I should apologise for this shit before I start. These were hacked together from some of my old demos.
Some of the routines are shit.
The line cube you'll need to play around with the connections to get rid of the line across each face, each face is divided into 2 triangular polygons atm as it was converted from a filled cube code.
Wire Frame:
'-------------------------------------------------------------------------
' CONSTANTS;
'-------------------------------------------------------------------------
CONST XRES = 800:' SCREEN WIDTH
CONST YRES = 600:' SCREEN HEIGHT
DIM SHARED AS INTEGER HALFX,HALFY
HALFX=XRES/2:' SIMPLE OPTIMISATIONS TO SAVE 2 DIVIDES
HALFY=YRES/2:' PER STAR LATER ON.
'-------------------------------------------------------------------------
' FIXED SIZE ARRAYS, DEFINE >ALL< VARIABLES;
'-------------------------------------------------------------------------
OPTION STATIC
OPTION EXPLICIT
' #DEFINE PTC_WIN
#INCLUDE ONCE "TINYPTC.BI"
declare SUB EDGE(BYVAL X1 AS INTEGER , BYVAL Y1 AS INTEGER , BYVAL X2 AS INTEGER , BYVAL Y2 AS INTEGER , BYVAL LR AS INTEGER, BYVAL LG AS INTEGER, BYVAL LB AS INTEGER)
DECLARE SUB FLAT_TRIANGLE( BYVAL X1 AS INTEGER , BYVAL Y1 AS INTEGER, BYVAL X2 AS INTEGER , BYVAL Y2 AS INTEGER , BYVAL X3 AS INTEGER, BYVAL Y3 AS INTEGER , BYVAL TC AS INTEGER)
DECLARE SUB CONSTRUCT()
DECLARE SUB ROTATE()
DIM SHARED AS UINTEGER BUFFER ( XRES * YRES )
'---------------------------------------------------------
' Define the necessary variables;
'---------------------------------------------------------
DIM shared N AS DOUBLE
dim shared vx1 as double
dim shared vx2 as double
dim shared vy1 as double
dim shared vy2 as double
DIM SHARED SIZE AS DOUBLE
DIM SHARED POINTS AS INTEGER
DIM SHARED FACES AS INTEGER
DIM SHARED VXR as double
dim shared VYR as double
dim shared VZR AS double
points = 8
size=24
faces=12
Dim SHARED Vx(points) AS DOUBLE
Dim SHARED Vy(points) AS DOUBLE
Dim SHARED Vz(points) AS DOUBLE
Dim SHARED Vtx(points) AS INTEGER
Dim SHARED Vty(points) AS INTEGER
Dim SHARED Vtz(points) AS INTEGER
Dim SHARED Vf1(faces) AS DOUBLE
Dim SHARED Vf2(faces) AS DOUBLE
Dim SHARED Vf3(faces) AS DOUBLE
Dim SHARED Vf4(faces) AS DOUBLE
Dim SHARED Vr(faces) AS DOUBLE
Dim SHARED Vg(faces) AS DOUBLE
Dim SHARED Vb(faces) AS DOUBLE
'---------------------------------------------------------
' Read in the Object's points;
'---------------------------------------------------------
dim A
For a=1 To points
Read Vx(a)
read Vy(a)
read Vz(a)
Next
For a=1 To faces
Read Vf1(a)
Read Vf2(a)
Read Vf3(a)
Read Vf4(a)
Read Vr(a)
READ Vg(a)
READ Vb(a)
Next
'-------------------------------------------------------------------------
' OPEN SCREEN
'-------------------------------------------------------------------------
If( ptc_open( "+ CUBE +", XRES, YRES ) = 0 ) Then
End -1
End If
WHILE(1)
ROTATE()
CONSTRUCT()
PTC_UPDATE@BUFFER(0):' UPDATE THE SCREEN BUFFER.
ERASE BUFFER:' CLEAR THE BUFFER AND .:. THE SCREEN.
wend
end
SUB construct()
DIM A
DIM AS DOUBLE N,RD,GR,BL
'---------------------------------------------------------
' Draw A Face Of The Object;
'---------------------------------------------------------
For a=1 To faces step 2
'---------------------------------------------------------
' Draw A Face Of The Object;
'---------------------------------------------------------
vx1= Vtx(Vf1(a))-Vtx(Vf2(a))
vy1= Vty(Vf1(a))-Vty(Vf2(a))
vx2= Vtx(Vf3(a))-Vtx(Vf2(a))
vy2= Vty(Vf3(a))-Vty(Vf2(a))
n= vx1*vy2-vx2*vy1
If n<0 THEN
n=-(n/1200)
rd=Vr(a)*n : If rd>250 THEN rd=250
gr=Vg(a)*n : If gr>250 THEN gr=250
bl=Vb(a)*n : If bl>250 THEN bl=250
edge (Vtx(Vf1(a)),Vty(Vf1(a)),Vtx(Vf2(a)),Vty(Vf2(a)),rd,gr,bl)
edge (Vtx(Vf2(a)),Vty(Vf2(a)),Vtx(Vf3(a)),Vty(Vf3(a)),rd,gr,bl)
edge (Vtx(Vf1(a)),Vty(Vf1(a)),Vtx(Vf3(a)),Vty(Vf3(a)),rd,gr,bl)
edge (Vtx(Vf1(a+1)),Vty(Vf1(a+1)),Vtx(Vf2(a+1)),Vty(Vf2(a+1)),rd,gr,bl)
edge (Vtx(Vf2(a+1)),Vty(Vf2(a+1)),Vtx(Vf3(a+1)),Vty(Vf3(a+1)),rd,gr,bl)
edge (Vtx(Vf1(a+1)),Vty(Vf1(a+1)),Vtx(Vf3(a+1)),Vty(Vf3(a+1)),rd,gr,bl)
End If
NEXT
END SUB
SUB ROTATE()
DIM A
DIM XCUNT AS DOUBLE
xcunt=0
DIM VX1 AS DOUBLE
dim VY1 AS DOUBLE
dim VZ1 AS DOUBLE
DIM VZZ AS DOUBLE
dim vxx as double
dim vyy as double
DIM VDV AS DOUBLE
'###############################################
'## Rotate And Scale Each Point! Store Result ##
'###############################################
For a=1 To points
VX1=Vx(a)
VY1=Vy(a)
VZ1=Vz(a)
'######################
'## X,Y,Z rotations! ##
'######################
Vxx=Vx1
Vyy=Vy1*cos(Vxr)+Vz1*sin(Vxr)
Vzz=Vz1*cos(Vxr)-Vy1*sin(Vxr)
Vy1=Vyy
Vx1=Vxx*cos(Vyr)-Vzz*sin(Vyr)
Vz1=Vxx*sin(Vyr)+Vzz*cos(Vyr)
Vzz=Vz1
Vxx=Vx1*cos(Vzr)-Vy1*sin(Vzr)
Vyy=Vx1*sin(Vzr)+Vy1*cos(Vzr)
'########################
'## Apply Perspective! ##
'########################
Vdv=(Vzz/30)+1
Vxx=(size*(Vxx/Vdv))+halfx
Vyy=(size*(Vyy/Vdv))+HALFY
Vtx(a)=Int(Vxx)
Vty(a)=Int(Vyy)
Vtz(a)=Int(Vzz)
Next
Vxr=Vxr+.04
Vyr=Vyr+.03
Vzr=Vzr+.02
END SUB
SUB FLAT_TRIANGLE(BYVAL X1 AS INTEGER , BYVAL Y1 AS INTEGER, BYVAL X2 AS INTEGER , BYVAL Y2 AS INTEGER , BYVAL X3 AS INTEGER, BYVAL Y3 AS INTEGER , BYVAL TC AS INTEGER)
'-------------------------------------------------------------------------
' FLAT TRIANGLE RENDERER WITH ASSEMBLY LANGUAGE RASTERISING BY SHOCKWAVE ^ DBF ^ S!P 2006.
'-------------------------------------------------------------------------
'-------------------------------------------------------------------------
' WE NEED TO SORT THESE POINTS INTO ORDER FROM TOP TO BOTTOM, AN EXCHANGE SORT IS OK.
' AS WE ONLY HAVE GOT 3 POINTS TO ARRANGE.
'-------------------------------------------------------------------------
DIM AS INTEGER TEMPX,TEMPY,LO,LI
DIM AS INTEGER PX(3)
DIM AS INTEGER PY(3)
DIM TFLAG AS INTEGER
dim pp as uinteger PTR
DIM AS INTEGER IL1,IL2,SLICE
TFLAG=0
PX(1)= X1
PX(2)= X2
PX(3)= X3
PY(1)= Y1
PY(2)= Y2
PY(3)= Y3
FOR LO = 1 TO 2
FOR LI =1 TO 2
IF PY(LI+1) <= PY(LI) THEN
TEMPX = PX(LI) : TEMPY = PY(LI)
PX(LI) = PX(LI+1)
PY(LI) = PY(LI+1)
PX(LI+1) = TEMPX
PY(LI+1) = TEMPY
END IF
NEXT LI
NEXT LO
' BOOT OUT INVISIBLE TRIANGLES!
IF PX(1)<0 AND PX(2)<0 AND PX(3)< 0 THEN TFLAG=1
IF PX(1)>XRES AND PX(2)>XRES AND PX(3)>XRES THEN TFLAG=1
IF PY(1)>YRES AND PY(2)>YRES AND PY(3)>YRES THEN TFLAG=1
DIM AS DOUBLE XP1,XP2:' SCREEN POSITIONS.
DIM AS DOUBLE XI1,XI2:' INTERPOLATIONS.
'***
'*** REGULAR TRIANGLE (Y1<Y2 Y2<Y3)
'***
IF PY(1)<PY(2) AND PY(2)<PY(3) or (PY(2) = PY(3)) THEN
TFLAG=1
XP1 = PX(1)
XP2 = PX(1)
XI1 = (PX(1)-PX(2)) / (PY(2) - PY(1))
XI2 = (PX(1)-PX(3)) / (PY(3) - PY(1))
FOR LO = PY(1) TO PY(2)-1
IF LO>=0 AND LO<YRES THEN
IF XP1<=XP2 THEN
IL1=XP1
IL2=XP2
ELSE
IL1=XP2
IL2=XP1
END IF
IF IL2>XRES THEN IL2=XRES
IF IL1<0 THEN IL1=0
SLICE = IL2-IL1
IF SLICE>0 THEN
PP = @BUFFER(IL1+(LO*XRES))
asm
mov eax,dword ptr[TC]
mov ecx, [slice]
mov edi, [PP]
rep stosd
end asm
END IF
END IF
XP1=XP1-XI1
XP2=XP2-XI2
NEXT
XI1 = (PX(2)-PX(3)) / (PY(3) - PY(2))
XP1 = PX(2)
FOR LO = PY(2) TO PY(3)
IF LO>=0 AND LO<YRES THEN
IF XP1<=XP2 THEN
IL1=XP1
IL2=XP2
ELSE
IL1=XP2
IL2=XP1
END IF
IF IL2>XRES THEN IL2=XRES
IF IL1<0 THEN IL1=0
SLICE = IL2-IL1
IF SLICE>0 THEN
PP = @BUFFER(IL1+(LO*XRES))
asm
mov eax,dword ptr[TC]
mov ecx, [slice]
mov edi, [PP]
rep stosd
end asm
END IF
END IF
XP1=XP1-XI1
XP2=XP2-XI2
NEXT
END IF
'***
'*** FLAT TOPPED TRIANGLE Y1=Y2
'***
IF TFLAG=0 AND PY(1) = PY(2) THEN
TFLAG=1
XP1 = PX(1)
XP2 = PX(2)
XI1 = (PX(1)-PX(3)) / (PY(3) - PY(1))
XI2 = (PX(2)-PX(3)) / (PY(3) - PY(2))
FOR LO = PY(1) TO PY(3)
IF LO>=0 AND LO<YRES THEN
IF XP1<=XP2 THEN
IL1=XP1
IL2=XP2
ELSE
IL1=XP2
IL2=XP1
END IF
IF IL2>XRES THEN IL2=XRES
IF IL1<0 THEN IL1=0
SLICE = IL2-IL1
IF SLICE>0 THEN
PP = @BUFFER(IL1+(LO*XRES))
asm
mov eax,dword ptr[TC]
mov ecx, [slice]
mov edi, [PP]
rep stosd
end asm
END IF
END IF
XP1=XP1-XI1
XP2=XP2-XI2
NEXT
END IF
END SUB
SUB EDGE(BYVAL X1 AS INTEGER , BYVAL Y1 AS INTEGER , BYVAL X2 AS INTEGER , BYVAL Y2 AS INTEGER , BYVAL LR AS INTEGER, BYVAL LG AS INTEGER, BYVAL LB AS INTEGER)
'-------------------------------------------------------------------------------
'
' THIS LINE ROUTINE IS NOT VERY FAST BUT IT WORKS. THANKS TETRA.
' USAGE:
' EDGE ( X1 , Y1 , X2 , Y2 , R , G , B )
'
'-------------------------------------------------------------------------------
DIM xdistance AS DOUBLE
DIM ydistance AS DOUBLE
DIM TC AS INTEGER
DIM i AS INTEGER
DIM h2 AS INTEGER
DIM StartX AS DOUBLE
DIM StartY AS DOUBLE
DIM XRatio AS DOUBLE
DIM YRatio AS DOUBLE
TC = RGB ( LR,LG,LB )
xdistance = X2 - X1
ydistance = Y2 - Y1
h2 = sqr( xdistance * xdistance + ydistance * ydistance )
StartX = X1
StartY = Y1
XRatio = xdistance * ( 1.0 / h2 )
YRatio = ydistance * ( 1.0 / h2 )
for i = 0 to h2
IF STARTX>0 AND STARTX<XRES AND STARTY>0 AND STARTY<YRES THEN
BUFFER ( INT(StartX) + (INT(StartY) * XRES ) ) = TC
END IF
StartX = StartX + XRatio
StartY = StartY + YRatio
next i
END SUB
'^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
' The Object Description As Data!
' The Data Below Describes A Cube.
'^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
'Points definition;
'~~~~~~~~~~~~~~~~~~
'Below are the points of the Object defined as x,y,z;
data -5,-5,-5,5,-5,-5,5,5,-5,-5,5,-5
data -5,-5, 5,5,-5, 5,5,5, 5,-5,5, 5
data 1,2,3,3,6,3,6
data 1,3,4,4,6,3,6
data 5,6,2,2,6,3,6
data 5,2,1,1,6,3,6
data 4,3,7,7,6,3,6
data 4,7,8,8,6,3,6
data 8,7,5,5,6,3,6
data 6,5,7,7,6,3,6
data 7,3,2,2,6,3,6
data 2,6,7,7,6,3,6
data 5,1,4,4,6,3,6
data 5,8,4,4,6,3,6
And just for Phun, filled;
'-------------------------------------------------------------------------
' CONSTANTS;
'-------------------------------------------------------------------------
CONST XRES = 800:' SCREEN WIDTH
CONST YRES = 600:' SCREEN HEIGHT
DIM SHARED AS INTEGER HALFX,HALFY
HALFX=XRES/2:' SIMPLE OPTIMISATIONS TO SAVE 2 DIVIDES
HALFY=YRES/2:' PER STAR LATER ON.
'-------------------------------------------------------------------------
' FIXED SIZE ARRAYS, DEFINE >ALL< VARIABLES;
'-------------------------------------------------------------------------
OPTION STATIC
OPTION EXPLICIT
' #DEFINE PTC_WIN
#INCLUDE ONCE "TINYPTC.BI"
DECLARE SUB FLAT_TRIANGLE( BYVAL X1 AS INTEGER , BYVAL Y1 AS INTEGER, BYVAL X2 AS INTEGER , BYVAL Y2 AS INTEGER , BYVAL X3 AS INTEGER, BYVAL Y3 AS INTEGER , BYVAL TC AS INTEGER)
DECLARE SUB CONSTRUCT()
DECLARE SUB ROTATE()
DIM SHARED AS UINTEGER BUFFER ( XRES * YRES )
'---------------------------------------------------------
' Define the necessary variables;
'---------------------------------------------------------
DIM shared N AS DOUBLE
dim shared vx1 as double
dim shared vx2 as double
dim shared vy1 as double
dim shared vy2 as double
DIM SHARED SIZE AS DOUBLE
DIM SHARED POINTS AS INTEGER
DIM SHARED FACES AS INTEGER
DIM SHARED VXR as double
dim shared VYR as double
dim shared VZR AS double
points = 8
size=24
faces=12
Dim SHARED Vx(points) AS DOUBLE
Dim SHARED Vy(points) AS DOUBLE
Dim SHARED Vz(points) AS DOUBLE
Dim SHARED Vtx(points) AS INTEGER
Dim SHARED Vty(points) AS INTEGER
Dim SHARED Vtz(points) AS INTEGER
Dim SHARED Vf1(faces) AS DOUBLE
Dim SHARED Vf2(faces) AS DOUBLE
Dim SHARED Vf3(faces) AS DOUBLE
Dim SHARED Vf4(faces) AS DOUBLE
Dim SHARED Vr(faces) AS DOUBLE
Dim SHARED Vg(faces) AS DOUBLE
Dim SHARED Vb(faces) AS DOUBLE
'---------------------------------------------------------
' Read in the Object's points;
'---------------------------------------------------------
dim A
For a=1 To points
Read Vx(a)
read Vy(a)
read Vz(a)
Next
For a=1 To faces
Read Vf1(a)
Read Vf2(a)
Read Vf3(a)
Read Vf4(a)
Read Vr(a)
READ Vg(a)
READ Vb(a)
Next
'-------------------------------------------------------------------------
' OPEN SCREEN
'-------------------------------------------------------------------------
If( ptc_open( "+ CUBE +", XRES, YRES ) = 0 ) Then
End -1
End If
WHILE(1)
ROTATE()
CONSTRUCT()
PTC_UPDATE@BUFFER(0):' UPDATE THE SCREEN BUFFER.
ERASE BUFFER:' CLEAR THE BUFFER AND .:. THE SCREEN.
wend
end
SUB construct()
DIM A
DIM AS DOUBLE N,RD,GR,BL
'---------------------------------------------------------
' Draw A Face Of The Object;
'---------------------------------------------------------
For a=1 To faces step 2
'---------------------------------------------------------
' Draw A Face Of The Object;
'---------------------------------------------------------
vx1= Vtx(Vf1(a))-Vtx(Vf2(a))
vy1= Vty(Vf1(a))-Vty(Vf2(a))
vx2= Vtx(Vf3(a))-Vtx(Vf2(a))
vy2= Vty(Vf3(a))-Vty(Vf2(a))
n= vx1*vy2-vx2*vy1
If n<0 THEN
n=-(n/1200)
rd=Vr(a)*n : If rd>250 THEN rd=250
gr=Vg(a)*n : If gr>250 THEN gr=250
bl=Vb(a)*n : If bl>250 THEN bl=250
FLAT_TRIANGLE(Vtx(Vf1(a)),Vty(Vf1(a)),Vtx(Vf2(a)),Vty(Vf2(a)),Vtx(Vf3(a)),Vty(Vf3(a)),RGB(RD,GR,BL))
FLAT_TRIANGLE(Vtx(Vf1(a+1)),Vty(Vf1(a+1)),Vtx(Vf2(a+1)),Vty(Vf2(a+1)),Vtx(Vf3(a+1)),Vty(Vf3(a+1)),RGB(RD,GR,BL))
End If
NEXT
END SUB
SUB ROTATE()
DIM A
DIM XCUNT AS DOUBLE
xcunt=0
DIM VX1 AS DOUBLE
dim VY1 AS DOUBLE
dim VZ1 AS DOUBLE
DIM VZZ AS DOUBLE
dim vxx as double
dim vyy as double
DIM VDV AS DOUBLE
'###############################################
'## Rotate And Scale Each Point! Store Result ##
'###############################################
For a=1 To points
VX1=Vx(a)
VY1=Vy(a)
VZ1=Vz(a)
'######################
'## X,Y,Z rotations! ##
'######################
Vxx=Vx1
Vyy=Vy1*cos(Vxr)+Vz1*sin(Vxr)
Vzz=Vz1*cos(Vxr)-Vy1*sin(Vxr)
Vy1=Vyy
Vx1=Vxx*cos(Vyr)-Vzz*sin(Vyr)
Vz1=Vxx*sin(Vyr)+Vzz*cos(Vyr)
Vzz=Vz1
Vxx=Vx1*cos(Vzr)-Vy1*sin(Vzr)
Vyy=Vx1*sin(Vzr)+Vy1*cos(Vzr)
'########################
'## Apply Perspective! ##
'########################
Vdv=(Vzz/30)+1
Vxx=(size*(Vxx/Vdv))+halfx
Vyy=(size*(Vyy/Vdv))+HALFY
Vtx(a)=Int(Vxx)
Vty(a)=Int(Vyy)
Vtz(a)=Int(Vzz)
Next
Vxr=Vxr+.04
Vyr=Vyr+.03
Vzr=Vzr+.02
END SUB
SUB FLAT_TRIANGLE(BYVAL X1 AS INTEGER , BYVAL Y1 AS INTEGER, BYVAL X2 AS INTEGER , BYVAL Y2 AS INTEGER , BYVAL X3 AS INTEGER, BYVAL Y3 AS INTEGER , BYVAL TC AS INTEGER)
'-------------------------------------------------------------------------
' FLAT TRIANGLE RENDERER WITH ASSEMBLY LANGUAGE RASTERISING BY SHOCKWAVE ^ DBF ^ S!P 2006.
'-------------------------------------------------------------------------
'-------------------------------------------------------------------------
' WE NEED TO SORT THESE POINTS INTO ORDER FROM TOP TO BOTTOM, AN EXCHANGE SORT IS OK.
' AS WE ONLY HAVE GOT 3 POINTS TO ARRANGE.
'-------------------------------------------------------------------------
DIM AS INTEGER TEMPX,TEMPY,LO,LI
DIM AS INTEGER PX(3)
DIM AS INTEGER PY(3)
DIM TFLAG AS INTEGER
dim pp as uinteger PTR
DIM AS INTEGER IL1,IL2,SLICE
TFLAG=0
PX(1)= X1
PX(2)= X2
PX(3)= X3
PY(1)= Y1
PY(2)= Y2
PY(3)= Y3
FOR LO = 1 TO 2
FOR LI =1 TO 2
IF PY(LI+1) <= PY(LI) THEN
TEMPX = PX(LI) : TEMPY = PY(LI)
PX(LI) = PX(LI+1)
PY(LI) = PY(LI+1)
PX(LI+1) = TEMPX
PY(LI+1) = TEMPY
END IF
NEXT LI
NEXT LO
' BOOT OUT INVISIBLE TRIANGLES!
IF PX(1)<0 AND PX(2)<0 AND PX(3)< 0 THEN TFLAG=1
IF PX(1)>XRES AND PX(2)>XRES AND PX(3)>XRES THEN TFLAG=1
IF PY(1)>YRES AND PY(2)>YRES AND PY(3)>YRES THEN TFLAG=1
DIM AS DOUBLE XP1,XP2:' SCREEN POSITIONS.
DIM AS DOUBLE XI1,XI2:' INTERPOLATIONS.
'***
'*** REGULAR TRIANGLE (Y1<Y2 Y2<Y3)
'***
IF PY(1)<PY(2) AND PY(2)<PY(3) or (PY(2) = PY(3)) THEN
TFLAG=1
XP1 = PX(1)
XP2 = PX(1)
XI1 = (PX(1)-PX(2)) / (PY(2) - PY(1))
XI2 = (PX(1)-PX(3)) / (PY(3) - PY(1))
FOR LO = PY(1) TO PY(2)-1
IF LO>=0 AND LO<YRES THEN
IF XP1<=XP2 THEN
IL1=XP1
IL2=XP2
ELSE
IL1=XP2
IL2=XP1
END IF
IF IL2>XRES THEN IL2=XRES
IF IL1<0 THEN IL1=0
SLICE = IL2-IL1
IF SLICE>0 THEN
PP = @BUFFER(IL1+(LO*XRES))
asm
mov eax,dword ptr[TC]
mov ecx, [slice]
mov edi, [PP]
rep stosd
end asm
END IF
END IF
XP1=XP1-XI1
XP2=XP2-XI2
NEXT
XI1 = (PX(2)-PX(3)) / (PY(3) - PY(2))
XP1 = PX(2)
FOR LO = PY(2) TO PY(3)
IF LO>=0 AND LO<YRES THEN
IF XP1<=XP2 THEN
IL1=XP1
IL2=XP2
ELSE
IL1=XP2
IL2=XP1
END IF
IF IL2>XRES THEN IL2=XRES
IF IL1<0 THEN IL1=0
SLICE = IL2-IL1
IF SLICE>0 THEN
PP = @BUFFER(IL1+(LO*XRES))
asm
mov eax,dword ptr[TC]
mov ecx, [slice]
mov edi, [PP]
rep stosd
end asm
END IF
END IF
XP1=XP1-XI1
XP2=XP2-XI2
NEXT
END IF
'***
'*** FLAT TOPPED TRIANGLE Y1=Y2
'***
IF TFLAG=0 AND PY(1) = PY(2) THEN
TFLAG=1
XP1 = PX(1)
XP2 = PX(2)
XI1 = (PX(1)-PX(3)) / (PY(3) - PY(1))
XI2 = (PX(2)-PX(3)) / (PY(3) - PY(2))
FOR LO = PY(1) TO PY(3)
IF LO>=0 AND LO<YRES THEN
IF XP1<=XP2 THEN
IL1=XP1
IL2=XP2
ELSE
IL1=XP2
IL2=XP1
END IF
IF IL2>XRES THEN IL2=XRES
IF IL1<0 THEN IL1=0
SLICE = IL2-IL1
IF SLICE>0 THEN
PP = @BUFFER(IL1+(LO*XRES))
asm
mov eax,dword ptr[TC]
mov ecx, [slice]
mov edi, [PP]
rep stosd
end asm
END IF
END IF
XP1=XP1-XI1
XP2=XP2-XI2
NEXT
END IF
END SUB
'^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
' The Object Description As Data!
' The Data Below Describes A Cube.
'^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
'Points definition;
'~~~~~~~~~~~~~~~~~~
'Below are the points of the Object defined as x,y,z;
data -5,-5,-5,5,-5,-5,5,5,-5,-5,5,-5
data -5,-5, 5,5,-5, 5,5,5, 5,-5,5, 5
data 1,2,3,3,6,3,6
data 1,3,4,4,6,3,6
data 5,6,2,2,6,3,6
data 5,2,1,1,6,3,6
data 4,3,7,7,6,3,6
data 4,7,8,8,6,3,6
data 8,7,5,5,6,3,6
data 6,5,7,7,6,3,6
data 7,3,2,2,6,3,6
data 2,6,7,7,6,3,6
data 5,1,4,4,6,3,6
data 5,8,4,4,6,3,6