     mov     ax,[where]              { 8  }
     mov     es,ax                   { 2 }
     mov     bx,[X]                  { 8  }
     mov     dx,[Y]                  { 8  }
     push    bx                      { 15 }
     mov     bx, dx                  { 2  }
     mov     dh, dl                  { 2  }
     xor     dl, dl                  { 3  }
     shl     bx, 6                   { 8  }
     add     dx, bx                  { 3  }
     pop     bx                      { 12 }
     add     bx, dx                  { 3  }
     mov     di, bx                  { 2 }
     mov     al, [Col]               { 8  }
     stosb                           { 11 }
   End;
 END;
                             Total = 95 clock ticks

 Now, let us move the value of BX directly into DI, thereby removing a
 costly push and pop. The MOV and the XOR of DX can be replaced by it's
 equivalent, SHL DX,8

 Procedure Putpixel (X,Y : Integer; Col : Byte; where:word); assembler;
 asm
     mov     ax,[where]              { 8  }
     mov     es,ax                   { 2  }
     mov     bx,[X]                  { 8  }
     mov     dx,[Y]                  { 8  }
     mov     di,bx                   { 2  }
     mov     bx, dx                  { 2  }
     shl     dx, 8                   { 8  }
     shl     bx, 6                   { 8  }
     add     dx, bx                  { 3  }
     add     di, dx                  { 3  }
     mov     al, [Col]               { 8  }
     stosb                           { 11 }
 end;
                             Total = 71 clock ticks

 As you can see, we have brought the clock ticks down from 153 ticks to
 71 ticks ... quite an improvement. (The current ASPHYXIA putpixel takes
 48 clock ticks) . As you can see, by going through your routines a few
 times, you can spot and remove unnecessary instructions, thereby greatly
 increasing the speed of your program.

 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 þ Defining a 3-D object

 Drawing an object in 3-D is not that easy. Sitting down and plotting a
 list of X,Y and Z points can be a time consuming business. So, let us
 first look at the three axes you are drawing them on :

                     Y    Z
                    /|\  /
                     | /
              X<-----|----->
                     |
                    \|/

 X is the horisontal axis, from left to right. Y is the vertical axis,
 from top to bottom. Z is the depth, going straight into the screen.

 In this trainer, we are using lines, so we define 2 X,Y and Z
 coordinates, one for each end of the line. A line from far away, in the
 upper left of the X and Y axes, to close up in the bottom right of the
 X and Y axes, would look like this :

 {       x1 y1  z1   x2  y2 z2    }
     ( (-10,10,-10),(10,-10,10) )

 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 þ Rotating a point with matrixes

 NOTE : I thought that more then one matix are matrisese (sp), but my
        spellchecker insists it is matrixes, so I let it have it's way
        ;-)

 Having a 3-D object is useless unless you can rotate it some way. For
 demonstration purposes, I will begin by working in two dimensions, X and
 Y.

 Let us say you have a point, A,B, on a graph.
                       Y
                       |  /O1 (Cos (a)*A-Sin (a)*B , Sin (a)*A+Cos (a)*B)
                       |/      (A,B)
                X<-----|------O-->
                       |
                       |

 Now, let us say we rotate this point by 45 degrees anti-clockwise. The
 new A,B can be easily be calculated using sin and cos, by an adaption of
 our circle algorithm, ie.
            A2:=Cos (45)*A - Sin (45)*B
            B2:=Sin (45)*A + Cos (45)*B
 I recall that in standard 8 and 9, we went rather heavily into this in
 maths. If you have troubles, fine a 8/9/10 maths book and have a look;
 it will go through the proofs etc.

 Anyway, we have now rotated an object in two dimensions, AROUND THE Z
 AXIS. In matrix form, the equation looks like this :

    [  Cos (a)   -Sin (a)      0        0     ]    [  x ]
    [  Sin (a)    Cos (a)      0        0     ]  . [  y ]
    [     0         0          1        0     ]    [  z ]
    [     0         0          0        1     ]    [  1 ]

 I will not go to deeply into matrixes math at this stage, as there are
 many books on the subject (it is not part of matric maths, however). To
 multiply a matrix, to add the products of the row of the left matrix and
 the column of the right matrix, and repeat this for all the columns of the
 left matrix. I don't explain it as well as my first year maths lecturer,
 but have a look at how I derived A2 and B2 above. Here are the other
 matrixes :

 Matrix for rotation around the Y axis :
    [  Cos (a)      0       -Sin (a)    0     ]    [  x ]
    [     0         1          0        0     ]  . [  y ]
    [  Sin (a)      0        Cos (a)    0     ]    [  z ]
    [     0         0          0        1     ]    [  1 ]

 Matrix for rotation around the X axis :
    [     1         0                   0     ]    [  x ]
    [     0       Cos (a)   -Sin (a)    0     ]  . [  y ]
    [     0       Sin (a)    Cos (a)    0     ]    [  z ]
    [     0         0          0        1     ]    [  1 ]

 By putting all these matrixes together, we can translate out 3D points
 around the origin of 0,0,0. See the sample program for how we put them
 together.

 In the sample program, we have a constant, never changing base object.
 This is rotated into a second variable, which is then drawn. I am sure
 many of you can thing of cool ways to change the base object, the
 effects of which will appear while the object is rotating. One idea is
 to "pulsate" a certain point of the object according to the beat of the
 music being played in the background. Be creative. If you feel up to it,
 you could make your own version of transformers ;)

 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 þ Drawing a 3D point to screen

 Having a rotated 3D object is useless unless we can draw it to screen.
 But how do we show a 3D point on a 2D screen? The answer needs a bit of
 explaining. Examine the following diagram :

               |         ________-------------
           ____|___------      o Object at X,Y,Z     o1 Object at X,Y,Z2
  Eye -> O)____|___
               |   ------________
               |                 -------------- Field of vision
             Screen

 Let us pretend that the centre of the screen is the horizon of our
 little 3D world. If we draw a three dimensional line from object "o" to
 the centre of the eye, and place a pixel on the X and Y coordinates
 where it passes through the screen, we will notice that when we do the
 same with object o1, the pixel is closer to the horizon, even though
 their 3D X and Y coords are identical, but "o1"'s Z is larger then
 "o"'s. This means that the further away a point is, the closer to the
 horizon it is, or the smaller the object will appear. That sounds
 right, doesent it? But, I hear you cry, how do we translate this into a
 formula? The answer is quite simple. Divide your X and your Y by your Z.
 Think about it. The larger the number you divide by, the closer to zero,
 or the horizon, is the result! This means, the bigger the Z, the
 further away is the object! Here it is in equation form :

        nx := 256*x div (z-Zoff)+Xoff
        ny := 256*y div (z-Zoff)+Yoff

 NOTE : Zoff is how far away the entire object is, Xoff is the objects X
        value, and Yoff is the objects Y value. In the sample program,
        Xoff start off at 160 and Yoff starts off at 100, so that the
        object is in the middle of the screen.

 The 256 that you times by is the perspective with which you are viewing.
 Changing this value gives you a "fish eye" effect when viewing the
 object. Anyway, there you have it! Draw a pixel at nx,ny, and viola! you
 are now doing 3D! Easy, wasn't it?

 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 þ Possible improvements

 This program is not the most optimised routine you will ever encounter
 (;-)) ... it uses 12 muls and 2 divs per point. (Asphyxia currently has
 9 muls and 2 divs per point) Real math is used for all the calculations
 in the sample program, which is slow, so fixed point math should be
 implemented (I will cover fixed point math in a future trainer). The
 line routine currently being used is very slow. Chain-4 could be used to
 cut down on screen flipping times.

 Color values per line should be added, base object morphing could be put
 in, polygons could be used instead of lines, handling of more then one
 object should be implemented, clipping should be added instead of not
 drawing something if any part of it is out of bounds.

 In other words, you have a lot of work ahead of you ;)

 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 þ  In closing

 There are a lot of books out there on 3D, and quite a few sample
 programs too. Have a look at them, and use the best bits to create your
 own, unique 3D engine, with which you can do anything you want. I am
 very interested in 3D (though EzE and Goth wrote most of ASPHYXIA'S 3D
 routines), and would like to see what you can do with it. Leave me a
 message through one of the means described above.

 I am delving into the murky world of texture mapping. If anyone out
 there has some routines on the subject and are interested in swapping,
 give me a buzz!

 What to do in future trainers? Help me out on this one! Are there any
 effects/areas you would like a bit of info on? Leave me a message!

 I unfortunately did not get any messages regarding BBS's that carry this
 series, so the list that follows is the same one from last time. Give
 me your names, sysops!

 Aaaaargh!!! Try as I might, I can't think of a new quote. Next time, I
 promise! ;-)

 Bye for now,
   - Denthor

 These fine BBS's carry the ASPHYXIA DEMO TRAINER SERIES : (alphabetical)

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 Open = Open at all times or only A/H
 Msg  = Available in message base
 File = Available in file base
 Past = Previous Parts available
 {$X+}
 USES Crt;

 CONST VGA = $A000;
       MaxLines = 12;
       Obj : Array [1..MaxLines,1..2,1..3] of integer =
         (
         ((-10,-10,-10),(10,-10,-10)),((-10,-10,-10),(-10,10,-10)),
         ((-10,10,-10),(10,10,-10)),((10,-10,-10),(10,10,-10)),
         ((-10,-10,10),(10,-10,10)),((-10,-10,10),(-10,10,10)),
         ((-10,10,10),(10,10,10)),((10,-10,10),(10,10,10)),
         ((-10,-10,10),(-10,-10,-10)),((-10,10,10),(-10,10,-10)),
         ((10,10,10),(10,10,-10)),((10,-10,10),(10,-10,-10))
         );  { The 3-D coordinates of our object ... stored as (X1,Y1,Z1), }
             { (X2,Y2,Z2) ... for the two ends of a line }

 Type Point = Record
                x,y,z:real;                { The data on every point we rotate}
              END;
      Virtual = Array [1..64000] of byte;  { The size of our Virtual Screen }
      VirtPtr = ^Virtual;                  { Pointer to the virtual screen }

 VAR Lines : Array [1..MaxLines,1..2] of Point;  { The base object rotated }
     Translated : Array [1..MaxLines,1..2] of Point; { The rotated object }
     Xoff,Yoff,Zoff:Integer;               { Used for movement of the object }
     lookup : Array [0..360,1..2] of real; { Our sin and cos lookup table }
     Virscr : VirtPtr;                     { Our first Virtual screen }
     Vaddr  : word;                        { The segment of our virtual screen}

 {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
 Procedure SetMCGA;  { This procedure gets you into 320x200x256 mode. }
 BEGIN
   asm
      mov        ax,0013h
      int        10h
   end;
 END;

 {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
 Procedure SetText;  { This procedure returns you to text mode.  }
 BEGIN
   asm
      mov        ax,0003h
      int        10h
   end;
 END;

 {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
 Procedure Cls (Where:word;Col : Byte);
    { This clears the screen to the specified color }
 BEGIN
      asm
         push    es
         mov     cx, 32000;
         mov     es,[where]
         xor     di,di
         mov     al,[col]
         mov     ah,al
         rep     stosw
         pop     es
      End;
 END;

 {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
 Procedure SetUpVirtual;
    { This sets up the memory needed for the virtual screen }
 BEGIN
   GetMem (VirScr,64000);
   vaddr := seg (virscr^);
 END;

 {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
 Procedure ShutDown;
    { This frees the memory used by the virtual screen }
 BEGIN
   FreeMem (VirScr,64000);
 END;

 {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
 procedure flip(source,dest:Word);
   { This copies the entire screen at "source" to destination }
 begin
   asm
     push    ds
     mov     ax, [Dest]
     mov     es, ax
     mov     ax, [Source]
     mov     ds, ax
     xor     si, si
     xor     di, di
     mov     cx, 32000
     rep     movsw
     pop     ds
   end;
 end;

 {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
 Procedure Pal(Col,R,G,B : Byte);
   { This sets the Red, Green and Blue values of a certain color }
 Begin
    asm
       mov    dx,3c8h
       mov    al,[col]
       out    dx,al
       inc    dx
       mov    al,[r]
       out    dx,al
       mov    al,[g]
       out    dx,al
       mov    al,[b]
       out    dx,al
    end;
 End;

 {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
 Function rad (theta : real) : real;
   {  This calculates the degrees of an angle }
 BEGIN
   rad := theta * pi / 180
 END;

 {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
 Procedure SetUpPoints;
   { This sets the basic offsets of the object, creates the lookup table and
     moves the object from a constant to a variable }
 VAR loop1:integer;
 BEGIN
   Xoff:=160;
   Yoff:=100;
   Zoff:=-256;
   For loop1:=0 to 360 do BEGIN
     lookup [loop1,1]:=sin (rad (loop1));
     lookup [loop1,2]:=cos (rad (loop1));
   END;
   For loop1:=1 to MaxLines do BEGIN
     Lines [loop1,1].x:=Obj [loop1,1,1];
     Lines [loop1,1].y:=Obj [loop1,1,2];
     Lines [loop1,1].z:=Obj [loop1,1,3];
     Lines [loop1,2].x:=Obj [loop1,2,1];
     Lines [loop1,2].y:=Obj [loop1,2,2];
     Lines [loop1,2].z:=Obj [loop1,2,3];
   END;
 END;

 {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
 Procedure Putpixel (X,Y : Integer; Col : Byte; where:word);
   { This puts a pixel on the screen by writing directly to memory. }
 BEGIN
   Asm
     mov     ax,[where]
     mov     es,ax
     mov     bx,[X]
     mov     dx,[Y]
     mov     di,bx
     mov     bx, dx                  {; bx = dx}
     shl     dx, 8
     shl     bx, 6
     add     dx, bx                  {; dx = dx + bx (ie y*320)}
     add     di, dx                  {; finalise location}
     mov     al, [Col]
     stosb
   End;
 END;

 {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
 Procedure Line(a,b,c,d:integer;col:byte;where:word);
   { This draws a solid line from a,b to c,d in colour col }
   function sgn(a:real):integer;
   begin
        if a>0 then sgn:=+1;
        if a<0 then sgn:=-1;
        if a=0 then sgn:=0;
   end;
 var i,s,d1x,d1y,d2x,d2y,u,v,m,n:integer;
 begin
      u:= c - a;
      v:= d - b;
      d1x:= SGN(u);
      d1y:= SGN(v);
      d2x:= SGN(u);
      d2y:= 0;
      m:= ABS(u);
      n := ABS(v);
      IF NOT (M>N) then
      BEGIN
           d2x := 0 ;
           d2y := SGN(v);
           m := ABS(v);
           n := ABS(u);
      END;
      s := m shr 1;
      FOR i := 0 TO m DO
      BEGIN
           putpixel(a,b,col,where);
           s := s + n;
           IF not (s0 then BEGIN
       temp.x:=lookup[y,2]*translated[loop1,1].x - lookup[y,1]*translated[loop1,1].y;
       temp.y:=lookup[y,1]*translated[loop1,1].x + lookup[y,2]*translated[loop1,1].y;
       temp.z:=translated[loop1,1].z;
       translated[loop1,1]:=temp;
     END;

     If z>0 then BEGIN
       temp.x:=lookup[z,2]*translated[loop1,1].x + lookup[z,1]*translated[loop1,1].z;
       temp.y:=translated[loop1,1].y;
       temp.z:=-lookup[z,1]*translated[loop1,1].x + lookup[z,2]*translated[loop1,1].z;
       translated[loop1,1]:=temp;
     END;

     temp.x:=lines[loop1,2].x;
     temp.y:=cos (rad(X))*lines[loop1,2].y - sin (rad(X))*lines[loop1,2].z;
     temp.z:=sin (rad(X))*lines[loop1,2].y + cos (rad(X))*lines[loop1,2].z;

     translated[loop1,2]:=temp;

     If y>0 then BEGIN
       temp.x:=cos (rad(Y))*translated[loop1,2].x - sin (rad(Y))*translated[loop1,2].y;
       temp.y:=sin (rad(Y))*translated[loop1,2].x + cos (rad(Y))*translated[loop1,2].y;
       temp.z:=translated[loop1,2].z;
       translated[loop1,2]:=temp;
     END;

     If z>0 then BEGIN
       temp.x:=cos (rad(Z))*translated[loop1,2].x + sin (rad(Z))*translated[loop1,2].z;
       temp.y:=translated[loop1,2].y;
       temp.z:=-sin (rad(Z))*translated[loop1,2].x + cos (rad(Z))*translated[loop1,2].z;
       translated[loop1,2]:=temp;
     END;
   END;
 END;

 {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
 Procedure DrawPoints;
   { This draws the translated object to the virtual screen }
 VAR loop1:Integer;
     nx,ny,nx2,ny2:integer;
     temp:integer;
 BEGIN
   For loop1:=1 to MaxLines do BEGIN
     If (translated[loop1,1].z+zoff<0) and (translated[loop1,2].z+zoff<0) then BEGIN
       temp:=round (translated[loop1,1].z+zoff);
       nx :=round (256*translated[loop1,1].X) div temp+xoff;
       ny :=round (256*translated[loop1,1].Y) div temp+yoff;
       temp:=round (translated[loop1,2].z+zoff);
       nx2:=round (256*translated[loop1,2].X) div temp+xoff;
       ny2:=round (256*translated[loop1,2].Y) div temp+yoff;
       If (NX > 0) and (NX < 320) and (NY > 25) and (NY < 200) and
          (NX2> 0) and (NX2< 320) and (NY2> 25) and (NY2< 200) then
            line (nx,ny,nx2,ny2,13,vaddr);
     END;
   END;
 END;

 {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
 Procedure ClearPoints;
   { This clears the translated object from the virtual screen ... believe it
     or not, this is faster then a straight "cls (vaddr,0)" }
 VAR loop1:Integer;
     nx,ny,nx2,ny2:Integer;
     temp:integer;
 BEGIN
   For loop1:=1 to MaxLines do BEGIN
     If (translated[loop1,1].z+zoff<0) and (translated[loop1,2].z+zoff<0) then BEGIN
       temp:=round (translated[loop1,1].z+zoff);
       nx :=round (256*translated[loop1,1].X) div temp+xoff;
       ny :=round (256*translated[loop1,1].Y) div temp+yoff;
       temp:=round (translated[loop1,2].z+zoff);
       nx2:=round (256*translated[loop1,2].X) div temp+xoff;
       ny2:=round (256*translated[loop1,2].Y) div temp+yoff;
       If (NX > 0) and (NX < 320) and (NY > 25) and (NY < 200) and
          (NX2> 0) and (NX2< 320) and (NY2> 25) and (NY2< 200) then
            line (nx,ny,nx2,ny2,0,vaddr);
     END;
   END;
 END;

 {ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ}
 Procedure MoveAround;
   { This is the main display procedure. Firstly it brings the object towards
     the viewer by increasing the Zoff, then passes control to the user }
 VAR deg,loop1:integer;
     ch:char;
 BEGIN
   deg:=0;
   ch:=#0;
   Cls (vaddr,0);
   DrawLogo;
   For loop1:=-256 to -40 do BEGIN
     zoff:=loop1*2;
     RotatePoints (deg,deg,deg);
     DrawPoints;
     flip (vaddr,vga);
     ClearPoints;
     deg:=(deg+5) mod 360;
   END;

   Repeat
     if keypressed then BEGIN
       ch:=upcase (Readkey);
       Case ch of 'A' : zoff:=zoff+5;
                  'Z' : zoff:=zoff-5;
                  ',' : xoff:=xoff-5;
                  '.' : xoff:=xoff+5;
                  'S' : yoff:=yoff-5;
                  'X' : yoff:=yoff+5;
       END;
     END;
     DrawPoints;
     flip (vaddr,vga);
     ClearPoints;
     RotatePoints (deg,deg,deg);
     deg:=(deg+5) mod 360;
   Until ch=#27;
 END;

 BEGIN
   SetUpVirtual;
   Writeln ('Greetings and salutations! Hope you had a great Christmas and New');
   Writeln ('year! ;-) ... Anyway, this tutorial is on 3-D, so this is what is');
   Writeln ('going to happen ... a wireframe square will come towards you.');
   Writeln ('When it gets close, you get control. "A" and "Z" control the Z');
   Writeln ('movement, "," and "." control the X movement, and "S" and "X"');
   Writeln ('control the Y movement. I have not included rotation control, but');
   Writeln ('it should be easy enough to put in yourself ... if you have any');
   Writeln ('hassles, leave me mail.');
   Writeln;
   Writeln ('Read the main text file for ideas on improving this code ... and');
   Writeln ('welcome to the world of 3-D!');
   writeln;
   writeln;
   Write ('  Hit any key to contine ...');
   Readkey;
   SetMCGA;
   SetUpPoints;
   MoveAround;
   SetText;
   ShutDown;
   Writeln ('All done. This concludes the eigth sample program in the ASPHYXIA');
   Writeln ('Training series. You may reach DENTHOR under the names of GRANT');
   Writeln ('SMITH/DENTHOR/ASPHYXIA on the ASPHYXIA BBS. I am also an avid');
   Writeln ('Connectix BBS user, and occasionally read RSAProg.');
   Writeln ('For discussion purposes, I am also the moderator of the Programming');
   Writeln ('newsgroup on the For Your Eyes Only BBS.');
   Writeln ('The numbers are available in the main text. You may also write to me at:');
   Writeln ('             Grant Smith');
   Writeln ('             P.O. Box 270');
   Writeln ('             Kloof');
   Writeln ('             3640');
   Writeln ('I hope to hear from you soon!');
   Writeln; Writeln;
   Write   ('Hit any key to exit ...');
   Readkey;
 END.

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Date this article was posted to GameDev.net: 7/16/1999
(Note that this date does not necessarily correspond to the date the article was written)

See Also:
Denthor's Asphyxia Tutorials

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