+(*\r
+ DEMO04 - Multiple textures and triple buffering (3 pages)\r
+ (c) 1994 by Alessandro Scotti\r
+*)\r
+uses Crt, Modex, Threed;\r
+\r
+const\r
+ MAXVTX = 256;\r
+ MAXCUB = 2;\r
+ MAXTXT = 2;\r
+ Trans : TPoint = ( X:0; Y:0; Z:0 );\r
+ TxtSunDial: array[ 0..7 ] of word = (\r
+ $7F80,$0080, $0080,$0080, $0080,$7E80, $7F80,$7E80 );\r
+ TxtSapphire : array[ 0..7 ] of word = (\r
+ $0080,$0080, $0080,$1F80, $1F80,$1F80, $1F80,$0080 );\r
+ TxtMarble: array[ 0..7 ] of word = (\r
+ $0080,$8080, $0080,$FD80, $7F80,$FD80, $7F80,$8080 );\r
+type\r
+ T2DPoint = record\r
+ X, Y: integer;\r
+ end;\r
+ TTexture = record\r
+ Desc : array[ 0..3 ] of record X, Y: word end;\r
+ Width : word;\r
+ Data : pointer;\r
+ end;\r
+ TQuad = record\r
+ Vtx : array[ 0..3 ] of word;\r
+ Texture: word;\r
+ end;\r
+ TCube = record\r
+ Face : array[ 0..5 ] of TQuad;\r
+ Base : integer;\r
+ end;\r
+var\r
+ Vtx, XVtx: array[ 0..MAXVTX ] of TPoint;\r
+ VVtx : array[ 0..MAXVTX ] of T2DPoint;\r
+ Cube : array[ 0..MAXCUB ] of TCube;\r
+ ZList : array[ 0..MAXCUB ] of integer;\r
+ VtxCnt : word;\r
+ Txts : array[ 0..MAXTXT ] of TTexture;\r
+ Page : word;\r
+ Palette : array[ byte ] of record R, G, B: byte; end;\r
+ TxtDat1, TxtDat2: pointer;\r
+\r
+(* Add a new entry to the vertex array *)\r
+procedure AddVtx( PX, PY, PZ: longint );\r
+begin\r
+ with Vtx[VtxCnt] do begin X:=PX*$10000; Y:=PY*$10000; Z:=PZ*$10000; end;\r
+ Inc( VtxCnt );\r
+end;\r
+\r
+procedure MakeCube( var C: TCube; X1,Y1,Z1, X2,Y2,Z2, TX,TY,TZ, Texture: integer );\r
+const\r
+ FaceIdx: array[ 0..23 ] of integer = (\r
+ 0,1,2,3, 0,4,5,1, 1,5,6,2, 2,6,7,3, 3,7,4,0, 6,5,4,7 );\r
+var\r
+ I, VC: integer;\r
+begin\r
+ VC := VtxCnt;\r
+ C.Base := VC;\r
+ AddVtx( X1+TX, Y1+TY, Z1+TZ );\r
+ AddVtx( X2+TX, Y1+TY, Z1+TZ );\r
+ AddVtx( X2+TX, Y2+TY, Z1+TZ );\r
+ AddVtx( X1+TX, Y2+TY, Z1+TZ );\r
+ AddVtx( X1+TX, Y1+TY, Z2+TZ );\r
+ AddVtx( X2+TX, Y1+TY, Z2+TZ );\r
+ AddVtx( X2+TX, Y2+TY, Z2+TZ );\r
+ AddVtx( X1+TX, Y2+TY, Z2+TZ );\r
+ for I:=0 to 23 do C.Face[I shr 2].Vtx[I and 3] := VC+FaceIdx[I];\r
+ for I:=0 to 5 do C.Face[I].Texture := Texture;\r
+end;\r
+\r
+procedure MakeTexture( Idx: integer; var VtxData );\r
+var\r
+ P: ^word;\r
+ I: integer;\r
+begin\r
+ P := @VtxData;\r
+ with Txts[Idx] do begin\r
+ for I:=0 to 3 do begin\r
+ Desc[I].X := P^; Inc( P );\r
+ Desc[I].Y := P^; Inc( P );\r
+ end;\r
+ Width := 129;\r
+ Data := TxtDat1;\r
+ end;\r
+end;\r
+\r
+procedure Init;\r
+var\r
+ I: integer;\r
+ V: integer;\r
+ F: file;\r
+ P: array[ 1..768 ] of byte;\r
+begin\r
+ (* Initialize objects *)\r
+ VtxCnt := 0;\r
+ MakeCube( Cube[0], -64,-64,8, 64,64,-8, 0,0,0, 1 ); (* Sundial *)\r
+ Cube[0].Face[0].Texture := 0;\r
+ V := VtxCnt;\r
+ MakeCube( Cube[1], -16,-16,16, 16,16,-16, 0,0,0, 2 ); (* Sapphire *)\r
+ tdSetTranslation( Trans );\r
+ tdSetRotation( 32, 32, 00 );\r
+ tdRotate( Vtx[V], XVtx[V], 8 ); (* Got to rotate this cube *)\r
+ for I:=V to V+7 do begin\r
+ Vtx[I].X := XVtx[I].X;\r
+ Vtx[I].Y := XVtx[I].Y;\r
+ Vtx[I].Z := XVtx[I].Z + 100*$10000;\r
+ end;\r
+ MakeCube( Cube[2], -64,-4,48, 64,4,-48, 0,68,56, 1 ); (* Marble *)\r
+ (* Load texture and palette *)\r
+ Assign( F, 'DEMO04.DAT' );\r
+ Reset( F, 1 );\r
+ BlockRead( F, P, SizeOf(P) );\r
+ mxSetPalette( @P, 0, 256 );\r
+ GetMem( TxtDat1, 63*1024 );\r
+ BlockRead( F, TxtDat1^, 129*286 );\r
+ Close( F );\r
+ TxtDat2 := Ptr( Seg(TxtDat1^), Ofs(TxtDat1^)+129*254 );\r
+ (* Init textures *)\r
+ MakeTexture( 0, TxtSundial );\r
+ MakeTexture( 1, TxtMarble );\r
+ MakeTexture( 2, TxtSapphire );\r
+ Txts[2].Data := TxtDat2;\r
+end;\r
+\r
+(* Sort procedure, not worth optimizing with only a few objects *)\r
+procedure SortObjects;\r
+var\r
+ I, J, K: integer;\r
+ ZMax: array[ 0..MAXCUB ] of longint;\r
+ ZI: integer;\r
+ L: longint;\r
+begin\r
+ for I:=0 to MAXCUB do begin\r
+ L := XVtx[Cube[I].Base].Z;\r
+ for J:=1 to 7 do\r
+ if( L > XVtx[Cube[I].Base+J].Z ) then L := XVtx[Cube[I].Base+J].Z;\r
+ ZMax[I] := L;\r
+ ZList[I] := I;\r
+ end;\r
+ for I:=0 to MAXCUB-1 do begin\r
+ ZI := I;\r
+ for J:=I+1 to MAXCUB do\r
+ if( ZMax[ZList[J]] > ZMax[ZList[ZI]] ) then ZI := J;\r
+ if( ZI <> I ) then begin\r
+ K := ZList[I];\r
+ ZList[I] := ZList[ZI];\r
+ ZList[ZI] := K;\r
+ end;\r
+ end;\r
+end;\r
+\r
+var\r
+ AX, AY, AZ: byte;\r
+ I, J, K: word;\r
+begin\r
+ mxInit;\r
+ mxSetMode( MX_320x240 );\r
+ Init;\r
+ Page := 240; (* Start with hidden page *)\r
+\r
+ (* Init 3D transforms, perspective is intentionally exaggerated *)\r
+ AX := 0; AY := 0; AZ := 0;\r
+ tdSetTranslation( Trans );\r
+ tdSetPerspective( 600*$10000, $10000, $10000 );\r
+ (* Main loop, all magic here! *)\r
+ while( not KeyPressed ) do begin\r
+ tdSetRotation( AX, AY, AZ ); (* Set new angles *)\r
+ tdTransform( Vtx, XVtx, VtxCnt ); (* 3D transform points *)\r
+ tdTransformToImage( XVtx, VVtx, VtxCnt, 160, 120+Page );\r
+ Inc( AX, 1 ); (* Bump angles *)\r
+ Inc( AY, 2 );\r
+ Inc( AZ, 1 );\r
+ mxSetClipRegion( 0, Page, 320, 240 ); (* Set clip to new page *)\r
+ mxSetClip( TRUE );\r
+ mxFillBox( 0, Page, 320, 240, 0, OP_MOVE ); (* Clear screen *)\r
+ (* Draw objects *)\r
+ SortObjects;\r
+ for I:=0 to MAXCUB do with Cube[ZList[I]] do begin\r
+ for J:=0 to 5 do begin\r
+ K := Face[J].Texture;\r
+ mxTexturePoly( 4, Face[J].Vtx, VVtx, Txts[K].Desc, Txts[K].Data^, Txts[K].Width );\r
+ end;\r
+ end;\r
+ (* Flip page: at 320x240 the Start Address Register Low is always zero *)\r
+ case Page of\r
+ 0 : begin PortW[$3D4] := $000C; Page := 240; end;\r
+ 240: begin PortW[$3D4] := $4B0C; Page := 480; end;\r
+ 480: begin PortW[$3D4] := $960C; Page := 0; end;\r
+ end;\r
+ mxWaitRetrace; (* If the frame rate seems low, try to remove this line *)\r
+ end;\r
+\r
+ mxSetMode( MX_TEXT );\r
+ mxTerm;\r
+end.\r