abrash-black-book/52-02.html

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<meta name="vsisbn" content="1576101746" />
<meta name="vstitle" content="Michael Abrash's Graphics Programming Black Book, Special Edition" />
<meta name="vsauthor" content="Michael Abrash" />
<meta name="vspublisher" content="The Coriolis Group" />
<meta name="vspubdate" content="07/01/97" />
<meta name="vscategory" content="Web and Software Development: Game Development,Web and Software Development: Graphics and Multimedia Development" />
<title>Michael Abrash's Graphics Programming Black Book Special Edition: Fast 3-D Animation: Meet X-Sharp</title>
<meta name="chapter" content="52" />
<meta name="pages" content="973-974" />
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<p><b>LISTING 52.1 L52-1.C</b></p>
<pre>
/* 3-D animation program to rotate 12 cubes. Uses fixed point. All C code
tested with Borland C++ in C compilation mode and the small model. */
#include &lt;conio.h&gt;
#include &lt;dos.h&gt;
#include &ldquo;polygon.h&rdquo;
/* base offset of page to which to draw */
unsigned int CurrentPageBase = 0;
/* clip rectangle; clips to the screen */
int ClipMinX = 0, ClipMinY = 0;
int ClipMaxX = SCREEN_WIDTH, ClipMaxY = SCREEN_HEIGHT;
static unsigned int PageStartOffsets[2] =
{PAGE0_START_OFFSET,PAGE1_START_OFFSET};
int DisplayedPage, NonDisplayedPage;
int RecalcAllXforms = 1, NumObjects = 0;
Xform WorldViewXform; /* initialized from floats */
/* pointers to objects */
Object *ObjectList[MAX_OBJECTS];
void main() {
int Done = 0, i;
Object *ObjectPtr;
union REGS regset;
InitializeFixedPoint(); /* set up fixed-point data */
InitializeCubes(); /* set up cubes and add them to object list; other
objects would be initialized now, if there were any */
Set320x240Mode(); /* set the screen to mode X */
ShowPage(PageStartOffsets[DisplayedPage = 0]);
/* Keep transforming the cube, drawing it to the undisplayed page,
and flipping the page to show it */
do {
/* For each object, regenerate viewing info, if necessary */
for (i=0; i&lt;NumObjects; i++) {
if ((ObjectPtr = ObjectList[i])-&gt;RecalcXform ||
RecalcAllXforms) {
ObjectPtr-&gt;RecalcFunc(ObjectPtr);
ObjectPtr-&gt;RecalcXform = 0;
}
}
RecalcAllXforms = 0;
CurrentPageBase = /* select other page for drawing to */
PageStartOffsets[NonDisplayedPage = DisplayedPage ^ 1];
/* For each object, clear the portion of the non-displayed page
that was drawn to last time, then reset the erase extent */
for (i=0; i&lt;NumObjects; i++) {
ObjectPtr = ObjectList[i];
FillRectangleX(ObjectPtr-&gt;EraseRect[NonDisplayedPage].Left,
ObjectPtr-&gt;EraseRect[NonDisplayedPage].Top,
ObjectPtr-&gt;EraseRect[NonDisplayedPage].Right,
ObjectPtr-&gt;EraseRect[NonDisplayedPage].Bottom,
CurrentPageBase, 0);
ObjectPtr-&gt;EraseRect[NonDisplayedPage].Left =
ObjectPtr-&gt;EraseRect[NonDisplayedPage].Top = 0x7FFF;
ObjectPtr-&gt;EraseRect[NonDisplayedPage].Right =
ObjectPtr-&gt;EraseRect[NonDisplayedPage].Bottom = 0;
}
/* Draw all objects */
for (i=0; i&lt;NumObjects; i++)
ObjectList[i]-&gt;DrawFunc(ObjectList[i]);
/* Flip to display the page into which we just drew */
ShowPage(PageStartOffsets[DisplayedPage = NonDisplayedPage]);
/* Move and reorient each object */
for (i=0; i&lt;NumObjects; i++)
ObjectList[i]-&gt;MoveFunc(ObjectList[i]);
if (kbhit())
if (getch() == 0x1B) Done = 1; /* Esc to exit */
} while (!Done);
/* Return to text mode and exit */
regset.x.ax = 0x0003; /* AL = 3 selects 80x25 text mode */
int86(0x10, &amp;regset, &amp;regset);
exit(1);
}
</pre>
<p><b>LISTING 52.2 L52-2.C</b></p>
<pre>
/* Transforms all vertices in the specified polygon-based object into view
space, then perspective projects them to screen space and maps them to screen
coordinates, storing results in the object. Recalculates object-&gt;view
transformation because only if transform changes would we bother
to retransform the vertices. */
#include &lt;math.h&gt;
#include &ldquo;polygon.h&rdquo;
void XformAndProjectPObject(PObject * ObjectToXform)
{
int i, NumPoints = ObjectToXform-&gt;NumVerts;
Point3 * Points = ObjectToXform-&gt;VertexList;
Point3 * XformedPoints = ObjectToXform-&gt;XformedVertexList;
Point3 * ProjectedPoints = ObjectToXform-&gt;ProjectedVertexList;
Point * ScreenPoints = ObjectToXform-&gt;ScreenVertexList;
/* Recalculate the object-&gt;view transform */
ConcatXforms(WorldViewXform, ObjectToXform-&gt;XformToWorld,
ObjectToXform-&gt;XformToView);
/* Apply that new transformation and project the points */
for (i=0; i&lt;NumPoints; i++, Points++, XformedPoints++,
ProjectedPoints++, ScreenPoints++) {
/* Transform to view space */
XformVec(ObjectToXform-&gt;XformToView, (Fixedpoint *) Points,
(Fixedpoint *) XformedPoints);
/* Perspective-project to screen space */
ProjectedPoints-&gt;X =
FixedMul(FixedDiv(XformedPoints-&gt;X, XformedPoints-&gt;Z),
DOUBLE_TO_FIXED(PROJECTION_RATIO * (SCREEN_WIDTH/2)));
ProjectedPoints-&gt;Y =
FixedMul(FixedDiv(XformedPoints-&gt;Y, XformedPoints-&gt;Z),
DOUBLE_TO_FIXED(PROJECTION_RATIO * (SCREEN_WIDTH/2)));
ProjectedPoints-&gt;Z = XformedPoints-&gt;Z;
/* Convert to screen coordinates. The Y coord is negated to flip from
increasing Y being up to increasing Y being down, as expected by polygon
filler. Add in half the screen width and height to center on screen. */
ScreenPoints-&gt;X = ((int) ((ProjectedPoints-&gt;X +
DOUBLE_TO_FIXED(0.5)) &gt;&gt; 16)) + SCREEN_WIDTH/2;
ScreenPoints-&gt;Y = (-((int) ((ProjectedPoints-&gt;Y +
DOUBLE_TO_FIXED(0.5)) &gt;&gt; 16))) + SCREEN_HEIGHT/2;
}
}
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Graphics Programming Black Book &copy; 2001 Michael Abrash
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