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Speccy ClassiX 1998
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VectorBalls.asm
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Assembly Source File
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1995-02-25
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10KB
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407 lines
**
** V E C T O R B A L L S
**
** by Frank Wille 1994
**
** Assembler: PhxAss V4.xx
** Linker: PhxLnk V4.xx
**
** Imported Functions **
xref demoStartup
; (IN: - / OUT: a4=SmallDataBase,a6=CUSTOM)
xref demoCleanup
; (IN: - / OUT: d0=0)
xref demoStdView
; (IN: d0=Width,d1=Height,d2=HStrt,d3=VStrt,d4=Depth,a0=CList,
; a1=DisplayMem / OUT: a0=newCList)
xref demoColors
; (IN: a0=CList,a1=ColorTab,d0=nColors / OUT: a0=CList)
** Includes **
incdir "include"
include "hardware/custom_all.i"
include "hardware/dmabits.i"
include "hardware/intbits.i"
** Defines **
WIDTH = 336 ; Bitmap dimensions
HEIGHT = 128
DEPTH = 4
BPR = WIDTH>>3 ; Bytes per row
DISPHEIGHT = 176 ; last line of display (bitmap pos.)
HSTART = $79 ; Display start position (beam pos.)
VSTART = $4c
MIRRSTART = 90 ; first line for reflecting surface
VBWIDTH = 16 ; Vector Ball dimensions
VBHEIGHT = 16
SINTABVALS = 256 ; number of entries in sine table
ORGX = 240 ; bitmap position of spatial origin
ORGY = 80
ORGZ = 200
NUMOBS = 52 ; number of vector balls
; DblBuf structure
rsreset
dblbuf_CList rs.l 1 ; copper list and its
dblbuf_Bitmap rs.l 1 ; bitmap pointer
dblbuf_SIZE rs
; BobCoords structure
rsreset
bobc_next rs.l 1 ; MinNode header
bobc_prev rs.l 1
bobc_x rs.w 1 ; object's 3D coords
bobc_y rs.w 1
bobc_z rs.w 1
bobc_reserved rs.w 1 ; longword align
bobc_SIZE rs
** Macros **
macro WAITBLIT
1\@$: btst #6,DMACONR(a6) ; wait until blitter ready
bne.s 1\@$
endm
LASTLIN set 0
macro COPWAIT ; COPWAIT <line>
ifge \1-256 ; wait for line >= 256?
iflt LASTLIN-256
move.l #$ffe1fffe,(a0)+
endc
endc
move.l #(\1&$ff)<<24|$0ffffe,(a0)+
LASTLIN set \1
endm
macro COPEND
move.l #$fffffffe,(a0)
LASTLIN set 0
endm
** Code **
near a4,-2 ; __MERGED Small Data (a4)
code
bsr demoStartup ; -> a4=SmallData Base, a6=CUSTOM
bsr make_ytable ; pre-calculate line offsets
bsr initCopperLists
move.w #$8200|DMAF_RASTER|DMAF_COPPER|DMAF_BLITTER|DMAF_DISK,DMACON(a6)
loop:
bsr drawVBalls ; call main routine
1$: move.w INTREQR(a6),d0 ; wait for copper interrupt, which
and.w #INTF_COPER,d0 ; occurs always at end of display
beq.s 1$
move.w toggle(a4),d0 ; swap copper lists and bitmaps
lea DblBufInfo(a4),a0
move.l dblbuf_CList(a0,d0.w),COP1LC(a6)
eor.w #dblbuf_SIZE,d0 ; toggle
move.w d0,toggle(a4)
move.l dblbuf_Bitmap(a0,d0.w),workBitmap(a4)
btst #6,$bfe001 ; loop until left mouse button pressed
bne.s loop
bra demoCleanup ; cleanup and quit to CLI or WB
drawVBalls:
moveq #1,d0
ror.l #8,d0 ; $01000000 (use D only, D=0)
WAITBLIT
move.w d0,BLTDMOD(a6) ; use blitter to clear bitmap
move.l d0,BLTCON0(a6)
move.l workBitmap(a4),BLTDPT(a6)
move.w #((DEPTH*HEIGHT)<<6)|(WIDTH>>4),BLTSIZE(a6)
lea boblist(a4),a3 ; init empty Bob list header -> a3
move.l a3,(a3)
addq.l #4,(a3)
move.l a3,8(a3)
lea bobnodes(a4),a2 ; a2 = first Bob node
lea SinCosTab(pc),a0 ; a0/a1 = Sine/Cosine table
lea SINTABVALS/2(a0),a1
movem.w alpha(a4),d0/d1 ; d0 = alpha, d1 = beta
move.w (a0,d0.w),d5 ; d5 = MSW: sin(alpha) | LSW: cos(alpha)
swap d5
move.w (a1,d0.w),d5
move.w (a0,d1.w),d6 ; d6 = MSW: sin(beta) | LSW: cos(beta)
swap d6
move.w (a1,d1.w),d6
moveq #NUMOBS-1,d7 ; *** Coordinate Calculation Loop ***
lea vballcoords(pc),a5 ; a5 = spatial positions of all VBalls
rotbobs_loop:
movem.w (a5)+,d0-d1 ; d0=x, d1=y, z=0
move.w d1,d2
muls d5,d1 ; * rotate about x-axis *
swap d5
add.l d1,d1
clr.w d1
swap d1 ; y' = y*cos(alpha) [- z*sin(alpha)]
muls d5,d2
swap d5
add.l d2,d2
swap d2 ; z' = y*sin(alpha) [+ z*cos(alpha)]
move.w d0,d3
move.w d1,d4
muls d6,d0 ; * rotate about y-axis *
swap d6
muls d6,d4
add.l d4,d0
add.l d0,d0
clr.w d0
swap d0 ; x' = x*cos(beta) + z*sin(beta)
muls d6,d3
swap d6
muls d6,d2
sub.l d3,d2
add.l d2,d2
swap d2 ; z' = -x*sin(beta) + z*cos(beta)
add.w #ORGX,d0
add.w #ORGY,d1
add.w #ORGZ,d2
move.w d2,d4 ; projection
add.w #$100,d4
beq.s 1$
lsl.l #8,d0
divs d4,d0
lsl.l #8,d1
divs d4,d1
1$: movem.w d0-d2,bobc_x(a2) ; write transformed coords. into node
move.l (a3),a1
bra.s 3$
2$: cmp.w bobc_z(a1),d2 ; insert into list, sorted by z-coord.
bge.s 4$
move.l d0,a1
3$: move.l bobc_next(a1),d0
bne.s 2$
4$: move.l a1,(a2) ; insert node a2 before node a1
addq.l #4,a1
move.l (a1),a0
move.l a0,4(a2)
move.l a2,(a0)
move.l a2,(a1)
lea bobc_SIZE(a2),a2 ; create next Bob node
dbf d7,rotbobs_loop
moveq #NUMOBS-1,d7 ; Bob counter
move.w #(DEPTH*VBHEIGHT)<<6|(VBWIDTH+16)>>4,d6 ; d6 = BLTSIZE
moveq #15,d5 ; d5 = shift mask
move.l #%111111001010,d4 ; d4 Use ABCD Minterm: ABC|ABc|aBC|abC
lea vballimg,a0 ; a0 = image pointer
lea (VBWIDTH>>3)*VBHEIGHT*DEPTH(a0),a1 ; a1 = mask pointer
move.l (a3),d2 ; d2 = first Bob node
lea yoffsets(a4),a3 ; a3 = offset table for y-coords
move.l workBitmap(a4),a5 ; a5 = bitmap pointer
moveq #-1,d0
clr.w d0 ; BLTAFWM/BLTALWM = $ffff0000
move.l #(-2<<16)|((WIDTH-VBWIDTH-16)>>3),d1 ; Bob / Bitmap modulos
WAITBLIT
move.l d0,BLTAFWM(a6)
move.l d1,BLTAMOD(a6) ; A and D modulo
swap d1
move.l d1,BLTCMOD(a6) ; C and B modulo
blit_loop:
move.l d2,a2
move.l bobc_next(a2),d2 ; next Bob node
movem.w bobc_x(a2),d0-d1 ; d0 = x, d1 = y
add.w d1,d1
move.w (a3,d1.w),d1 ; fetch line-offset
lea (a5,d1.w),a2
move.w d0,d1
lsr.w #4,d0 ; + 2*(x/16)
add.w d0,d0
add.w d0,a2 ; -> a2 destination pointer
and.w d5,d1 ; x & 15
ror.w #4,d1 ; A/B shift (moved to bit 15-12)
move.l d4,d0
or.w d1,d0
swap d0
move.w d1,d0 ; d0 = BLTCON0 | BLTCON1
WAITBLIT
move.l a0,BLTBPT(a6) ; B = Image
move.l a1,BLTAPT(a6) ; A = Mask
move.l a2,BLTCPT(a6) ; C,D = Destination
move.l a2,BLTDPT(a6)
move.l d0,BLTCON0(a6)
move.w d6,BLTSIZE(a6) ; blit it!
dbf d7,blit_loop
move.w #(SINTABVALS-1)<<1,d2 ; change rotation angles
movem.w alpha(a4),d0-d1 ; d0 = alpha, d1 = beta
addq.w #2,d0
and.w d2,d0
addq.w #4,d1
and.w d2,d1
movem.w d0-d1,alpha(a4)
rts
initCopperLists:
move.w #$0020,BEAMCON0(a6) ; enable PAL-display (to get more time)
lea clist1,a0
lea dispmem1,a1
move.l a1,workBitmap(a4) ; work with Bitmap #1 first
movem.l a0-a1,DblBufInfo+dblbuf_CList(a4) ; save CList and Bitmap poin-
bsr.s initCList$ ; ters for double buffering
lea clist2,a0
lea dispmem2,a1
move.l a0,COP1LC(a6) ; use copper list #2 first
tst.w COPJMP1(a6)
movem.l a0-a1,DblBufInfo+dblbuf_SIZE+dblbuf_CList(a4)
initCList$:
move.l #INTREQ<<16|INTF_COPER,(a0)+ ; reset copper interrupt flag
move.w #WIDTH,d0
move.w #DISPHEIGHT,d1
move.w #HSTART,d2
moveq #VSTART,d3
moveq #%1000|DEPTH,d4 ; Interleaved bitplanes!
bsr demoStdView
lea NrmColors(pc),a1
moveq #16,d0
bsr demoColors ; init all 16 colors at top of frame
COPWAIT VSTART+MIRRSTART
move.l #COLOR00<<16|$313,(a0)+ ; purple mirror surface
COPWAIT VSTART+MIRRSTART+29
lea MirrColors(pc),a1
moveq #14,d0
bsr demoColors ; reflected colors
COPWAIT VSTART+MIRRSTART+30
move.l #(BPL1MOD<<16)|(((-2*DEPTH-1)*BPR)&$ffff),(a0)+ ; mirror effect
move.l #(BPL2MOD<<16)|(((-2*DEPTH-1)*BPR)&$ffff),(a0)+
COPWAIT VSTART+DISPHEIGHT
move.l #INTREQ<<16|$8000|INTF_COPER,(a0)+ ; invoke copper interrupt
COPEND ; at end of display
rts
make_ytable: ; calculate an offset for any
lea yoffsets(a4),a0 ; y-coordinate
moveq #0,d0
move.w #HEIGHT-1,d1
1$: move.w d0,(a0)+
add.w #BPR*DEPTH,d0
dbf d1,1$
rts
NrmColors: ; normal Demo colors
dc.w $000,$aad,$ddf,$88c,$66a,$459,$337,$226
dc.w $114,$b8a,$a78,$857,$745,$534,$c22,$114
MirrColors: ; Mirror colors
dc.w $313,$988,$988,$869,$758,$646,$435,$324
dc.w $114,$756,$645,$534,$423,$423
vballcoords: ; object coordinates
dc.w -$b0,-$20,-$a0,-$20,-$90,-$10,-$b0,-$10 ;'P'(8)
dc.w -$a0,0,-$b0,0,-$b0,$10,-$b0,$20
dc.w -$70,-$20,-$70,-$10,-$70,0,-$70,$10,-$70,$20 ;'H'(11)
dc.w -$60,0,-$50,-$20,-$50,-$10,-$50,0,-$50,$10,-$50,$20
dc.w -$30,-$20,-$30,-$10,-$20,0,-$30,$10,-$30,$20 ;'X'(9)
dc.w -$10,-$20,-$10,-$10,-$10,$10,-$10,$20
dc.w $20,-$20,$10,-$10,$10,0,$10,$10,$10,$20 ;'A'(10)
dc.w $20,0,$30,-$10,$30,0,$30,$10,$30,$20
dc.w $70,-$20,$60,-$20,$50,-$10,$60,0 ;'S'(7)
dc.w $70,$10,$60,$20,$50,$20
dc.w $b0,-$20,$a0,-$20,$90,-$10,$a0,0 ;'S'(7)
dc.w $b0,$10,$a0,$20,$90,$20
SinCosTab: ; Sine and Cosine table
twopi equ.d 6.2831853072
ang set.d 0
rept SINTABVALS+SINTABVALS/4
sinval int sin(ang)*32767
dc.w sinval
ang set.d ang+twopi/SINTABVALS
endr
section "__MERGED",bss
boblist: ; (uninitialized) MinList for
ds.l 3 ; depth-sorted Bob Nodes
bobnodes:
ds.b NUMOBS*bobc_SIZE ; all Bob Nodes containing 3d coords
alpha:
ds.w 1 ; rotation about x-axis
beta:
ds.w 1 ; rotation about y-axis
yoffsets:
ds.w HEIGHT ; Offset table for any y-coordinate
DblBufInfo:
ds.l 2*dblbuf_SIZE ; copper list and bitmap pointers
workBitmap:
ds.l 1 ; current Bitmap for drawing objects
toggle:
ds.w 1 ; toggle switch for double buffering
section "VBallImage",data,chip
vballimg: ; Ball image, interleaved
incbin "VBallImage.ilvd" ; size: 16x16x4 (mask appended)
section "CopperLists",bss,chip
clist1:
ds.l 2*DEPTH ; BPLxPT
ds.l 7 ; BPLxMOD,DIWSTRT/STOP,DDFSTRT/STOP,BPLCON0
ds.l 1<<DEPTH ; COLORxx
ds.l 28 ; mirror colors, mirror effect, etc. - some
; extra longwords included :-)
clist2:
ds.l 2*DEPTH
ds.l 7
ds.l 1<<DEPTH
ds.l 28
section "DisplayMem_1",bss,chip
dispmem1:
ds.b BPR*HEIGHT*DEPTH
section "DisplayMem_2",bss,chip
dispmem2:
ds.b BPR*HEIGHT*DEPTH
end