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by Nao, Html by Azure. This is the source of Naos 512 byte demo explained. In case you need to know how to do a raycasted free directional 3d tunnel this is definitly the place to look for. Also several other tricks like texture generation etc are explained.
For those who dont know how this kind of effects works let me say that all the theory is very simple. In few words tunnel is calculated by intersecting rays with tunnel surface (that is a infinte cylinder equation). It's a kind of raytracing. But we'll not calc EVERY pixel on the screen in this way, 'cause it would be too slow, very slow, at least on 68k series. We'll perform calculation only on a 32*32 screen (1024 rays!) and then we'll interpolate this texture value on a 8x8 pixels wide grid. In this manner you can view on your screen a full 256x256 pixels tunnel with nonoticeable loss. What do we need to realize a such tunnel effect?
So, let's start with code: Init: Lea Base,a0 ;ALL the bss stuff is referred to this pointer First of all we'll generate some texture. I opted for a simple black to blue texture..so dont blame me for this foolish colors :) move.l a0,a1 ;save bss pointer moveq #1,d7 ;just 256 color :) moveq #0,d0 ;initializes to black (we work on RGB values) .pal move.l d0,(a1)+ ;store color add.l #$00010102,d0 ;spread black to blue subq.b #1,d7 bcc.s .pal ;loop just 256 times bsr.w SetPalette ;loads palette Now we have to generate a sin/cos table.;We could just make only a sin table and then extract ;cos values by adding pi/4 period offset on sin pointer.. This way should be also more shorter than the double sin/cos stuff but I cant produce a good routine that calcs only a sin table, I'm a lamer,you know :) So I used an idea already explained on http://come.to/amiga in one Azure's doc. In a brief summary this sin/cos work simply applicating infinitesimal rotation to a vector. The vector starts at (1,0) coords..so x will be cos value and y will be the sin one. Applicating an infinetisimal rotation isnt so simple because you can experiment some vey bad accuracy. To fix this problem i've just done some improvements on the classical infinitesimal rotation matrix. steps equ 2048 ;sin/cos table steps factor equ steps*10000/2/31415 ;fixed point factor move.l a1,a2 ;saves sin table pointer move.l #factor,d5 ;this piece of code move.w #steps,d0 ;generates a sin/cos table lsr.w #3,d7 ;using an infinitesimal mulu.w d5,d0 ;rotation matrix moveq #0,d2 ;u can find all the math stuff.. ;on http://come.to/amiga .scloop move.l d2,d3 ;look at azure's doc with my final divs.l d5,d3 ;error correction chapter move.w d3,(a1)+ ;btw, this isn't the shortest sub.l d3,d0 ;way i know to generate a sin table move.l d0,d1 ;but afaik probably divs.l d5,d1 ;it's the shortest way move.w d1,(a1)+ ;to make a sin/cos table add.l d1,d2 dbra d7,.scloop Now, how to generate a good texture to map on tunnel? There are several ways to accomplish this work..like fractal and procedural generator..but we'll use a 'dumb generator' :) First we fill 256x256 texture with random values. Then we'll 'blur' this texture by calculating the average value of every texel, using the top,bottom,left and right texels that lies near our average one. This blur pass will be applicated several times..and in this way we will have the initial random generated mess smoothed..but now we havent something that could be called as a 'good texture'. So..we have to BREAK the 'monotony' of texture by applicating a non linear filter. This nonlinear filter just take one texel, multiply this for 4, and the if value it's greater than 127 we'll subtract 127. In this way we'll break the smoothness and texture will be more interesting. Now let's apply all this passes just a few times and will obtain a so called 'decent texture' :) Another problem to solve it's how can we make out texture tileable. This is not a big problem, all that we have to do it's think our texture space like a finite but unlimitated (ie. no boundaries) space. ;* This is V.R.T.G ************************************ ;* Very Random Textures Generator :D ***************** move.l a1,a0 ;saves pointer moveq #4,d0 .random ror.l d0,d0 ;tanx to Azure for this.. addq.l #7,d0 ;smart (and chip) rnd generator move.b d0,(a0)+ ;fill texture with random values dbra d7,.random moveq #61,d4 ;filter passes .start moveq #61,d6 ;blur passes move.l a1,a0 ;saves texture pointer .loopf move.b (a0),d0 ;load one texel lsl.b #2,d0 ;*4 bge.s .ok ;it's greater than 127? not.b d0 ;yeah..so make it 'reasonable' :) .ok move.b d0,(a0)+ ;store texel dbra d7,.loopf .loopbb move.l a1,a0 ;some pointers sutff move.l a1,a5 move.l #256,d0 move.l d0,d1 neg.w d1 .loopb moveq #0,d2 ;loads 4 texels move.b 1(a0),d2 ;left add.b (a5,d0.l),d2 ;add bottom moveq #0,d3 move.b 1(a0),d3 ;add right add.b (a5,d1.l),d3 ;add top add.w d2,d3 ;mix alltogether lsr.w #2,d3 ;perform average move.b d3,(a0)+ ;and store smoothed texel addq.w #1,d0 ;increase bottom and top pointers addq.w #1,d1 dbra d7,.loopb dbra d6,.loopbb dbra d4,.start move.l a1,a5 *saves texture pointer move.l a0,a1 *saves grid pointer lea (33*33*8)(a1),a4 *saves temp pointer move.l a4,a0 lea (32*4)(a0),a0 *chunky pointer rts ;this rts can removed ;but who care? :) ;This is dumb camera code..no words on it :) VBlank: ; Called every vblank after Init has finished. addq.w #1,param4(a4) ;here.. move.w param4(a4),d0 ;just... movem.w (a2,d0.w*4),d0/d1 ;some... asr.w #1,d0 ;lissajeous.. asr.w #2,d1 ;trick.. move.w d0,param1(a4) ;to move.. move.w d1,param2(a4) ;and rotate camera move.w (a2,d1.w*4,2048*2*4+384),d0 lsl.w #3,d0 move.w d0,param3(a4) rts Main: ; Called once when Init has finished. ; Registers are as left by Init. ; If it terminates, the demo will exit. * A5 > Texture Pointer * A4 > TempData Pointer * A2 > Sin/Cos Pointer * A1 > Grid Pointer * A0 > Chunky Pointer param1 equ 0 param2 equ 2 param3 equ 4 param4 equ 6 ;This it's the main part. ;Simply we call first tracer and then grid expander. ;Camera movements are managed in verical blanck routine. Main2 bsr.b Tracer ;call ray tracer bsr.w Grid ;call grid expander bsr.w Update256x256 bra.b Main2 rts Here the most interesting part of this intro. Imagine that observer (and you) is located on our universe axis origin (0,0,0). Imagine also that our screen is located in front of us. Screen plane is parallel to plane composed by X and Y axis. Now, our screen is 32x32 wide and so we have to trace 1024 rays, from observer to EVERY pixel on this projecting screen. For every ray we have to calc his intersection with tunnel and than find out what (u,v) texture coords assign at this intersection point. Mind that intersection points is in a 3 dimension space, while texture points lies on a 2 dimension space, so there isnt a general rule (ie. a R³>R² function) to map the texture. Calculating the ray intersection with the tunnel is very simple. Our ray always starts from (0,0,0) so the general parametric equations to describe that ray are: x = a*t where a,b,c are ray coefficients and t it's the only real parameter. The tunnel is described by the classical infinite tunnel equation. Let z axis be the tunnel axis, so the equation is: x²+y² = R² where R it's cylinder radius. NOW, just substitutes ray equations into cilinder one and u'll obtain: t = +/ (R/sqrt(a²+b²)) We'll discard negative solutions 'cause those intersection points are behind the observer. Now, with t calculated, just substitute t in ray equation to find out intersection point. Very simple and linear. But how to rotate/move camera and how to choice a good function to map texture on tunnel? We'll see that move tunnel problem it's inherent to texture mapping function problem. So we'll first accomplish to rotate camera stuff. In this intro camera can roll on x and y axis by simply rotate intersection rays! This is a dumb way to perform camera rotation, in fact there are faster ways to do the same thing..but remind, we need short code :) Now we have to solve the mapping problem. There isnt a canonic way to solve this problem, you can come out with several different solutions, all good, all nice :) But it's ok that we have to display a nicetosee tunnel, so we are looking for the bestlook function. So, the more used function it's like f(x,y,z) > (u,v) u = atan (y/x) but atan function cant be performed in few bytes and we have so little space :( Ergo, i tried several different solution and I found a good one that has also very very short code :) just : u = x^2 (or u = y^2) This solution is good when x is a 'big' number..where x is less than one it's became a very lame mapping :) So we have just solved camera along z traslations, in fact we can just add a traslation value to v mapping coordinate and we can magically traslate our camera..nice? :) ;let's start with some code: Tracer movem.l d0a6,(sp) moveq #32/2,d7 ;y loop counter moveq #32/2,d1 ;we start at the upper left screen corner .y moveq #32/2,d0 ;to trace our rays .x moveq #26,d2 ;screen distance by observer (ie. focal lenght!) ;bigger value make it zoomed, ;lower make it seems look trought to a ;fish eye lens :) move.w param1(a4),d3 ;rotates ray on X axis and.w #$7ff,d3 ;make angle fit into table range movem.w (a2,d3.w*4),d3/d4 ; get sin(a) and cos(a) move.l d3,d5 move.l d4,d6 muls.w d2,d3 ;z*sin muls.w d1,d4 ;y*cos muls.w d1,d5 ;y*sin muls.w d2,d6 ;z*cos add.l d5,d6 ;Z sub.l d3,d4 ;Y move.l d4,(sp) ;saves Y value move.w param2(a4),d3 ;rotate ray on Y axis and.w #$7ff,d3 movem.w (a2,d3.w*4),d3/d5 ;get sin(b) and cos(b) move.l d3,d4 move.l d5,d2 muls.w d0,d3 ;x*sin muls.l d6,d4 ;z*sin muls.w d0,d2 ;x*cos muls.l d6,d5 ;z*cos moveq #11,d6 asr.l d6,d4 asr.l d6,d5 add.l d2,d4 ;X sub.l d3,d5 ;Z move.l (sp)+,d6 ;gets Y value and.. move.l d5,(sp) ;saves the Z ones move.l d6,d5 ;now move.l d4,d6 ;we asr.l #6,d5 ;just asr.l #6,d4 ;calc muls.w d5,d5 ;a^2 muls.w d4,d4 ;b^2 add.l d4,d5 ;and a^2+b^2 addq.l #1,d5 ;to avoid division by zero :) Now, how do sqrt? I used this routine coded by an unknown archimedes coder and then adapted on 6502 and 680x0 by Graham. How it works? find it by yourself :) ;btw..just think that an integer number can be written as a product of several factor all equal to 4 and one other real factor.. :) moveq #1,d3 ror.l #2,d3 moveq #32,d2 .l2n move.l d3,d4 rol.l d2,d4 add.w d3,d3 cmp.l d4,d5 bcs.b .no addq.w #1,d3 sub.l d4,d5 .no subq.w #2,d2 bgt.b .l2n ;Now we have just to perform last calculation.. .ok move.l (sp)+,d4 ;i know that this isn't the academic asl.l #5,d4 ;way to make tunnels, but that's the asl.l #5,d6 ;only way i found that eliminates divs.w d3,d6 ;arctan calculation and short both divs.w d3,d4 ;(my atan routine is 100 bytes long....) add.w param3(a4),d4 ;Z axis camera traslation move.w d4,(a1)+ ;just write (u,v) move.w d6,(a1)+ addq.l #1,d0 ;next column cmp.w d7,d0 ble.w .x addq.l #1,d1 ;next row cmp.w d7,d1 ble.w .y movem.l (sp)+,d0a6 rts Here comes the routine that puts all the stuff on screen. it's very simple..just think to dispose all (u,v) calculated with tracer on a grid made by 8x8 pixel square. At every knot you will find a differente (u,v) value. Now we have to interpolate this values from knot to knot for every little square. I dont bother you with interpolation formulas that are just dumb *A5> texture pointer* *A1> 33x33 (u,v) grid pointer* *A0> chunky buffer* ;I know that actually this routine it's slow ;but this is a short code compo, that isn't? :) Lattice movem.l d0a6,(sp) moveq #321,d7 ;y loop counter moveq #0,d0 .scanli swap d7 move.w #321,d7 ;x loop counter .square move.l a0,a6 move.l (33*4)(a1),a4 ;(u4,v4) move.l (a1)+,d1 ;(u1,v1) move.l (33*4)(a1),a3 ;(u3,v3) move.l (a1),d2 ;(u2,v2) sub.l d1,a4 ;(u4u1,v4v1) sub.l d2,a3 ;(u3u2,v3v2) lsl.l #3,d1 ;instead divide by 8 all the increments.. lsl.l #3,d2 ;we just multiply by 8 all the offset :) ;in this way we have not accuracy loss. moveq #81,d6 .Yspan move.l d1,d3 ;(uL,vL) move.l d2,d4 ;(uR,vR) swap d6 sub.l d3,d4 ;(uRuL,vRvL) addq.w #8,d6 asr.l #3,d4 lsl.w #3,d4 asr.w #3,d4 .Xspan move.w d3,d0 ;need explanations rol.l #8,d3 ;this loop? :) move.b d3,d0 ror.l #8,d3 move.b (a5,d0.l),(a6)+ ;just do it :) add.l d4,d3 ;(u+du,v+dv) subq.w #1,d6 bne.s .Xspan lea 2568(a6),a6 ;next span add.l a4,d1 ;(uL+duL,vL+dvL) add.l a3,d2 ;(ur+duR,vR+dvR) swap d6 dbra d6,.Yspan addq.l #8,a0 ;next nice little square dbra d7,.square addq.l #4,a1 lea (256*7)(a0),a0 swap d7 dbra d7,.scanli movem.l (sp)+,d0a6 rts ;And that's all Folks! :) ;; ******************** BSS area ******************** section BSS_Area,bss ; declare BSS vars here. and only here Base Palette ds.l 256 Sin ds.l 2048*4 Texture ds.b 256*256 Grid ds.l 33*33*2 TempData ds.l 32 Chunky ds.b 256*256 All code by nAo/darkAge (when I wrote this i was ramjam :) ) except where is differently specificated. Download the full sources with comments here. 