Page 3 of 4

Posted: Sun Mar 05, 2006 8:27 am
by Comtois

Code: Select all

;**********************************************
;** Comtois ** 05/03/06 ** Matrice / Vagues  **
;**********************************************
;Modifications and additions by Psychophanta

;########################
;#     PB4.0 Beta 5     #
;########################

;/SnapShot
#Img_SnapShot = 0
ExamineDesktops()
hBitmap = CreateImage(#Img_SnapShot, DesktopWidth(0), DesktopHeight(0))
hdc = StartDrawing(ImageOutput(#Img_SnapShot))
SelectObject_(hdc, hBitmap)
BitBlt_(hdc, 0, 0, DesktopWidth(0), DesktopHeight(0), GetDC_(GetDesktopWindow_()), 0, 0, #SRCCOPY)
StopDrawing()
DeleteDC_(hdc)

;-Initialisation
bitplanes.b=32:RX.w=1024:RY.w=768
If InitEngine3D()=0 Or InitSprite()=0 Or InitKeyboard()=0
  MessageRequester("Error","Something fails to open Screen for 3D. This requires Engine3D.dll",0)
  End
EndIf
While OpenScreen(RX.w,RY.w,bitplanes.b,"DemoMatrice")=0
  If bitplanes.b>16:bitplanes.b-8
  ElseIf RY.w>600:RX.w=800:RY.w=600
  ElseIf RY.w>480:RX.w=640:RY.w=480
  ElseIf RY.w>400:RX.w=640:RY.w=400
  ElseIf RY.w>240:RX.w=320:RY.w=240
  ElseIf RY.w>200:RX.w=320:RY.w=200
  Else:MessageRequester("VGA limitation","Can't open Screen!",0):End
  EndIf
Wend
Structure  Vecteur
x.f
y.f
z.f
EndStructure
Structure Vertex
x.f
y.f
z.f
Nx.f
Ny.f
Nz.f
u.f
v.f
EndStructure

Structure DoubleFace
f1.w
f2.w
f3.w

f4.w
f5.w
f6.w

f7.w
f8.w
f9.w

f10.w
f11.w
f12.w
EndStructure

;-Constantes
#NbX=30 ; nombre de facettes
#NbZ=30 ; nombre de facettes
#DegConv=3.14159265/180

   
;-Variables Globales
Global AngleVague.f,WaveFrequency.f,WavePeriodX.f,WavePeriodZ.f,WaveAmplitude.f
Global xrot.f,yrot.f,zrot.f,xprot.f,yprot.f,zprot.f
Global CamLocateX.l,CamLocateY.l,CamLocateZ.l,CamLookAtX.l,CamLookAtY.l,CamLookAtZ.l
Global Mode.b
circle.l=360
AngleVague=Random(circle)
WaveFrequency=3;=waves/second
WavePeriodX=5;=1/Wave lenght
WavePeriodZ=9;=1/Wave lenght
WaveAmplitude=2
xprot=-0.3:yprot=-0.4:zprot=0.2
CamLocateX.l=0:CamLocateY.l=0:CamLocateZ.l=50
CamLookAtX.l=0:CamLookAtY.l=0:CamLookAtZ.l=0

;-Procédures
Procedure Matrice(*Vertex.Vertex,*Face.DoubleFace,FX.l,FZ.l)
  *Ptr.Vertex=*Vertex
   FX2=FX/2
   FZ2=FZ/2
  For b=0 To FZ
    For a=0 To FX
      *Ptr\x= a-FX2
      *Ptr\y=0
      *Ptr\z=b-FZ2
      *Ptr\u=a/FX
      *Ptr\v=b/FZ
      *Ptr + SizeOf(Vertex)
    Next a
  Next b

  *PtrF.DoubleFace=*Face
  Nb=FX+1
  For b=0 To FZ-1
    For a=0 To FX-1
      P1=a+(b*Nb)
      P2=P1+1
      P3=a+(b+1)*Nb
      P4=P3+1
      ;Face 1
      *PtrF\f1=P3 : *PtrF\f2=P2 : *PtrF\f3=P1
      *PtrF\f4=P2 : *PtrF\f5=P3 : *PtrF\f6=P4
      ;Face 2
      *PtrF\f7=P1 : *PtrF\f8=P2 : *PtrF\f9=P3   
      *PtrF\f10=P4 : *PtrF\f11=P3 : *PtrF\f12=P2
      *PtrF + SizeOf(DoubleFace)
    Next
  Next


EndProcedure


Procedure MakeNormale(*Vertex.Vertex,*Face.DoubleFace,Fx,Fz)
     Protected *Ptr.Vertex, *PtrF.DoubleFace, *PtrN.Vecteur, Temp.Vecteur
    Protected  Vecteur1.Vecteur,  Vecteur2.Vecteur,  P1.Vecteur,  P2.Vecteur,  P3.Vecteur ,*N.Vecteur
   
     *N=AllocateMemory((Fx+1)*(Fz+1)*SizeOf(Vecteur))
 
    *PtrF=*Face
     For b=0 To FZ-1
       For a=0 To FX-1
          ;{ Calcule la normale du premier triangle

          ;Avec les 3 vertices qui composent le triangle, on détermine deux vecteurs

            *Ptr=*Vertex + *PtrF\f1 * SizeOf(Vertex)
           P1\x = *Ptr\x
         P1\y = *Ptr\y
          P1\z = *Ptr\z
       
           *Ptr=*Vertex + *PtrF\f2 * SizeOf(Vertex)
            P2\x = *Ptr\x
           P2\y = *Ptr\y
           P2\z = *Ptr\z
       
           *Ptr=*Vertex + *PtrF\f3 * SizeOf(Vertex)
            P3\x = *Ptr\x
           P3\y = *Ptr\y
           P3\z = *Ptr\z
       
           Vecteur1\x = (P1\x - P2\x)
           Vecteur1\y = (P1\y - P2\y)
           Vecteur1\z = (P1\z - P2\z)
       
           Vecteur2\x = (P1\x - P3\x)
           Vecteur2\y = (P1\y - P3\y)
           Vecteur2\z = (P1\z - P3\z)
           
         ;Calcule la normale du premier triangle
           Temp\x = ((Vecteur1\y * Vecteur2\z) - (Vecteur1\z * Vecteur2\y))
           Temp\y = ((Vecteur1\z * Vecteur2\x) - (Vecteur1\x * Vecteur2\z))
           Temp\z = ((Vecteur1\x * Vecteur2\y) - (Vecteur1\y * Vecteur2\x))
           
           ;Et affecte cette normale aux vertices composants le premier triangle
           *PtrN=*N + *PtrF\f1 * SizeOf(Vecteur)
           *PtrN\x + Temp\x
           *PtrN\y + Temp\y
           *PtrN\z + Temp\z

           *PtrN=*N + *PtrF\f2 * SizeOf(Vecteur)
           *PtrN\x + Temp\x
           *PtrN\y + Temp\y
           *PtrN\z + Temp\z
           
           *PtrN=*N + *PtrF\f3 * SizeOf(Vecteur)
           *PtrN\x + Temp\x
           *PtrN\y + Temp\y
           *PtrN\z + Temp\z
          ;}
         
         ;{ Calcule la normale du second triangle

          ;Avec les 3 vertices qui composent le triangle, on détermine deux vecteurs

            *Ptr=*Vertex + *PtrF\f4 * SizeOf(Vertex)
           P1\x = *Ptr\x
         P1\y = *Ptr\y
          P1\z = *Ptr\z
       
           *Ptr=*Vertex + *PtrF\f5 * SizeOf(Vertex)
            P2\x = *Ptr\x
           P2\y = *Ptr\y
           P2\z = *Ptr\z
       
           *Ptr=*Vertex + *PtrF\f6 * SizeOf(Vertex)
            P3\x = *Ptr\x
           P3\y = *Ptr\y
           P3\z = *Ptr\z
       
           Vecteur1\x = (P1\x - P2\x)
           Vecteur1\y = (P1\y - P2\y)
           Vecteur1\z = (P1\z - P2\z)
       
           Vecteur2\x = (P1\x - P3\x)
           Vecteur2\y = (P1\y - P3\y)
           Vecteur2\z = (P1\z - P3\z)
           
         ;Calcule la normale du second triangle
           Temp\x = ((Vecteur1\y * Vecteur2\z) - (Vecteur1\z * Vecteur2\y))
           Temp\y = ((Vecteur1\z * Vecteur2\x) - (Vecteur1\x * Vecteur2\z))
           Temp\z = ((Vecteur1\x * Vecteur2\y) - (Vecteur1\y * Vecteur2\x))
           
           ;Et affecte cette normale aux vertices composants le second triangle
           *PtrN=*N + *PtrF\f4 * SizeOf(Vecteur)
           *PtrN\x + Temp\x
           *PtrN\y + Temp\y
           *PtrN\z + Temp\z

           *PtrN=*N + *PtrF\f5 * SizeOf(Vecteur)
           *PtrN\x + Temp\x
           *PtrN\y + Temp\y
           *PtrN\z + Temp\z
           
           *PtrN=*N + *PtrF\f6 * SizeOf(Vecteur)
           *PtrN\x + Temp\x
           *PtrN\y + Temp\y
           *PtrN\z + Temp\z
          ;}
         
         ;Face suivante
         *PtrF + SizeOf(DoubleFace)
        Next a
     Next b
   ;Norme et affecte la normale de chaque Vertex
   *PtrN=*N
   *Ptr=*Vertex
   For b=0 To FZ
       For a=0 To FX
          Norme=Sqr(*PtrN\x * *PtrN\x + *PtrN\y * *PtrN\y + *PtrN\z * *PtrN\z)
         If norme = 0
               *Ptr\Nx = 0
               *Ptr\Ny = 0
               *Ptr\Nz = 0
          Else
               *Ptr\Nx = *PtrN\x / Norme
               *Ptr\Ny = *PtrN\y / Norme
               *Ptr\Nz = *PtrN\z / Norme
          EndIf         
          *Ptr + SizeOf(Vertex)
          *PtrN + SizeOf(Vecteur)
       Next a
     Next b

   FreeMemory(*N)
EndProcedure

Procedure vagues(*Vertex.Vertex,*Face.DoubleFace)
 ; Modification sur l'axe des Y
  *Ptr.Vertex=*Vertex
  For z=0 To #NbZ
    For x=0 To #NbX
        *Ptr\y=Sin(#DegConv*(AngleVague+x*WavePeriodX+z*WavePeriodZ))*WaveAmplitude
      *Ptr + SizeOf(Vertex)
    Next
  Next
  MakeNormale(*Vertex.Vertex,*Face.DoubleFace,#NbX,#NbZ)
  SetMeshData(0,#PB_Mesh_Vertex | #PB_Mesh_Normal | #PB_Mesh_UVCoordinate,*Vertex,(#NbX+1)*(#NbZ+1))
EndProcedure

Procedure.b ShowTextAndKeyTest(hidetext.b)
  If hidetext.b=0
    StartDrawing(ScreenOutput())
    DrawingMode(1)
    FrontColor(RGB(20,180,115))
    DrawText(0,0,"[F1] => Toggle Mode affichage")
    DrawText(0,20,"[PageUp] / [PageDown] => Wave Amplitude : "+StrF(WaveAmplitude))
    DrawText(0,40,"[Up Arrow] / [Down Arrow] => Wave Period on Z axis : "+Str(WavePeriodZ))
    DrawText(0,60,"[Right Arrow] / [Left Arrow] => Wave Period on X axis : "+Str(WavePeriodX))
    DrawText(0,80,"[Home key] / [End key] => Wave speed : "+Str(WaveFrequency))
    DrawText(0,100,"[F2] / [Shift+F2] => X rotation speed : "+StrF(xprot))
    DrawText(0,120,"[F3] / [Shift+F3] => Y rotation speed : "+StrF(yprot))
    DrawText(0,140,"[F4] / [Shift+F4] => Z rotation speed : "+StrF(zprot))
    DrawText(0,160,"[F5] / [Shift+F5] => X Camera location : "+Str(CamLocateX))
    DrawText(0,180,"[F6] / [Shift+F6] => Y Camera location : "+Str(CamLocateY))
    DrawText(0,200,"[F7] / [Shift+F7] => Z Camera location : "+Str(CamLocateZ))
    DrawText(0,220,"[F8] / [Shift+F8] => X Camera look at : "+Str(CamLookAtX))
    DrawText(0,240,"[F9] / [Shift+F9] => Y Camera look at : "+Str(CamLookAtY))
    DrawText(0,260,"[F10] / [Shift+F10] => Z Camera look at : "+Str(CamLookAtZ))
    DrawText(0,280,"[F11] => Show or hide text")
    DrawText(0,300,"[Space] => Halt")
    StopDrawing()
  EndIf
  If KeyboardReleased(#PB_Key_F1)
    If Mode.b:Mode=0:CameraRenderMode(0,#PB_Camera_Textured):Else:Mode=1:CameraRenderMode(0,#PB_Camera_Wireframe):EndIf
  EndIf
  If KeyboardReleased(#PB_Key_PageUp):WaveAmplitude+0.1:EndIf
  If KeyboardReleased(#PB_Key_PageDown):WaveAmplitude-0.1:EndIf
  If KeyboardReleased(#PB_Key_Up):WavePeriodZ+1:EndIf
  If KeyboardReleased(#PB_Key_Down):WavePeriodZ-1:EndIf
  If KeyboardReleased(#PB_Key_Left):WavePeriodX-1:EndIf
  If KeyboardReleased(#PB_Key_Right):WavePeriodX+1:EndIf
  If KeyboardReleased(#PB_Key_Home):WaveFrequency+1:EndIf
  If KeyboardReleased(#PB_Key_End):WaveFrequency-1:EndIf
 
  If KeyboardReleased(#PB_Key_F2)
    If KeyboardPushed(#PB_Key_LeftShift) Or KeyboardPushed(#PB_Key_RightShift):xprot-0.1:Else:xprot+0.1:EndIf
  EndIf
  If KeyboardReleased(#PB_Key_F3)
    If KeyboardPushed(#PB_Key_LeftShift) Or KeyboardPushed(#PB_Key_RightShift):yprot-0.1:Else:yprot+0.1:EndIf
  EndIf
  If KeyboardReleased(#PB_Key_F4)
    If KeyboardPushed(#PB_Key_LeftShift) Or KeyboardPushed(#PB_Key_RightShift):zprot-0.1:Else:zprot+0.1:EndIf
  EndIf

  If KeyboardPushed(#PB_Key_F5)
    If KeyboardPushed(#PB_Key_LeftShift) Or KeyboardPushed(#PB_Key_RightShift):CamLocateX-1:Else:CamLocateX+1:EndIf
  EndIf
  If KeyboardPushed(#PB_Key_F6)
    If KeyboardPushed(#PB_Key_LeftShift) Or KeyboardPushed(#PB_Key_RightShift):CamLocateY-1:Else:CamLocateY+1:EndIf
  EndIf
  If KeyboardPushed(#PB_Key_F7)
    If KeyboardPushed(#PB_Key_LeftShift) Or KeyboardPushed(#PB_Key_RightShift):CamLocateZ-1:Else:CamLocateZ+1:EndIf
  EndIf

  If KeyboardPushed(#PB_Key_F8)
    If KeyboardPushed(#PB_Key_LeftShift) Or KeyboardPushed(#PB_Key_RightShift):CamLookAtX-1:Else:CamLookAtX+1:EndIf
  EndIf
  If KeyboardPushed(#PB_Key_F9)
    If KeyboardPushed(#PB_Key_LeftShift) Or KeyboardPushed(#PB_Key_RightShift):CamLookAtY-1:Else:CamLookAtY+1:EndIf
  EndIf
  If KeyboardPushed(#PB_Key_F10)
    If KeyboardPushed(#PB_Key_LeftShift) Or KeyboardPushed(#PB_Key_RightShift):CamLookAtZ-1:Else:CamLookAtZ+1:EndIf
  EndIf
  If KeyboardReleased(#PB_Key_F11):hidetext.b!1:EndIf
  While KeyboardPushed(#PB_Key_Space):ExamineKeyboard():Wend
  ProcedureReturn hidetext.b
EndProcedure

;-Mémoires Mesh
*VertexID=AllocateMemory((#NbX+1)*(#NbZ+1)*SizeOf(vertex))
*FaceID=AllocateMemory(#NbX*#NbZ*4*SizeOf(DoubleFace))
Matrice(*VertexID,*FaceID,#NbX,#NbZ)

;-Mesh

CreateMesh(0,100)
SetMeshData(0,#PB_Mesh_Vertex | #PB_Mesh_Normal | #PB_Mesh_UVCoordinate,*VertexID,(#NbX+1)*(#NbZ+1))
SetMeshData(0,#PB_Mesh_Face,*FaceID,(#NbX)*(#NbZ)*4)

;-Texture
CreateTexture(0, 256, 256)
StartDrawing(TextureOutput(0))
DrawImage(ImageID(#Img_SnapShot),0,0)
StopDrawing()

;- MAterial
CreateMaterial(0, TextureID(0)) ; Material
MaterialShadingMode(0, #PB_Material_Phong) 
MaterialBlendingMode(0, #PB_Material_AlphaBlend)
MaterialAmbientColor(0, RGB(255,55,55))
MaterialDiffuseColor(0, RGB(255,255,128))
MaterialSpecularColor(0,RGB(255,0,0))

;-Entity
 CreateEntity(0,MeshID(0),MaterialID(0))

;-Camera
CreateCamera(0,0,0,100,100)
AmbientColor(RGB(95,95,95));<- Essential for clarity

;Light
CreateLight(0,RGB(255,255,128))
LightLocate(0,EntityX(0)/2,EntityY(0)+800,EntityZ(0)/2)
;-Boucle principale
Repeat
  ClearScreen(0)
  ExamineKeyboard()
 
  CameraLocate(0,CamLocateX,CamLocateY,CamLocateZ)
  CameraLookAt(0,CamLookAtX,CamLookAtY,CamLookAtZ)

  ;Calculate (AngleVague+WaveFrequency)%360: (coz % operand doesn't accept floats)
  !fild dword[v_circle]
  !fld dword[v_AngleVague]
  !fadd dword[v_WaveFrequency]
  !fprem
  !fstp dword[v_AngleVague]
  !fstp st1
 
  vagues(*VertexID,*FaceID)
  xrot + xprot
  yrot + yprot
  zrot + zprot
  RotateEntity(0,xrot,yrot,zrot)
  RenderWorld()
  hidetext.b=ShowTextAndKeyTest(hidetext.b)
  FlipBuffers():Delay(7)
Until KeyboardPushed(#PB_Key_Escape)

Posted: Sun Mar 05, 2006 9:23 am
by dontmailme
Nice, but we need some way of changing the vertices without having to redo the whole mesh.

Similar to the commands available in Blitz3D!

Is it possible to deform the mesh in memory ?

Posted: Sun Mar 05, 2006 12:09 pm
by Trond
Wow, that was a cool effect.

Posted: Sun Mar 05, 2006 11:08 pm
by techjunkie
I say as Trond - WOW!! Let's make it a Screensaver!! [busy working] :D

Posted: Mon Mar 06, 2006 1:14 am
by Nico
Super Comtois. :D

Posted: Mon Mar 06, 2006 4:22 am
by rsts
Incredible!

Posted: Mon Mar 06, 2006 4:51 am
by MrMat
Excellent as always Comtois!

Posted: Mon Mar 06, 2006 3:03 pm
by Sparkie
Fantastic!

Posted: Mon Mar 06, 2006 6:15 pm
by netmaestro
I say as Trond - WOW!! Let's make it a Screensaver!!
http://www.networkmaestro.com/Matrix3D.zip

Unzip into your \windows\system32 folder, let me know if any problems.

Posted: Mon Mar 06, 2006 6:21 pm
by Fred
dontmailme wrote:Is it possible to deform the mesh in memory ?
With modern cards, the meshes are often put in 'hardware vertex buffers' which means you can't access the data that easily.

Posted: Mon Mar 06, 2006 7:24 pm
by Nik
Do you know Microsofts flag screen saver, it's a shame against this :lol:

Posted: Mon Mar 06, 2006 7:54 pm
by traumatic
Nik wrote:Do you know Microsofts flag screen saver, it's a shame against this :lol:
...but it works without crying for stlport_vc646.dll ;)

Netmaestro, just a note:
You should do a case-insensitive check for the commandline
parameters (try what happens with /S or /s).

Posted: Mon Mar 06, 2006 8:09 pm
by netmaestro
Thanks traumatic:

-added stlport_vc646.dll to the zip
-forced program parameter lowercase for runmode check

Posted: Mon Oct 13, 2008 4:44 pm
by Psychophanta
How do you do this with PB4.30?
PB4.30 does not admit TextureOutput() and i want to update my sources.

Posted: Tue Oct 14, 2008 8:43 am
by Comtois
First --> SaveImage() , then LoadTexture().