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QB64-PE/internal/help/_MAPTRIANGLE.txt
SteveMcNeill 33adc04fc4 Add temp folder to repo. It's necessary as well!
Just more initial setting on... nothing much to see here.
2022-04-28 13:39:56 -04:00

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{{DISPLAYTITLE:_MAPTRIANGLE}}
The [[_MAPTRIANGLE]] statement maps a triangular portion of an image onto a destination image or screen page.
{{PageSyntax}}
===2D drawing===
:[[_MAPTRIANGLE]] [{_SEAMLESS}] '''('''{{Parameter|sx1}}''',''' {{Parameter|sy1}}''')-('''{{Parameter|sx2}}''',''' {{Parameter|sy2}}''')-('''{{Parameter|sx3}}''',''' {{Parameter|sy3}}'''),''' {{Parameter|source&}} '''TO ('''{{Parameter|dx1}}''',''' {{Parameter|dy1}}''')-('''{{Parameter|dx2}}''',''' {{Parameter|dy2}}''')-('''{{Parameter|dx3}}''',''' {{Parameter|dy3}}''')'''[, {{Parameter|destination&}}][{_SMOOTH|_SMOOTHSHRUNK|_SMOOTHSTRETCHED}]]
===3D drawing (hardware images only)===
:[[_MAPTRIANGLE]] [{_CLOCKWISE|_ANTICLOCKWISE}] [{_SEAMLESS}] '''('''{{Parameter|sx1}}''',''' {{Parameter|sy1}}''')-('''{{Parameter|sx2}}''',''' {{Parameter|sy2}}''')-('''{{Parameter|sx3}}''',''' {{Parameter|sy3}}'''),''' {{Parameter|source&}} '''TO ('''{{Parameter|dx1}}''',''' {{Parameter|dy1}}''',''' {{Parameter|dz1}}''')-('''{{Parameter|dx2}}''',''' {{Parameter|dy2}}''',''' {{Parameter|dz2}}''')-('''{{Parameter|dx3}}''',''' {{Parameter|dy3}}''',''' {{Parameter|dz3}}''')'''[, {{Parameter|destination&}}][{_SMOOTH|_SMOOTHSHRUNK|_SMOOTHSTRETCHED}]]
{{Parameters}}
* The '''_SEAMLESS''' option makes the triangle skip the right-most and bottom-most pixels of the triangle. When you make larger objects using several triangles, there can be a "seam" where they overlap when using alpha transparency and the seam would be twice as bright. '''_SEAMLESS''' is ignored when rendering 3D content and is not yet supported when drawing 2D hardware images.'''
* For 3D drawing use the '''_CLOCKWISE''' and '''_ANTICLOCKWISE''' arguments to only draw triangles in the correct direction. See ''Example 4''.
* Coordinates are [[SINGLE]] values where whole numbers represent the exact center of a pixel of the source texture.
* {{Parameter|source&}} and optional {{Parameter|destination&}} are [[LONG]] image or screen page handles.
* Supports an optional final argument '''_SMOOTH''' which applies linear filtering. See ''Example 3''.
* Use '''_SMOOTHSTRETCHED''' or '''_SMOOTHSHRUNK''' for when a pixelated/smooth effect is desirable but not both.
{{PageDescription}}
* This statement is used similar to [[_PUTIMAGE]] to place triangular sections of an image, but is more flexible.
* The [[STEP]] keyword can be used to for coordinates relative to the last graphic coordinates used.
* For 2D drawing, the destination coordinates are pixel coordinates either on-screen or on the destination image.
* For 3D drawing, the destination coordinates represent left (-x) to right (+x), bottom (-y) to top (+y) & furthest (-z) to nearest (z=-1). The center of the screen is therefore (0,0,-1). Note that a z value of 0 will result in off-screen content. The furthest visible z value is -10,000.
* When drawing '''software images''' coordinate positions are '''limited from -16383 to 16383'''
* The source coordinates can be positioned outside the boundary of the ''source'' image to achieve a tiled effect.
* If the {{Parameter|destination&}} image handle is the current [[SCREEN]] page, [[_DEST]] or hardware layer, then it can be omitted.
* '''Hardware images''' (created using mode 33 via [[_LOADIMAGE]] or [[_COPYIMAGE]]) can be used as the source or destination.
{{PageExamples}}
''Example 1:'' Rotating the an image using a rotation and zoom SUB with _MAPTRIANGLE.
{{CodeStart}} '' ''
{{Cl|SCREEN}} {{Cl|_NEWIMAGE}}(800, 600, 32)
Image& = {{Cl|_LOADIMAGE}}("qb64_trans.png") 'any 24/32 bit image
{{Cl|DO}}
{{Cl|CLS}}
RotoZoom 400, 300, Image&, 1.5 + {{Cl|SIN}}(zoom), angle
{{Cl|LOCATE}} 1, 1: {{Cl|PRINT}} "Angle:"; {{Cl|CINT}}(angle)
{{Cl|PRINT USING|PRINT}} "Zoom"; {{Cl|PRINT USING|USING}} "##.###"; 1.5 + {{Cl|SIN}}(zoom)
{{Cl|_DISPLAY}}
angle = angle + .5: {{Cl|IF...THEN|IF}} angle >= 360 {{Cl|THEN}} angle = angle - 360
zoom = zoom + .01
{{Cl|LOOP}} {{Cl|UNTIL}} {{Cl|INKEY$}} <> ""
{{Cl|END}}
{{Cl|SUB}} RotoZoom (X {{Cl|AS}} {{Cl|LONG}}, Y {{Cl|AS}} {{Cl|LONG}}, Image {{Cl|AS}} {{Cl|LONG}}, Scale {{Cl|AS}} {{Cl|SINGLE}}, Rotation {{Cl|AS}} {{Cl|SINGLE}})
{{Cl|DIM}} px(3) {{Cl|AS}} {{Cl|SINGLE}}: {{Cl|DIM}} py(3) {{Cl|AS}} {{Cl|SINGLE}}
W& = {{Cl|_WIDTH (function)|_WIDTH}}(Image&): H& = {{Cl|_HEIGHT}}(Image&)
px(0) = -W& / 2: py(0) = -H& / 2: px(1) = -W& / 2:py(1) = H& / 2
px(2) = W& / 2: py(2) = H& / 2: px(3) = W& / 2: py(3) = -H& / 2
sinr! = {{Cl|SIN}}(-Rotation / 57.2957795131): cosr! = {{Cl|COS}}(-Rotation / 57.2957795131)
{{Cl|FOR...NEXT|FOR}} i& = 0 {{Cl|TO}} 3
x2& = (px(i&) * cosr! + sinr! * py(i&)) * Scale + X: y2& = (py(i&) * cosr! - px(i&) * sinr!) * Scale + Y
px(i&) = x2&: py(i&) = y2&
{{Cl|NEXT}}
{{Cl|_MAPTRIANGLE}} (0, 0)-(0, H& - 1)-(W& - 1, H& - 1), Image& TO(px(0), py(0))-(px(1), py(1))-(px(2), py(2))
{{Cl|_MAPTRIANGLE}} (0, 0)-(W& - 1, 0)-(W& - 1, H& - 1), Image& TO(px(0), py(0))-(px(3), py(3))-(px(2), py(2))
{{Cl|END SUB}} '' ''
{{CodeEnd}}
{{small|Code by Galleon}}
{{WhiteStart}}
'''Triangle sections of image in code above __ '''
'''|\2|'''
''' 1→|_\|'''
{{WhiteEnd}}
''Example 2:'' A 3D Spinning Cube demo using a software image and [[_MAPTRIANGLE]]:
{{CodeStart}} '' ''
' Copyright (C) 2011 by Andrew L. Ayers
{{Cl|DIM}} OBJECT(9, 9, 4, 2) {{Cl|AS}} {{Cl|LONG}}
' OBJECTS DEFINED {{Cl|AS}} FOLLOWS:
' (#OBJECTS,#PLANES PER OBJECT,#{{Cl|POINT}}S PER PLANE, XYZ TRIPLE)
{{Cl|DIM}} DPLANE2D(4, 1) {{Cl|AS}} {{Cl|LONG}} ' {{Cl|SCREEN}} PLANE COORDINATES
' DPLANE2D DEFINED {{Cl|AS}} FOLLOWS:
' (#{{Cl|POINT}}S PER PLANE, XY {{Cl|DOUBLE}})
{{Cl|DIM}} DPLANE3D(4, 2) {{Cl|AS}} {{Cl|LONG}} ' 3D PLANE COORDINATES
' DPLANE3D DEFINED {{Cl|AS}} FOLLOWS:
' (#{{Cl|POINT}}S PER PLANE, XYZ TRIPLE)
{{Cl|DIM}} PLANECOL(9) {{Cl|AS}} {{Cl|INTEGER}}
{{Cl|DIM}} STAB(359), CTAB(359) ' SINE/COSINE TABLES
D& = 400: MX& = 0: MY& = 0: MZ& = -100
'
' COMPUTE SINE/COSINE TABLES
{{Cl|FOR...NEXT|FOR}} t& = 0 {{Cl|TO}} 359
STAB(t&) = {{Cl|SIN}}((6.282 / 360) * t&)
CTAB(t&) = {{Cl|COS}}((6.282 / 360) * t&)
{{Cl|NEXT}}
'
' BUILD CUBE IN OBJECT ARRAY
' PLANE 0
OBJECT(0, 0, 0, 0) = -30: OBJECT(0, 0, 0, 1) = 30: OBJECT(0, 0, 0, 2) = -30
OBJECT(0, 0, 1, 0) = -30: OBJECT(0, 0, 1, 1) = -30: OBJECT(0, 0, 1, 2) = -30
OBJECT(0, 0, 2, 0) = 30: OBJECT(0, 0, 2, 1) = -30: OBJECT(0, 0, 2, 2) = -30
OBJECT(0, 0, 3, 0) = 30: OBJECT(0, 0, 3, 1) = 30: OBJECT(0, 0, 3, 2) = -30
OBJECT(0, 0, 4, 0) = 0: OBJECT(0, 0, 4, 1) = 0: OBJECT(0, 0, 4, 2) = -30
' PLANE 1
OBJECT(0, 1, 0, 0) = 30: OBJECT(0, 1, 0, 1) = 30: OBJECT(0, 1, 0, 2) = -30
OBJECT(0, 1, 1, 0) = 30: OBJECT(0, 1, 1, 1) = -30: OBJECT(0, 1, 1, 2) = -30
OBJECT(0, 1, 2, 0) = 30: OBJECT(0, 1, 2, 1) = -30: OBJECT(0, 1, 2, 2) = 30
OBJECT(0, 1, 3, 0) = 30: OBJECT(0, 1, 3, 1) = 30: OBJECT(0, 1, 3, 2) = 30
OBJECT(0, 1, 4, 0) = 30: OBJECT(0, 1, 4, 1) = 0: OBJECT(0, 1, 4, 2) = 0
' PLANE 2
OBJECT(0, 2, 0, 0) = 30: OBJECT(0, 2, 0, 1) = 30: OBJECT(0, 2, 0, 2) = 30
OBJECT(0, 2, 1, 0) = 30: OBJECT(0, 2, 1, 1) = -30: OBJECT(0, 2, 1, 2) = 30
OBJECT(0, 2, 2, 0) = -30: OBJECT(0, 2, 2, 1) = -30: OBJECT(0, 2, 2, 2) = 30
OBJECT(0, 2, 3, 0) = -30: OBJECT(0, 2, 3, 1) = 30: OBJECT(0, 2, 3, 2) = 30
OBJECT(0, 2, 4, 0) = 0: OBJECT(0, 2, 4, 1) = 0: OBJECT(0, 2, 4, 2) = 30
' PLANE 3
OBJECT(0, 3, 0, 0) = -30: OBJECT(0, 3, 0, 1) = 30: OBJECT(0, 3, 0, 2) = 30
OBJECT(0, 3, 1, 0) = -30: OBJECT(0, 3, 1, 1) = -30: OBJECT(0, 3, 1, 2) = 30
OBJECT(0, 3, 2, 0) = -30: OBJECT(0, 3, 2, 1) = -30: OBJECT(0, 3, 2, 2) = -30
OBJECT(0, 3, 3, 0) = -30: OBJECT(0, 3, 3, 1) = 30: OBJECT(0, 3, 3, 2) = -30
OBJECT(0, 3, 4, 0) = -30: OBJECT(0, 3, 4, 1) = 0: OBJECT(0, 3, 4, 2) = 0
' PLANE 4
OBJECT(0, 4, 0, 0) = -30: OBJECT(0, 4, 0, 1) = -30: OBJECT(0, 4, 0, 2) = -30
OBJECT(0, 4, 1, 0) = -30: OBJECT(0, 4, 1, 1) = -30: OBJECT(0, 4, 1, 2) = 30
OBJECT(0, 4, 2, 0) = 30: OBJECT(0, 4, 2, 1) = -30: OBJECT(0, 4, 2, 2) = 30
OBJECT(0, 4, 3, 0) = 30: OBJECT(0, 4, 3, 1) = -30: OBJECT(0, 4, 3, 2) = -30
OBJECT(0, 4, 4, 0) = 0: OBJECT(0, 4, 4, 1) = -30: OBJECT(0, 4, 4, 2) = 0
' PLANE 5
OBJECT(0, 5, 0, 0) = -30: OBJECT(0, 5, 0, 1) = 30: OBJECT(0, 5, 0, 2) = -30
OBJECT(0, 5, 1, 0) = 30: OBJECT(0, 5, 1, 1) = 30: OBJECT(0, 5, 1, 2) = -30
OBJECT(0, 5, 2, 0) = 30: OBJECT(0, 5, 2, 1) = 30: OBJECT(0, 5, 2, 2) = 30
OBJECT(0, 5, 3, 0) = -30: OBJECT(0, 5, 3, 1) = 30: OBJECT(0, 5, 3, 2) = 30
OBJECT(0, 5, 4, 0) = 0: OBJECT(0, 5, 4, 1) = 30: OBJECT(0, 5, 4, 2) = 0
' SET UP PLANE {{Cl|COLOR}}S ON CUBE
'
PLANECOL(0) = 3
PLANECOL(1) = 4
PLANECOL(2) = 5
PLANECOL(3) = 6
PLANECOL(4) = 7
PLANECOL(5) = 8
'
{{Cl|_TITLE}} "QB64 _MAPTRIANGLE CUBE DEMO"
{{Cl|SCREEN}} {{Cl|_NEWIMAGE}}(800, 600, 32)
TextureImage& = {{Cl|_LOADIMAGE}}("qb64_trans.png") 'any 24/32 bit image
'{{Cl|_PUTIMAGE}} , Image&
DO
' LIMIT {{Cl|TO}} 25 FPS
{{Cl|_LIMIT}} 25
' ERASE LAST IMAGE
{{Cl|CLS}}
' CALCULATE POSITION OF NEW IMAGE
{{Cl|FOR...NEXT|FOR}} OB& = 0 {{Cl|TO}} 0 ' UP {{Cl|TO}} 9 OBJECTS
SP = STAB(PIT(OB&)): CP = CTAB(PIT(OB&))
SY = STAB(YAW(OB&)): CY = CTAB(YAW(OB&))
SR = STAB(ROL(OB&)): CR = CTAB(ROL(OB&))
{{Cl|FOR...NEXT|FOR}} PL& = 0 {{Cl|TO}} 5 ' CONSISTING OF UP {{Cl|TO}} 9 PLANES
'
{{Cl|FOR...NEXT|FOR}} PN& = 0 {{Cl|TO}} 3 ' EACH PLANE WITH UP {{Cl|TO}} 4 {{Cl|POINT}}S (#5 {{Cl|TO}} {{Cl|PAINT}})
'
' TRANSLATE, {{Cl|THEN}} ROTATE
TX& = OBJECT(OB&, PL&, PN&, 0)
TY& = OBJECT(OB&, PL&, PN&, 1)
TZ& = OBJECT(OB&, PL&, PN&, 2)
RX& = (TZ& * CP - TY& * SP) * SY - ((TZ& * SP + TY& * CP) * SR + TX& * CR) * CY
RY& = (TZ& * SP + TY& * CP) * CR - TX& * SR
RZ& = (TZ& * CP - TY& * SP) * CY + ((TZ& * SP + TY& * CP) * SR + TX& * CR) * SY
'
' ROTATE, {{Cl|THEN}} TRANSLATE
RX& = RX& + MX&
RY& = RY& + MY&
RZ& = RZ& + MZ&
'
DPLANE3D(PN&, 0) = RX&: DPLANE3D(PN&, 1) = RY&: DPLANE3D(PN&, 2) = RZ&
DPLANE2D(PN&, 0) = 399 + (D& * RX& / RZ&)
DPLANE2D(PN&, 1) = 299 + (D& * RY& / RZ&)
{{Cl|NEXT}}
'
' CHECK {{Cl|TO}} SEE {{Cl|IF...THEN|IF}} PLANE IS VISIBLE
x1& = DPLANE3D(0, 0): y1& = DPLANE3D(0, 1): Z1& = DPLANE3D(0, 2)
x2& = DPLANE3D(1, 0): y2& = DPLANE3D(1, 1): Z2& = DPLANE3D(1, 2)
x3& = DPLANE3D(2, 0): y3& = DPLANE3D(2, 1): Z3& = DPLANE3D(2, 2)
T1& = -x1& * (y2& * Z3& - y3& * Z2&)
T2& = x2& * (y3& * Z1& - y1& * Z3&)
T3& = x3& * (y1& * Z2& - y2& * Z1&)
'
VISIBLE& = T1& - T2& - T3&
{{Cl|IF...THEN|IF}} VISIBLE& > 0 {{Cl|THEN}}
' DRAW PLANE
xx1% = DPLANE2D(0, 0): yy1% = DPLANE2D(0, 1)
xx2% = DPLANE2D(1, 0): yy2% = DPLANE2D(1, 1)
xx3% = DPLANE2D(2, 0): yy3% = DPLANE2D(2, 1)
col% = PLANECOL(PL&)
{{Cl|_MAPTRIANGLE}} (0, 0)-(0, 255)-(255, 255), TextureImage& TO(xx3%, yy3%)-(xx2%, yy2%)-(xx1%, yy1%)
' CALL DrawTriangle(xx1%, yy1%, xx2%, yy2%, xx3%, yy3%, col%)
xx1% = DPLANE2D(0, 0): yy1% = DPLANE2D(0, 1)
xx3% = DPLANE2D(2, 0): yy3% = DPLANE2D(2, 1)
xx4% = DPLANE2D(3, 0): yy4% = DPLANE2D(3, 1)
{{Cl|_MAPTRIANGLE}} (0, 0)-(255, 255)-(255, 0), TextureImage& TO(xx3%, yy3%)-(xx1%, yy1%)-(xx4%, yy4%)
'CALL DrawTriangle(xx1%, yy1%, xx3%, yy3%, xx4%, yy4%, col%)
{{Cl|END IF}}
{{Cl|NEXT}}
'
' ROTATE OBJECT
PIT(OB&) = PIT(OB&) + 5
{{Cl|IF...THEN|IF}} PIT(OB&) > 359 {{Cl|THEN}} PIT(OB&) = 0
YAW(OB&) = YAW(OB&) + 7
{{Cl|IF...THEN|IF}} YAW(OB&) > 359 {{Cl|THEN}} YAW(OB&) = 0
ROL(OB&) = ROL(OB&) + 9
{{Cl|IF...THEN|IF}} ROL(OB&) > 359 {{Cl|THEN}} ROL(OB&) = 0
{{Cl|NEXT}}
'
' Calculate Frames per Second
frames% = frames% + 1
{{Cl|IF...THEN|IF}} oldtime$ <> {{Cl|TIME$}} {{Cl|THEN}}
fps% = frames%
frames% = 1
oldtime$ = {{Cl|TIME$}}
{{Cl|END IF}}
{{Cl|COLOR}} {{Cl|_RGB}}(255, 255, 255): {{Cl|LOCATE}} 1, 1: {{Cl|PRINT}} "FPS :"; fps%
'
' Show Image on Screen
{{Cl|_DISPLAY}}
{{Cl|LOOP}} {{Cl|UNTIL}} {{Cl|INKEY$}} <> ""
{{Cl|WIDTH}} 80: {{Cl|SCREEN}} 0: {{Cl|CLS}}
{{Cl|SUB}} DrawHline (fromx%, tox%, yy%, col%)
'{{Cl|DEF SEG}} = {{Cl|&H}}A000
'{{Cl|IF...THEN|IF}} fromx% > tox% {{Cl|THEN}} {{Cl|SWAP}} fromx%, tox%
'yyy& = yy%
'sloc& = yyy& * 320 + fromx%
'eloc& = sloc& + (tox% - fromx%)
'{{Cl|FOR...NEXT|FOR}} t& = sloc& {{Cl|TO}} eloc&
' {{Cl|POKE}} t&, col%
'{{Cl|NEXT}}
'{{Cl|DEF SEG}}
{{Cl|LINE}} (fromx%, yy%)-(tox%, yy%), {{Cl|_RGB}}(255, 255, 255) 'col%
{{Cl|END SUB}}
{{Cl|SUB}} DrawTriangle (x1%, y1%, x2%, y2%, x3%, y3%, col%)
DO
sflag% = 0
{{Cl|IF...THEN|IF}} y1% > y2% {{Cl|THEN}}
sflag% = 1
{{Cl|SWAP}} y1%, y2%
{{Cl|SWAP}} x1%, x2%
{{Cl|END IF}}
{{Cl|IF...THEN|IF}} y2% > y3% {{Cl|THEN}}
sflag% = 1
{{Cl|SWAP}} y2%, y3%
{{Cl|SWAP}} x2%, x3%
{{Cl|END IF}}
{{Cl|LOOP}} {{Cl|UNTIL}} sflag% = 0
'
{{Cl|IF...THEN|IF}} y2% = y3% {{Cl|THEN}}
' Draw a flat bottomed triangle
ydiff1% = y2% - y1%
ydiff2% = y3% - y1%
{{Cl|IF...THEN|IF}} ydiff1% <> 0 {{Cl|THEN}}
slope1! = (x2% - x1%) / ydiff1%
{{Cl|ELSE}}
slope1! = 0
{{Cl|END IF}}
{{Cl|IF...THEN|IF}} ydiff2% <> 0 {{Cl|THEN}}
slope2! = (x3% - x1%) / ydiff2%
{{Cl|ELSE}}
slope2! = 0
{{Cl|END IF}}
sx! = x1%: ex! = x1%
{{Cl|FOR...NEXT|FOR}} y% = y1% {{Cl|TO}} y2%
{{Cl|CALL}} DrawHline({{Cl|CINT}}(sx!), {{Cl|CINT}}(ex!), y%, col%)
sx! = sx! + slope1!
ex! = ex! + slope2!
{{Cl|NEXT}}
{{Cl|EXIT SUB}}
{{Cl|ELSE}}
{{Cl|IF...THEN|IF}} y1% = y2% {{Cl|THEN}}
'
' Draw a flat topped triangle
ydiff1% = y3% - y1%
ydiff2% = y3% - y2%
{{Cl|IF...THEN|IF}} ydiff1% <> 0 {{Cl|THEN}}
slope1! = (x3% - x1%) / ydiff1%
{{Cl|ELSE}}
slope1! = 0
{{Cl|END IF}}
{{Cl|IF...THEN|IF}} ydiff2% <> 0 {{Cl|THEN}}
slope2! = (x3% - x2%) / ydiff2%
{{Cl|ELSE}}
slope2! = 0
{{Cl|END IF}}
sx! = x1%: ex! = x2%
{{Cl|FOR...NEXT|FOR}} y% = y1% {{Cl|TO}} y3%
{{Cl|CALL}} DrawHline({{Cl|CINT}}(sx!), {{Cl|CINT}}(ex!), y%, col%)
sx! = sx! + slope1!
ex! = ex! + slope2!
{{Cl|NEXT}}
x1% = sx!: x2% = ex!
{{Cl|EXIT SUB}}
{{Cl|ELSE}}
' Draw a general purpose triangle
' First draw the flat bottom portion (top half)
ydiff1% = y2% - y1%
ydiff2% = y3% - y1%
{{Cl|IF...THEN|IF}} ydiff1% <> 0 {{Cl|THEN}}
slope1! = (x2% - x1%) / ydiff1%
{{Cl|ELSE}}
slope1! = 0
{{Cl|END IF}}
{{Cl|IF...THEN|IF}} ydiff2% <> 0 {{Cl|THEN}}
slope2! = (x3% - x1%) / ydiff2%
{{Cl|ELSE}}
slope2! = 0
{{Cl|END IF}}
sx! = x1%: ex! = x1%
{{Cl|FOR...NEXT|FOR}} y% = y1% {{Cl|TO}} y2%
{{Cl|CALL}} DrawHline({{Cl|CINT}}(sx!), {{Cl|CINT}}(ex!), y%, col%)
sx! = sx! + slope1!
ex! = ex! + slope2!
{{Cl|NEXT}}
' Then draw the flat topped portion (bottom half)
x1% = x2%
x2% = ex!
y1% = y2%
ydiff1% = y3% - y1%
ydiff2% = y3% - y2%
{{Cl|IF...THEN|IF}} ydiff1% <> 0 {{Cl|THEN}}
slope1! = (x3% - x1%) / ydiff1%
{{Cl|ELSE}}
slope1! = 0
{{Cl|END IF}}
{{Cl|IF...THEN|IF}} ydiff2% <> 0 {{Cl|THEN}}
slope2! = (x3% - x2%) / ydiff2%
{{Cl|ELSE}}
slope2! = 0
{{Cl|END IF}}
sx! = x1%: ex! = x2%
{{Cl|FOR...NEXT|FOR}} y% = y1% {{Cl|TO}} y3%
{{Cl|CALL}} DrawHline({{Cl|CINT}}(sx!), {{Cl|CINT}}(ex!), y%, col%)
sx! = sx! + slope1!
ex! = ex! + slope2!
{{Cl|NEXT}}
x1% = sx!: x2% = ex!
{{Cl|END IF}}
{{Cl|END IF}}
'
{{Cl|END SUB}} '' ''
{{CodeEnd}}{{small|Demo by Andrew L. Ayers}}
''Example 3:'' A 3D Spinning Cube demo using a hardware image and '''QB64GL''' hardware acceleration with [[_MAPTRIANGLE]]:
{{CodeStart}} '' ''
' Copyright (C) 2011 by Andrew L. Ayers
{{Cl|DIM}} OBJECT(9, 9, 4, 2) {{Cl|AS}} {{Cl|LONG}}
' OBJECTS DEFINED {{Cl|AS}} FOLLOWS:
' (#OBJECTS,#PLANES PER OBJECT,#{{Cl|POINT}}S PER PLANE, XYZ TRIPLE)
{{Cl|DIM}} DPLANE2D(4, 1) {{Cl|AS}} {{Cl|LONG}} ' {{Cl|SCREEN}} PLANE COORDINATES
' DPLANE2D DEFINED {{Cl|AS}} FOLLOWS:
' (#{{Cl|POINT}}S PER PLANE, XY {{Cl|DOUBLE}})
{{Cl|DIM}} DPLANE3D(4, 2) {{Cl|AS}} {{Cl|LONG}} ' 3D PLANE COORDINATES
' DPLANE3D DEFINED {{Cl|AS}} FOLLOWS:
' (#{{Cl|POINT}}S PER PLANE, XYZ TRIPLE)
{{Cl|DIM}} PLANECOL(9) {{Cl|AS}} {{Cl|INTEGER}}
{{Cl|DIM}} STAB(359), CTAB(359) ' SINE/COSINE TABLES
D& = 400: MX& = 0: MY& = 0: MZ& = -100
'
' COMPUTE SINE/COSINE TABLES
{{Cl|FOR...NEXT|FOR}} t& = 0 {{Cl|TO}} 359
STAB(t&) = {{Cl|SIN}}((6.282 / 360) * t&)
CTAB(t&) = {{Cl|COS}}((6.282 / 360) * t&)
{{Cl|NEXT}}
'
' BUILD CUBE IN OBJECT ARRAY
' PLANE 0
OBJECT(0, 0, 0, 0) = -30: OBJECT(0, 0, 0, 1) = 30: OBJECT(0, 0, 0, 2) = -30
OBJECT(0, 0, 1, 0) = -30: OBJECT(0, 0, 1, 1) = -30: OBJECT(0, 0, 1, 2) = -30
OBJECT(0, 0, 2, 0) = 30: OBJECT(0, 0, 2, 1) = -30: OBJECT(0, 0, 2, 2) = -30
OBJECT(0, 0, 3, 0) = 30: OBJECT(0, 0, 3, 1) = 30: OBJECT(0, 0, 3, 2) = -30
OBJECT(0, 0, 4, 0) = 0: OBJECT(0, 0, 4, 1) = 0: OBJECT(0, 0, 4, 2) = -30
' PLANE 1
OBJECT(0, 1, 0, 0) = 30: OBJECT(0, 1, 0, 1) = 30: OBJECT(0, 1, 0, 2) = -30
OBJECT(0, 1, 1, 0) = 30: OBJECT(0, 1, 1, 1) = -30: OBJECT(0, 1, 1, 2) = -30
OBJECT(0, 1, 2, 0) = 30: OBJECT(0, 1, 2, 1) = -30: OBJECT(0, 1, 2, 2) = 30
OBJECT(0, 1, 3, 0) = 30: OBJECT(0, 1, 3, 1) = 30: OBJECT(0, 1, 3, 2) = 30
OBJECT(0, 1, 4, 0) = 30: OBJECT(0, 1, 4, 1) = 0: OBJECT(0, 1, 4, 2) = 0
' PLANE 2
OBJECT(0, 2, 0, 0) = 30: OBJECT(0, 2, 0, 1) = 30: OBJECT(0, 2, 0, 2) = 30
OBJECT(0, 2, 1, 0) = 30: OBJECT(0, 2, 1, 1) = -30: OBJECT(0, 2, 1, 2) = 30
OBJECT(0, 2, 2, 0) = -30: OBJECT(0, 2, 2, 1) = -30: OBJECT(0, 2, 2, 2) = 30
OBJECT(0, 2, 3, 0) = -30: OBJECT(0, 2, 3, 1) = 30: OBJECT(0, 2, 3, 2) = 30
OBJECT(0, 2, 4, 0) = 0: OBJECT(0, 2, 4, 1) = 0: OBJECT(0, 2, 4, 2) = 30
' PLANE 3
OBJECT(0, 3, 0, 0) = -30: OBJECT(0, 3, 0, 1) = 30: OBJECT(0, 3, 0, 2) = 30
OBJECT(0, 3, 1, 0) = -30: OBJECT(0, 3, 1, 1) = -30: OBJECT(0, 3, 1, 2) = 30
OBJECT(0, 3, 2, 0) = -30: OBJECT(0, 3, 2, 1) = -30: OBJECT(0, 3, 2, 2) = -30
OBJECT(0, 3, 3, 0) = -30: OBJECT(0, 3, 3, 1) = 30: OBJECT(0, 3, 3, 2) = -30
OBJECT(0, 3, 4, 0) = -30: OBJECT(0, 3, 4, 1) = 0: OBJECT(0, 3, 4, 2) = 0
' PLANE 4
OBJECT(0, 4, 0, 0) = -30: OBJECT(0, 4, 0, 1) = -30: OBJECT(0, 4, 0, 2) = -30
OBJECT(0, 4, 1, 0) = -30: OBJECT(0, 4, 1, 1) = -30: OBJECT(0, 4, 1, 2) = 30
OBJECT(0, 4, 2, 0) = 30: OBJECT(0, 4, 2, 1) = -30: OBJECT(0, 4, 2, 2) = 30
OBJECT(0, 4, 3, 0) = 30: OBJECT(0, 4, 3, 1) = -30: OBJECT(0, 4, 3, 2) = -30
OBJECT(0, 4, 4, 0) = 0: OBJECT(0, 4, 4, 1) = -30: OBJECT(0, 4, 4, 2) = 0
' PLANE 5
OBJECT(0, 5, 0, 0) = -30: OBJECT(0, 5, 0, 1) = 30: OBJECT(0, 5, 0, 2) = -30
OBJECT(0, 5, 1, 0) = 30: OBJECT(0, 5, 1, 1) = 30: OBJECT(0, 5, 1, 2) = -30
OBJECT(0, 5, 2, 0) = 30: OBJECT(0, 5, 2, 1) = 30: OBJECT(0, 5, 2, 2) = 30
OBJECT(0, 5, 3, 0) = -30: OBJECT(0, 5, 3, 1) = 30: OBJECT(0, 5, 3, 2) = 30
OBJECT(0, 5, 4, 0) = 0: OBJECT(0, 5, 4, 1) = 30: OBJECT(0, 5, 4, 2) = 0
' SET UP PLANE {{Cl|COLOR}}S ON CUBE
'
PLANECOL(0) = 3
PLANECOL(1) = 4
PLANECOL(2) = 5
PLANECOL(3) = 6
PLANECOL(4) = 7
PLANECOL(5) = 8
'
{{Cl|_TITLE}} "QB64 {{Cl|_MAPTRIANGLE}} CUBE DEMO"
{{Cl|SCREEN}} {{Cl|_NEWIMAGE}}(800, 600, 32)
TextureImage& = {{Cl|_LOADIMAGE}}("qb64_trans.png", 32) 'any 24/32 bit image
{{Cl|_SETALPHA}} 128, , TextureImage&
TextureImage& = {{Cl|_COPYIMAGE}}(TextureImage&, 33)'copy of hardware image
'{{Cl|_PUTIMAGE}} , Image&
DO
' LIMIT {{Cl|TO}} 25 FPS
'{{Cl|_LIMIT}} 25
' {{Cl|ERASE}} LAST IMAGE
'{{Cl|CLS}} , {{Cl|_RGB}}(0, 0, 160)
' CALCULATE POSITION OF NEW IMAGE
{{Cl|FOR...NEXT|FOR}} OB& = 0 {{Cl|TO}} 0 ' UP {{Cl|TO}} 9 OBJECTS
SP = STAB(PIT(OB&)): CP = CTAB(PIT(OB&))
SY = STAB(YAW(OB&)): CY = CTAB(YAW(OB&))
SR = STAB(ROL(OB&)): CR = CTAB(ROL(OB&))
{{Cl|FOR...NEXT|FOR}} PL& = 0 {{Cl|TO}} 5 ' CONSISTING OF UP {{Cl|TO}} 9 PLANES
'
{{Cl|FOR...NEXT|FOR}} PN& = 0 {{Cl|TO}} 3 ' EACH PLANE WITH UP {{Cl|TO}} 4 {{Cl|POINT}}S (#5 {{Cl|TO}} {{Cl|PAINT}})
'
' TRANSLATE, {{Cl|THEN}} ROTATE
TX& = OBJECT(OB&, PL&, PN&, 0)
TY& = OBJECT(OB&, PL&, PN&, 1)
TZ& = OBJECT(OB&, PL&, PN&, 2)
RX& = (TZ& * CP - TY& * SP) * SY - ((TZ& * SP + TY& * CP) * SR + TX& * CR) * CY
RY& = (TZ& * SP + TY& * CP) * CR - TX& * SR
RZ& = (TZ& * CP - TY& * SP) * CY + ((TZ& * SP + TY& * CP) * SR + TX& * CR) * SY
'
' ROTATE, {{Cl|THEN}} TRANSLATE
RX& = RX& + MX&
RY& = RY& + MY&
RZ& = RZ& + MZ&
'
DPLANE3D(PN&, 0) = RX&: DPLANE3D(PN&, 1) = RY&: DPLANE3D(PN&, 2) = RZ&
DPLANE2D(PN&, 0) = 399 + (D& * RX& / RZ&)
DPLANE2D(PN&, 1) = 299 + (D& * RY& / RZ&)
{{Cl|NEXT}}
'
' CHECK {{Cl|TO}} SEE {{Cl|IF...THEN|IF}} PLANE {{Cl|IS}} VISIBLE
x1& = DPLANE3D(0, 0): y1& = DPLANE3D(0, 1): Z1& = DPLANE3D(0, 2)
x2& = DPLANE3D(1, 0): y2& = DPLANE3D(1, 1): Z2& = DPLANE3D(1, 2)
x3& = DPLANE3D(2, 0): y3& = DPLANE3D(2, 1): Z3& = DPLANE3D(2, 2)
T1& = -x1& * (y2& * Z3& - y3& * Z2&)
T2& = x2& * (y3& * Z1& - y1& * Z3&)
T3& = x3& * (y1& * Z2& - y2& * Z1&)
'
VISIBLE& = T1& - T2& - T3&
{{Cl|IF...THEN|IF}} VISIBLE& > 0 {{Cl|THEN}}
' {{Cl|DRAW}} PLANE
xx1% = DPLANE2D(0, 0): yy1% = DPLANE2D(0, 1)
xx2% = DPLANE2D(1, 0): yy2% = DPLANE2D(1, 1)
xx3% = DPLANE2D(2, 0): yy3% = DPLANE2D(2, 1)
col% = PLANECOL(PL&)
{{Cl|_BLEND}} TextureImage&
{{Cl|_MAPTRIANGLE}} (0, 0)-(0, 255)-(255, 255), TextureImage& TO(xx1%, yy1%)-(xx2%, yy2%)-(xx3%, yy3%)
' {{Cl|CALL}} DrawTriangle(xx1%, yy1%, xx2%, yy2%, xx3%, yy3%, col%)
xx1% = DPLANE2D(0, 0): yy1% = DPLANE2D(0, 1)
xx3% = DPLANE2D(2, 0): yy3% = DPLANE2D(2, 1)
xx4% = DPLANE2D(3, 0): yy4% = DPLANE2D(3, 1)
{{Cl|_DONTBLEND}} TextureImage&
{{Cl|_MAPTRIANGLE}} (0, 0)-(255, 255)-(255, 0), TextureImage& TO(xx3%, yy3%)-(xx1%, yy1%)-(xx4%, yy4%), , _SMOOTH
'{{Cl|CALL}} DrawTriangle(xx1%, yy1%, xx3%, yy3%, xx4%, yy4%, col%)
{{Cl|END IF}}
{{Cl|NEXT}}
'
' ROTATE OBJECT
PIT(OB&) = PIT(OB&) + 5
{{Cl|IF...THEN|IF}} PIT(OB&) > 359 {{Cl|THEN}} PIT(OB&) = 0
YAW(OB&) = YAW(OB&) + 7
{{Cl|IF...THEN|IF}} YAW(OB&) > 359 {{Cl|THEN}} YAW(OB&) = 0
ROL(OB&) = ROL(OB&) + 9
{{Cl|IF...THEN|IF}} ROL(OB&) > 359 {{Cl|THEN}} ROL(OB&) = 0
{{Cl|NEXT}}
'
' Calculate Frames per Second
frames% = frames% + 1
{{Cl|IF...THEN|IF}} oldtime$ <> {{Cl|TIME$}} {{Cl|THEN}}
fps% = frames%
frames% = 1
oldtime$ = {{Cl|TIME$}}
{{Cl|END IF}}
{{Cl|COLOR}} {{Cl|_RGB}}(255, 255, 255): {{Cl|LOCATE}} 1, 1: {{Cl|PRINT}} "FPS :"; fps%
'
' Show Image on Screen
{{Cl|_DISPLAY}}
{{Cl|LOOP}} {{Cl|UNTIL}} {{Cl|INKEY$}} <> ""
{{Cl|WIDTH}} 80: {{Cl|SCREEN}} 0: {{Cl|CLS}}
{{Cl|SUB}} DrawHline (fromx%, tox%, yy%, col%)
'{{Cl|DEF SEG}} = {{Cl|&H}}A000
'{{Cl|IF...THEN|IF}} fromx% > tox% {{Cl|THEN}} {{Cl|SWAP}} fromx%, tox%
'yyy& = yy%
'sloc& = yyy& * 320 + fromx%
'eloc& = sloc& + (tox% - fromx%)
'{{Cl|FOR...NEXT|FOR}} t& = sloc& {{Cl|TO}} eloc&
' {{Cl|POKE}} t&, col%
'{{Cl|NEXT}}
'{{Cl|DEF SEG}}
{{Cl|LINE}} (fromx%, yy%)-(tox%, yy%), {{Cl|_RGB}}(255, 255, 255) 'col%
{{Cl|END SUB}}
{{Cl|SUB}} DrawTriangle (x1%, y1%, x2%, y2%, x3%, y3%, col%)
DO
sflag% = 0
{{Cl|IF...THEN|IF}} y1% > y2% {{Cl|THEN}}
sflag% = 1
{{Cl|SWAP}} y1%, y2%
{{Cl|SWAP}} x1%, x2%
{{Cl|END IF}}
{{Cl|IF...THEN|IF}} y2% > y3% {{Cl|THEN}}
sflag% = 1
{{Cl|SWAP}} y2%, y3%
{{Cl|SWAP}} x2%, x3%
{{Cl|END IF}}
{{Cl|LOOP}} {{Cl|UNTIL}} sflag% = 0
'
{{Cl|IF...THEN|IF}} y2% = y3% {{Cl|THEN}}
' Draw a flat bottomed triangle
ydiff1% = y2% - y1%
ydiff2% = y3% - y1%
{{Cl|IF...THEN|IF}} ydiff1% <> 0 {{Cl|THEN}}
slope1! = (x2% - x1%) / ydiff1%
{{Cl|ELSE}}
slope1! = 0
{{Cl|END IF}}
{{Cl|IF...THEN|IF}} ydiff2% <> 0 {{Cl|THEN}}
slope2! = (x3% - x1%) / ydiff2%
{{Cl|ELSE}}
slope2! = 0
{{Cl|END IF}}
sx! = x1%: ex! = x1%
{{Cl|FOR...NEXT|FOR}} y% = y1% {{Cl|TO}} y2%
{{Cl|CALL}} DrawHline({{Cl|CINT}}(sx!), {{Cl|CINT}}(ex!), y%, col%)
sx! = sx! + slope1!
ex! = ex! + slope2!
{{Cl|NEXT}}
{{Cl|EXIT SUB}}
{{Cl|ELSE}}
{{Cl|IF...THEN|IF}} y1% = y2% {{Cl|THEN}}
'
' Draw a flat topped triangle
ydiff1% = y3% - y1%
ydiff2% = y3% - y2%
{{Cl|IF...THEN|IF}} ydiff1% <> 0 {{Cl|THEN}}
slope1! = (x3% - x1%) / ydiff1%
{{Cl|ELSE}}
slope1! = 0
{{Cl|END IF}}
{{Cl|IF...THEN|IF}} ydiff2% <> 0 {{Cl|THEN}}
slope2! = (x3% - x2%) / ydiff2%
{{Cl|ELSE}}
slope2! = 0
{{Cl|END IF}}
sx! = x1%: ex! = x2%
{{Cl|FOR...NEXT|FOR}} y% = y1% {{Cl|TO}} y3%
{{Cl|CALL}} DrawHline({{Cl|CINT}}(sx!), {{Cl|CINT}}(ex!), y%, col%)
sx! = sx! + slope1!
ex! = ex! + slope2!
{{Cl|NEXT}}
x1% = sx!: x2% = ex!
{{Cl|EXIT SUB}}
{{Cl|ELSE}}
' Draw a general purpose triangle
' First draw the flat bottom portion (top half)
ydiff1% = y2% - y1%
ydiff2% = y3% - y1%
{{Cl|IF...THEN|IF}} ydiff1% <> 0 {{Cl|THEN}}
slope1! = (x2% - x1%) / ydiff1%
{{Cl|ELSE}}
slope1! = 0
{{Cl|END IF}}
{{Cl|IF...THEN|IF}} ydiff2% <> 0 {{Cl|THEN}}
slope2! = (x3% - x1%) / ydiff2%
{{Cl|ELSE}}
slope2! = 0
{{Cl|END IF}}
sx! = x1%: ex! = x1%
{{Cl|FOR...NEXT|FOR}} y% = y1% {{Cl|TO}} y2%
{{Cl|CALL}} DrawHline({{Cl|CINT}}(sx!), {{Cl|CINT}}(ex!), y%, col%)
sx! = sx! + slope1!
ex! = ex! + slope2!
{{Cl|NEXT}}
' Then draw the flat topped portion (bottom half)
x1% = x2%
x2% = ex!
y1% = y2%
ydiff1% = y3% - y1%
ydiff2% = y3% - y2%
{{Cl|IF...THEN|IF}} ydiff1% <> 0 {{Cl|THEN}}
slope1! = (x3% - x1%) / ydiff1%
{{Cl|ELSE}}
slope1! = 0
{{Cl|END IF}}
{{Cl|IF...THEN|IF}} ydiff2% <> 0 {{Cl|THEN}}
slope2! = (x3% - x2%) / ydiff2%
{{Cl|ELSE}}
slope2! = 0
{{Cl|END IF}}
sx! = x1%: ex! = x2%
{{Cl|FOR...NEXT|FOR}} y% = y1% {{Cl|TO}} y3%
{{Cl|CALL}} DrawHline({{Cl|CINT}}(sx!), {{Cl|CINT}}(ex!), y%, col%)
sx! = sx! + slope1!
ex! = ex! + slope2!
{{Cl|NEXT}}
x1% = sx!: x2% = ex!
{{Cl|END IF}}
{{Cl|END IF}}
'
{{Cl|END SUB}}
{{CodeEnd}}{{small|Adapted from a demo by Andrew L. Ayers}}
''Example 4:'' Using a desktop image with _MAPTRIANGLE _ANTICLOCKWISE rendering.
{{CodeStart}} '' ''
{{Cl|SCREEN}} {{Cl|_NEWIMAGE}}(800, 600, 32)
ss32 = {{Cl|_SCREENIMAGE}} 'take a 32bit software screenshot
{{Cl|_SETALPHA}} 128, , ss32 'make it a bit transparent
ss33 = {{Cl|_COPYIMAGE}}(ss32, 33) 'convert it to a hardware image (mode 33)
{{Cl|_FREEIMAGE}} ss32 'we don't need this anymore
DO
{{Cl|CLS}} , {{Cl|_RGB}}(0, 128, 255) 'use our software screen as a blue backdrop
'rotate our destination points
'the QB64 3D co-ordinate system is the same as OpenGL's:
' negative z is in front of you, if it doesn't have a negative z value you won't see it!
' x goes from left to right, 0 is the middle of the screen
' y goes from bottom to top, 0 is the middle of the screen
scale = 10
dist = -10
angle = angle + 0.1
x1 = {{Cl|SIN}}(angle) * scale
z1 = {{Cl|COS}}(angle) * scale
x2 = {{Cl|SIN}}(angle + 3.14) * scale 'adding 3.14 adds 180 degrees
z2 = {{Cl|COS}}(angle + 3.14) * scale
'what we performed above is a 2D/horizontal rotation of points
'(3D rotations are beyond the scope of this example)
'draw the triangle
'_ANTICLOCKWISE makes it only draw when our triangle is facing the correct direction
'_SMOOTH applies linear filtering to avoid a pixelated look
{{Cl|_MAPTRIANGLE}} '''_ANTICLOCKWISE''' ({{Cl|_WIDTH (function)|_WIDTH}}(ss33) / 2, 0)-(0, {{Cl|_HEIGHT}}(ss33))-({{Cl|_WIDTH (function)|_WIDTH}}(ss33),_
{{Cl|_HEIGHT}}(ss33)), ss33 TO(0, scale, dist)-(x1, -scale, z1 + dist)-(x2, -scale, z2 + dist), , '''_SMOOTH'''
{{Cl|_LIMIT}} 30
{{Cl|_DISPLAY}}
{{Cl|LOOP}} '' ''
{{CodeEnd}}
: '''Tip:''' If you are using Linux you might want to replace "[[_SCREENIMAGE]]" with a [[_LOADIMAGE]] command if you don't see anything.
{{PageSeeAlso}}
* [[_PUTIMAGE]]
* [[_LOADIMAGE]]
* [[_COPYIMAGE]]
* [[GET (graphics statement)]], [[PUT (graphics statement)]]
* [[STEP]], [[SIN]], [[COS]]
* [[Hardware images]]
{{PageNavigation}}
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