Simulácia horiaceho ohňa
Delphi & Pascal (česká wiki)
Category: KMP (Club of young programmers)
Author: Aleš Kucik
web: www.webpark.cz/prog-pascal
Program: Fire.pas, Graphx.pas
need: F1.pal, F2.pal
Author: Aleš Kucik
web: www.webpark.cz/prog-pascal
Program: Fire.pas, Graphx.pas
need: F1.pal, F2.pal
Demonštrační program pro efekt ohne
Tento program by měl sloužit jenom jako ukázka. Tvorivosti se meze nekladou. Mužete měnit paletu, pixely ze kterých se počíta pruměrná hodnota, zhášecí konstantu atd. Pokud nevíte jak vytvořit svou paletu kouknete sem makepal.pas. Uvidíte několik efektu, pracujícich na stejnem princípu.
Tento program by měl sloužit jenom jako ukázka. Tvorivosti se meze nekladou. Mužete měnit paletu, pixely ze kterých se počíta pruměrná hodnota, zhášecí konstantu atd. Pokud nevíte jak vytvořit svou paletu kouknete sem makepal.pas. Uvidíte několik efektu, pracujícich na stejnem princípu.
{ GRAPHX.PAS Copyright (c) Ales Kucik } { Unit pro praci s grafickym rezimem v Pascalu. } { } { Datum:29.11.2002 http://www.trsek.com } unit GraphX; {$G+} interface const VGA=$a000; type tVirtual = array [1..64000] of byte; tpal=array [0..255,0..2] of byte; bod3D=record x,y,z:integer; end; bod2D=record x,y:integer; end; procedure SetVGA; procedure SetText; procedure Cls (col:byte; where:word); procedure PutPixel (x,y :integer; col:byte; where:word); procedure Flip (source,dest:word); procedure SetPal(col,r,g,b:byte); procedure GetPal(col:byte;var r,g,b:byte); procedure getVGApal(var pal:tpal); procedure setVGApal(pal: tpal); function BIOSFont:pointer; procedure XYText(const font: pointer;const x,y:word; const col:byte;const s:string; where:word); procedure XYTextB(font:pointer; x,y:word; color:byte; s:string; where:word); procedure WaitRetrace; procedure LineH(x,y,d:integer; col:byte; where:word); procedure LineV(x,y,d:integer; col:byte; where:word); procedure Line(a,b,c,d:integer; col:byte; where:word); procedure Pixel3D(var a,b:integer; x,y,z:integer); implementation procedure SetVGA; assembler; asm mov ax,0013h int 10h end; procedure SetText; assembler; asm mov ax,0003h int 10h end; procedure Cls; assembler; asm push es mov cx, 32000; mov es,[where]; xor di,di mov al,[col] mov ah,al rep stosw pop es end; procedure PutPixel; assembler; asm mov ax,[where] mov es,ax mov bx,[x] mov dx,[y] mov di,bx mov bx,dx shl bx,8 shl dx,6 add dx,bx add di,dx mov al,[col] stosb end; procedure Flip; assembler; asm push ds mov ax, [Dest] mov es, ax mov ax, [Source] mov ds, ax xor si, si xor di, di mov cx, 32000 rep movsw pop ds end; procedure SetPal; assembler; asm mov dx,3c8h mov al,[col] out dx,al inc dx mov al,[r] out dx,al mov al,[g] out dx,al mov al,[b] out dx,al end; procedure GetPal; begin port[$3c7]:= col; r:= port[$3c9]; g:= port[$3c9]; b:= port[$3c9]; end; procedure getVGApal; var loop:byte; begin for loop:=0 to 255 do getpal(loop,pal[loop,0],pal[loop,1],pal[loop,2]); end; procedure setVGApal; var loop:byte; begin for loop:=0 to 255 do setpal(loop,pal[loop,0],pal[loop,1],pal[loop,2]); end; function BIOSFont; var font:pointer; begin asm push bp mov ax, 1130h mov bx, 0100h int 10h mov ax, bp pop bp mov word ptr[font], ax mov word ptr[font+2], es end; BIOSFont:=font; end; procedure XYText; assembler; var FirstChar, CharHeight :Byte; CharNr, ScreenPTR :Word; asm push ds mov ax,where { Setup ES:[BX] = X,Y to plot at } mov es,ax mov bx,x mov ax,y xchg ah,al add bx,ax shr ax,2 add bx,ax lds di,font mov dl,[di] { height of font goes into dh } mov CharHeight,dl inc di mov dl,[di] mov FirstChar,dl mov CharNr,0 { Ugh! Character counter, not a very } { good method, but I'm all out of registers :-( } @nextchar: inc CharNr { also skips lengthbyte! } push ds { This I don't like, pushing and popping. } lds si,[S] { But unfortunately I can't seem to find } add si,CharNr { any spare registers? Intel, can you help? } lodsb { load asciivalue into al } pop ds cmp al,0 { check for null-termination } je @exit { exit if end of string } mov ScreenPTR,BX { save bx } mov dh,CharHeight xor ah,ah mov cl,firstchar { firstchar } sub al,cl { al = currentchar - firstchar } mov si,ax { di = scrap register } mul dh { ax * fontheight } add ax,si { ax + characters to skip } lds di,font { This can be omptimized I think (preserve DI) } add di,3 { skip header } add di,ax { Point into structure } mov cl,[di] { get character width } @nextline: mov ch,cl { ch is the height counter. cl is the original. } inc di { .. now points to bitmap } mov dl,[di] { get bitmap byte } @nextpixel: rol dl,1 { rotate bitmap and prepare for next pixel } mov al,dl { mov bitmap into al for manipulation } and al,1 { mask out the correct bit } jz @masked { jump if transperent } mov al,col mov byte ptr es:[bx],al { Set the pixel on the screen } @masked: inc bx { increment X-offset } dec ch { are we done? last byte in character? } jnz @nextpixel { nope, out with another pixel } add bx,320 { Go to next line on the screen } sub bx,cx { X-alignment fixup } dec dh { are we done with the character? } jnz @nextline mov bx,ScreenPTR { restore screen offset and prepare for next character } add bx,cx inc bx { A little gap between the letters, thank you... } jmp @nextchar @exit: pop ds end; procedure XYTextB; assembler; var firstChar: byte; charNr, screenPTR: word; asm push ds mov ax, where {vypocet pocatecni pozice} mov es, ax {es obsahuje segment obrazovky/pameti} mov bx, x mov ax, y xchg ah, al add bx, ax shr ax, 2 add bx, ax {pozice je ulozena v bx} lds di, font mov charNr, 0 mov cl, color {v cl je cislo barvy} @nextchar: inc charNr push ds lds si, [s] add si, charNr lodsb pop ds cmp al, 0 je @exit mov screenPTR, bx {ulozime si bx} mov dh, 8 xor ah, ah mul dh mov si, di add si, ax @nextline: lodsb mov ch, 8 mov dl, al @nextpixel: rol dl, 1 mov al, dl and al, 1 jz @masked mov byte ptr es:[bx], cl @masked: inc bx dec ch jnz @nextpixel add bx, 320 sub bx, 8 dec dh jnz @nextline mov bx, screenPTR add bx, 8 inc bx jmp @nextChar @exit: pop ds end; procedure WaitRetrace; assembler; label l1,l2; asm mov dx,3DAh l1: in al,dx and al,08h jnz l1 l2: in al,dx and al,08h jz l2 end; procedure LineH; var loop:word; begin for loop:=x to d+x do putpixel(loop,y,col,where); end; procedure LineV; var loop:word; begin for loop:=y to y+d do putpixel(x,loop,col,where); end; procedure Line; function sgn(a:real):integer; begin if a>0 then sgn:=1 else if a<0 then sgn:=-1 else sgn:=0; end; var i,s,d1x,d1y,d2x,d2y,u,v,m,n:integer; begin u:= c-a; v:= d-b; d1x:= sgn(u); d1y:= sgn(v); m:= abs(u); n:= abs(v); if not(m>n) then begin d2x:= 0; d2y:= d1y; i:=m; m:=n; n:=i; end else begin d2x:= d1x; d2y:= 0; end; s:= m shr 1; for i:=0 to m do begin putpixel(a,b,col,where); s:= s+n; if not(s<m) then begin s:= s-m; a:= a+d1x; b:= b+d1y; end else begin a:= a+d2x; b:= b+d2y; end; end; end; procedure Pixel3D; var q:longint; begin q:= z+300; a:= ((x shl 8) div q)+160; b:= ((y shl 8) div q)+100; end; end.