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{
Ported to FPC by Nikolay Nikolov (nickysn@users.sourceforge.net)
}
{
Tunnel3D demo for OpenPTC 1.0 C++ API
Realtime raytraced tunnel
Copyright (c) 1998 Christian Nentwich (brn@eleet.mcb.at)
This source code is licensed under the GNU LGPL
and do not just blatantly cut&paste this into your demo :)
}
program Tunnel3D;
{$MODE objfpc}
uses
ptc, Math;
type
PVector = ^TVector;
TVector = array [0..2] of Single; { X,Y,Z }
TMatrix = array [0..3, 0..3] of Single;{ FIRST = COLUMN
SECOND = ROW
[0, 0] [1, 0] [2, 0]
[0, 1] [1, 1] [2, 1]
[0, 2] [1, 2] [2, 2]
(I know the matrices are the wrong way round, so what, the code is quite
old :) }
TRayTunnel = class
private
tunneltex: PUint8; { Texture }
tunneltex_orig: PUint8; { Original start of texture memory block }
pal: PUint8; { Original palette }
lookup: PUint32; { Lookup table for lighting }
sintab, costab: PSingle; { Take a guess }
u_array, v_array, l_array: PInteger; { Raytraced coordinates and light }
norms: PVector;
radius, radius_sqr: Single;
rot: TMatrix;
pos, light: TVector; { Position in the tunnel, pos of }
xa, ya, za: Integer; { lightsource, angles }
lightstatus: Boolean; { Following the viewer ? }
public
constructor Create(rad: Single); { constructor takes the radius }
destructor Destroy; override;
procedure load_texture;
procedure tilt(x, y, z: Integer); { Rotate relative }
procedure tilt(x, y, z: Integer; abs: Uint8); { Absolute }
procedure move(dx, dy, dz: Single); { Relative move }
procedure move(x, y, z: Single; abs: Uint8); { Absolute }
procedure movelight(dx, dy, dz: Single);
procedure movelight(x, y, z: Single; abs: Uint8);
procedure locklight(lock: Boolean); { Make the light follow the viewer }
procedure interpolate; { Raytracing }
procedure draw(dest: PUint32); { Draw the finished tunnel }
end;
{ VECTOR ROUTINES }
procedure vector_normalize(var v: TVector);
var
length: Single;
begin
length := v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
length := sqrt(length);
if length <> 0 then
begin
v[0] := v[0] / length;
v[1] := v[1] / length;
v[2] := v[2] / length;
end
else
begin
v[0] := 0;
v[1] := 0;
v[2] := 0;
end;
end;
procedure vector_times_matrix(const v: TVector; const m: TMatrix;
var res: TVector);
var
i, j: Integer;
begin
for j := 0 to 2 do
begin
res[j] := 0;
for i := 0 to 2 do
res[j] := res[j] + (m[j, i] * v[i]);
end;
end;
procedure matrix_idle(var m: TMatrix);
begin
FillChar(m, SizeOf(TMatrix), 0);
m[0, 0] := 1;
m[1, 1] := 1;
m[2, 2] := 1;
m[3, 3] := 1;
end;
procedure matrix_times_matrix(const m1, m2: TMatrix; var res: TMatrix);
var
i, j, k: Integer;
begin
for j := 0 to 3 do
for i := 0 to 3 do
begin
res[i, j] := 0;
for k := 0 to 3 do
res[i, j] := res[i, j] + (m1[k, j] * m2[i, k]);
end;
end;
procedure matrix_rotate_x(var m: TMatrix; angle: Integer; sintab, costab: PSingle);
var
tmp, tmp2: TMatrix;
begin
matrix_idle(tmp);
tmp[1, 1] := costab[angle];
tmp[2, 1] := sintab[angle];
tmp[1, 2] := -sintab[angle];
tmp[2, 2] := costab[angle];
matrix_times_matrix(tmp, m, tmp2);
Move(tmp2, m, SizeOf(TMatrix));
end;
procedure matrix_rotate_y(var m: TMatrix; angle: Integer; sintab, costab: PSingle);
var
tmp, tmp2: TMatrix;
begin
matrix_idle(tmp);
tmp[0, 0] := costab[angle];
tmp[2, 0] := -sintab[angle];
tmp[0, 2] := sintab[angle];
tmp[2, 2] := costab[angle];
matrix_times_matrix(tmp, m, tmp2);
Move(tmp2, m, SizeOf(TMatrix));
end;
procedure matrix_rotate_z(var m: TMatrix; angle: Integer; sintab, costab: PSingle);
var
tmp, tmp2: TMatrix;
begin
matrix_idle(tmp);
tmp[0, 0] := costab[angle];
tmp[1, 0] := sintab[angle];
tmp[0, 1] := -sintab[angle];
tmp[1, 1] := costab[angle];
matrix_times_matrix(tmp, m, tmp2);
Move(tmp2, m, SizeOf(TMatrix));
end;
constructor TRayTunnel.Create(rad: Single);
var
x, y: Single;
i, j: Integer;
tmp: TVector;
begin
radius := rad;
radius_sqr := rad * rad;
sintab := GetMem(1024 * SizeOf(Single)); { Set trigonometry and lookups }
costab := GetMem(1024 * SizeOf(Single));
u_array := GetMem(64 * 26 * SizeOf(Integer));
v_array := GetMem(64 * 26 * SizeOf(Integer));
l_array := GetMem(64 * 26 * SizeOf(Integer));
norms := GetMem(64 * 26 * 3 * SizeOf(Single));
lookup := GetMem(65 * 256 * SizeOf(Uint32));
pal := GetMem(768 * SizeOf(Uint8));
for i := 0 to 1023 do
begin
sintab[i] := sin(i * pi / 512);
costab[i] := cos(i * pi / 512);
end;
{ Generate normal vectors }
y := -100;
for j := 0 to 25 do
begin
x := -160;
for i := 0 to 40 do
begin
tmp[0] := x;
tmp[1] := y;
tmp[2] := 128;
vector_normalize(tmp);
norms[j * 64 + i] := tmp;
x := x + 8;
end;
y := y + 8;
end;
{ Reset tunnel and light position and all angles }
pos[0] := 0; pos[1] := 0; pos[2] := 0;
light[0] := 1; light[1] := 1; light[2] := 0;
xa := 0; ya := 0; za := 0;
lightstatus := False;
{ Normalize light vector to length 1.0 }
vector_normalize(light);
end;
destructor TRayTunnel.Destroy;
begin
FreeMem(tunneltex_orig);
FreeMem(pal);
FreeMem(lookup);
FreeMem(norms);
FreeMem(l_array);
FreeMem(v_array);
FreeMem(u_array);
FreeMem(costab);
FreeMem(sintab);
end;
procedure TRayTunnel.load_texture;
var
texfile: File;
tmp: PUint8 = nil;
i, j: Uint32;
r, g, b: Uint32;
newoffs: Integer;
begin
try
{ Allocate tunnel texture 65536+33 bytes too big }
if tunneltex_orig <> nil then
begin
FreeMem(tunneltex_orig);
tunneltex_orig := nil;
end;
tunneltex_orig := GetMem(2*65536 + 33);
tmp := GetMem(65536);
{ Align the texture on a 64k boundary }
tunneltex := tunneltex_orig;
while (PtrUInt(tunneltex) and $FFFF) <> 0 do
Inc(tunneltex);
AssignFile(texfile, 'tunnel3d.raw');
Reset(texfile, 1);
try
BlockRead(texfile, pal^, 768);
BlockRead(texfile, tmp^, 65536);
finally
CloseFile(texfile);
end;
{ Generate lookup table for lighting (65 because of possible inaccuracies) }
for j := 0 to 64 do
for i := 0 to 255 do
begin
r := pal[i * 3] shl 2;
g := pal[i * 3 + 1] shl 2;
b := pal[i * 3 + 2] shl 2;
r := (r * j) shr 6;
g := (g * j) shr 6;
b := (b * j) shr 6;
if r > 255 then
r := 255;
if g > 255 then
g := 255;
if b > 255 then
b := 255;
lookup[j * 256 + i] := (r shl 16) or (g shl 8) or b;
end;
{ Arrange texture for cache optimised mapping }
for j := 0 to 255 do
for i := 0 to 255 do
begin
newoffs := ((i shl 8) and $F800) + (i and $0007) + ((j shl 3) and $7F8);
(tunneltex + newoffs)^ := (tmp + j * 256 + i)^;
end;
finally
FreeMem(tmp);
end;
end;
procedure TRayTunnel.interpolate;
var
ray, intsc, norm, lvec: TVector;
x, y, a, b, c, discr, t, res: Single;
i, j: Integer;
begin
if lightstatus then { Lightsource locked to viewpoint }
light := pos;
matrix_idle(rot);
matrix_rotate_x(rot, xa and $3FF, sintab, costab);
matrix_rotate_y(rot, ya and $3FF, sintab, costab);
matrix_rotate_z(rot, za and $3FF, sintab, costab);
{ Constant factor }
c := 2 * (pos[0] * pos[0] + pos[1] * pos[1] - radius_sqr);
{ Start raytracing }
y := -100;
for j := 0 to 25 do
begin
x := -160;
for i := 0 to 40 do
begin
vector_times_matrix(norms[(j shl 6) + i], rot, ray);
a := 2 * (ray[0] * ray[0] + ray[1] * ray[1]);
b := 2 * (pos[0] * ray[0] + pos[1] * ray[1]);
discr := b * b - a * c;
if discr > 0 then
begin
discr := sqrt(discr);
t := (- b + discr) / a;
{ Calculate intersection point }
intsc[0] := pos[0] + t * ray[0];
intsc[1] := pos[1] + t * ray[1];
intsc[2] := pos[2] + t * ray[2];
{ Calculate texture index at intersection point (cylindrical mapping) }
{ try and adjust the 0.2 to stretch/shrink the texture }
u_array[(j shl 6) + i] := Integer(Trunc(intsc[2] * 0.2) shl 16);
v_array[(j shl 6) + i] := Trunc(abs(arctan2(intsc[1], intsc[0]) * 256 / pi)) shl 16;
{ Calculate the dotproduct between the normal vector and the vector }
{ from the intersection point to the lightsource }
norm[0] := intsc[0] / radius;
norm[1] := intsc[1] / radius;
norm[2] := 0;
lvec[0] := intsc[0] - light[0];
lvec[1] := intsc[1] - light[1];
lvec[2] := intsc[2] - light[2];
vector_normalize(lvec);
res := lvec[0] * norm[0] + lvec[1] * norm[1] + lvec[2] * norm[2];
{ Scale the light a bit }
res := Sqr(res);
if res < 0 then
res := 0;
if res > 1 then
res := 1;
res := res * 63;
{ Put it into the light array }
l_array[(j shl 6) + i] := Trunc(res) shl 16;
end
else
begin
u_array[(j shl 6) + i] := 0;
v_array[(j shl 6) + i] := 0;
l_array[(j shl 6) + i] := 0;
end;
x := x + 8;
end;
y := y + 8;
end;
end;
procedure TRayTunnel.draw(dest: PUint32);
var
x, y, lu, lv, ru, rv, liu, liv, riu, riv: Integer;
iu, iv, i, j, ll, rl, lil, ril, l, il: Integer;
iadr, adr, til_u, til_v, til_iu, til_iv: DWord;
bla: Uint8;
begin
for j := 0 to 24 do
for i := 0 to 39 do
begin
iadr := (j shl 6) + i;
{ Set up gradients }
lu := u_array[iadr]; ru := u_array[iadr + 1];
liu := (u_array[iadr + 64] - lu) div 8;
riu := (u_array[iadr + 65] - ru) div 8;
lv := v_array[iadr]; rv := v_array[iadr + 1];
liv := (v_array[iadr + 64] - lv) div 8;
riv := (v_array[iadr + 65] - rv) div 8;
ll := l_array[iadr]; rl := l_array[iadr + 1];
lil := (l_array[iadr + 64] - ll) div 8;
ril := (l_array[iadr + 65] - rl) div 8;
for y := 0 to 7 do
begin
iu := (ru - lu) div 8;
iv := (rv - lv) div 8;
l := ll;
il := (rl - ll) div 8;
{ Mess up everything for the sake of cache optimised mapping :) }
til_u := DWord(((lu shl 8) and $F8000000) or ((lu shr 1) and $00007FFF) or (lu and $00070000));
til_v := DWord(((lv shl 3) and $07F80000) or ((lv shr 1) and $00007FFF));
til_iu := DWord((((iu shl 8) and $F8000000) or ((iu shr 1) and $00007FFF) or
(iu and $00070000)) or $07F88000);
til_iv := DWord((((iv shl 3) and $07F80000) or ((iv shr 1) and $00007FFF)) or $F8078000);
adr := til_u + til_v;
for x := 0 to 7 do
begin
{ Interpolate texture u,v and light }
til_u := DWord(til_u + til_iu);
til_v := DWord(til_v + til_iv);
Inc(l, il);
adr := adr shr 16;
til_u := til_u and DWord($F8077FFF);
til_v := til_v and $07F87FFF;
bla := (tunneltex + adr)^;
adr := til_u + til_v;
{ Look up the light and write to buffer }
(dest + ((j shl 3) + y) * 320 + (I shl 3) + x)^ := lookup[((l and $3F0000) shr 8) + bla];
end;
Inc(lu, liu); Inc(ru, riu);
Inc(lv, liv); Inc(rv, riv);
Inc(ll, lil); Inc(rl, ril);
end;
end;
end;
{ tilt rotates the viewer in the tunnel in a relative / absolute way }
procedure TRayTunnel.tilt(x, y, z: Integer);
begin
xa := (xa + x) and $3FF;
ya := (ya + y) and $3FF;
za := (za + z) and $3FF;
end;
procedure TRayTunnel.tilt(x, y, z: Integer; abs: Uint8);
begin
xa := x and $3FF;
ya := y and $3FF;
za := z and $3FF;
end;
{ Relative / absolute move }
procedure TRayTunnel.move(dx, dy, dz: Single);
begin
pos[0] := pos[0] + dx;
pos[1] := pos[1] + dy;
pos[2] := pos[2] + dz;
end;
procedure TRayTunnel.move(x, y, z: Single; abs: Uint8);
begin
pos[0] := x;
pos[1] := y;
pos[2] := z;
end;
{ Relative / absolute move for the lightsource }
procedure TRayTunnel.movelight(dx, dy, dz: Single);
begin
light[0] := light[0] + dx;
light[1] := light[1] + dy;
light[2] := light[2] + dz;
end;
procedure TRayTunnel.movelight(x, y, z: Single; abs: Uint8);
begin
light[0] := x;
light[1] := y;
light[2] := z;
end;
{ Lock lightsource to the viewer }
procedure TRayTunnel.locklight(lock: Boolean);
begin
lightstatus := lock;
end;
var
console: IPTCConsole;
surface: IPTCSurface;
format: IPTCFormat;
tunnel: TRayTunnel = nil;
posz, phase_x, phase_y: Single;
angle_x, angle_y: Integer;
buffer: PUint32;
begin
try
try
format := TPTCFormatFactory.CreateNew(32, $00FF0000, $0000FF00, $000000FF);
console := TPTCConsoleFactory.CreateNew;
console.open('Tunnel3D demo', 320, 200, format);
surface := TPTCSurfaceFactory.CreateNew(320, 200, format);
{ Create a tunnel, radius=700 }
tunnel := TRayTunnel.Create(700);
tunnel.load_texture;
{ Light follows the viewer }
tunnel.locklight(True);
posz := 80; phase_x := 0; phase_y := 0;
angle_x := 6; angle_y := 2;
while not console.KeyPressed do
begin
buffer := surface.lock;
try
tunnel.interpolate;
{ Draw to offscreen buffer }
tunnel.draw(buffer);
finally
surface.unlock;
end;
{ and copy to screen }
surface.copy(console);
console.update;
tunnel.tilt(angle_x, angle_y, 0);
tunnel.move(sin(phase_x), cos(phase_y), posz);
phase_x := phase_x + 0.2;
phase_y := phase_y + 0.1;
end;
finally
if Assigned(console) then
console.close;
tunnel.Free;
end;
except
on error: TPTCError do
error.report;
end;
end.
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