kolibrios-gitea/programs/develop/libraries/TinyGL/asm_fork/zgl.inc

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include 'opengl_const.inc'
include 'zbuffer.inc'
include 'zmath.inc'
offs_X equ 0
offs_Y equ 4
offs_Z equ 8
offs_W equ 12
;enum { OP_ ## a , ... }
sum1 equ 0
macro ADD_OP a,b,c
{
OP_#a equ sum1
sum1 equ (sum1+1)
}
include 'opinfo.inc'
;initially # of allocated GLVertexes (will grow when necessary)
POLYGON_MAX_VERTEX equ 16
;Max # of specular light pow buffers
MAX_SPECULAR_BUFFERS equ 8
;# of entries in specular buffer
SPECULAR_BUFFER_SIZE equ 1024
;specular buffer granularity
SPECULAR_BUFFER_RESOLUTION equ 1024
MAX_MODELVIEW_STACK_DEPTH equ 32
MAX_PROJECTION_STACK_DEPTH equ 8
MAX_TEXTURE_STACK_DEPTH equ 8
MAX_NAME_STACK_DEPTH equ 64
MAX_TEXTURE_LEVELS equ 11
MAX_LIGHTS equ 16
VERTEX_HASH_SIZE equ 1031
MAX_DISPLAY_LISTS equ 1024
OP_BUFFER_MAX_SIZE equ 512
TGL_OFFSET_FILL equ 0x1
TGL_OFFSET_LINE equ 0x2
TGL_OFFSET_POINT equ 0x4
struct GLSpecBuf
shininess_i dd ? ;int
last_used dd ? ;int
buf rd SPECULAR_BUFFER_SIZE+1 ;float[SPECULAR_BUFFER_SIZE+1]
next dd ? ;struct GLSpecBuf*
ends
offs_spec_shininess_i equ 0
offs_spec_last_used equ 4
offs_spec_buf equ 8
offs_spec_next equ 8+4*(SPECULAR_BUFFER_SIZE+1)
struct GLLight
ambient V4
diffuse V4
specular V4
position V4
spot_direction V3
spot_exponent dd ? ;float
spot_cutoff dd ? ;float
attenuation rd 3 ;float[3]
; precomputed values
cos_spot_cutoff dd ? ;float
norm_spot_direction V3
norm_position V3
; we use a linked list to know which are the enabled lights
enabled dd ? ;int
next dd ? ;struct GLLight*
prev dd ? ;struct GLLight*
ends
struct GLMaterial
emission V4
ambient V4
diffuse V4
specular V4
shininess dd ? ;float
; computed values
shininess_i dd ? ;int
do_specular dd ? ;int
ends
struct GLViewport
xmin dd ? ;int
ymin dd ? ;int
xsize dd ? ;int
ysize dd ? ;int
scale V3
trans V3
updated dd ? ;int
ends
struct GLParamBuffer
ops rd OP_BUFFER_MAX_SIZE ;GLParam[OP_BUFFER_MAX_SIZE]
next dd ? ;struct GLParamBuffer*
ends
offs_gpbu_ops equ 0
offs_gpbu_next equ 4*OP_BUFFER_MAX_SIZE
struct GLList
first_op_buffer dd ? ;GLParamBuffer*
; TODO: extensions for an hash table or a better allocating scheme
ends
struct GLVertex
edge_flag dd ? ;int
normal V3
coord V4
tex_coord V4
color V4
; computed values
ec V4 ; eye coordinates
pc V4 ; coordinates in the normalized volume
clip_code dd ? ;int ; clip code
zp ZBufferPoint ; integer coordinates for the rasterization
ends
struct GLImage
pixmap dd ? ;void*
xsize dd ? ;int
ysize dd ? ;int
xsize_log2 dd ? ;unsigned int
s_bound dd ? ;unsigned int
t_bound dd ? ;unsigned int
ends
offs_imag_pixmap equ 0
offs_imag_xsize equ 4
offs_imag_ysize equ 8
offs_imag_xsize_log2 equ 12
offs_imag_s_bound equ 16
offs_imag_t_bound equ 20
; textures
TEXTURE_HASH_TABLE_SIZE equ 256 ;должно быть кратное 2, в коде берется остаток от деления (через and быстрее чем div)
struct GLTexture
images rb sizeof.GLImage * MAX_TEXTURE_LEVELS ;GLImage[MAX_TEXTURE_LEVELS]
handle dd ? ;int
next dd ? ;struct GLTexture*
prev dd ? ;struct GLTexture*
ends
offs_text_images equ 0
offs_text_handle equ sizeof.GLImage*MAX_TEXTURE_LEVELS
offs_text_next equ 4+offs_text_handle
offs_text_prev equ 8+offs_text_handle
; shared state
struct GLSharedState
lists dd ? ;GLList**
texture_hash_table dd ? ;GLTexture**
ends
; display context
struct GLContext
; Z buffer
zb dd ? ;ZBuffer*
; lights
lights rb sizeof.GLLight * MAX_LIGHTS ;GLLight[MAX_LIGHTS]
first_light dd ? ;GLLight*
ambient_light_model V4
local_light_model dd ? ;int
lighting_enabled dd ? ;int
light_model_two_side dd ? ;int
; materials
materials rb sizeof.GLMaterial * 2 ;GLMaterial[2]
color_material_enabled dd ? ;int
current_color_material_mode dd ? ;int
current_color_material_type dd ? ;int
; textures
current_texture dd ? ;GLTexture*
texture_2d_enabled dd ? ;int
; shared state
shared_state GLSharedState
; current list
current_op_buffer dd ? ;GLParamBuffer*
current_op_buffer_index dd ? ;int
exec_flag dd ? ;int
compile_flag dd ? ;int
print_flag dd ? ;int
; matrix
matrix_mode dd ? ;int режим активного вида матрицы (один из 3-х: GL_MODELVIEW, GL_PROJECTION, GL_TEXTURE)
matrix_stack rd 3 ;*M4[3] указатель на начало массива матриц
matrix_stack_ptr rd 3 ;*M4[3] указатель на активную матрицу из массива
matrix_stack_depth_max rd 3 ;int[3] максимальное число матриц в массивах matrix_stack
matrix_model_view_inv M4
matrix_model_projection M4
matrix_model_projection_updated dd ? ;int
matrix_model_projection_no_w_transform dd ? ;int
apply_texture_matrix dd ? ;int
; viewport
viewport GLViewport
; current state
polygon_mode_back dd ? ;int
polygon_mode_front dd ? ;int
current_front_face dd ? ;int
current_shade_model dd ? ;int
current_cull_face dd ? ;int
cull_face_enabled dd ? ;int
normalize_enabled dd ? ;int
draw_triangle_front dd ? ;gl_draw_triangle_func
draw_triangle_back dd ? ;gl_draw_triangle_func
; selection
render_mode dd ? ;int
select_buffer dd ? ;unsigned int*
select_size dd ? ;int
select_ptr dd ? ;unsigned int*
select_hit dd ? ;unsigned int*
select_overflow dd ? ;int
select_hits dd ? ;int
; names
name_stack rd MAX_NAME_STACK_DEPTH ;unsigned int[MAX_NAME_STACK_DEPTH]
name_stack_size dd ? ;int
; clear
clear_depth dd ? ;float
clear_color V4
; current vertex state
current_color V4
longcurrent_color rd 3 ;unsigned int[3] ;precomputed integer color
current_normal V4
current_tex_coord V4
current_edge_flag dd ? ;int
; glBegin / glEnd
in_begin dd ? ;int
begin_type dd ? ;int
vertex_n dd ? ;int
vertex_cnt dd ? ;int
vertex_max dd ? ;int
vertex dd ? ;GLVertex*
; opengl 1.1 arrays
vertex_array dd ? ;float*
vertex_array_size dd ? ;int
vertex_array_stride dd ? ;int
normal_array dd ? ;float*
normal_array_stride dd ? ;int
color_array dd ? ;float*
color_array_size dd ? ;int
color_array_stride dd ? ;int
texcoord_array dd ? ;float*
texcoord_array_size dd ? ;int
texcoord_array_stride dd ? ;int
client_states dd ? ;int
; opengl 1.1 polygon offset
offset_factor dd ? ;float
offset_units dd ? ;float
offset_states dd ? ;int
; specular buffer. could probably be shared between contexts,
; but that wouldn't be 100% thread safe
specbuf_first dd ? ;GLSpecBuf*
specbuf_used_counter dd ? ;int
specbuf_num_buffers dd ? ;int
; opaque structure for user's use
opaque dd ? ;void*
; resize viewport function
gl_resize_viewport dd ? ;(struct GLContext *c,int *xsize,int *ysize)
; depth test
depth_test dd ? ;int
ends
align 16
gl_ctx dd ? ;extern GLContext*
align 16
proc gl_get_context
mov eax,[gl_ctx]
ret
endp
; this clip epsilon is needed to avoid some rounding errors after
; several clipping stages
CLIP_EPSILON dd 1.0e-5
align 4
proc gl_clipcode uses ebx, x:dword, y:dword, z:dword, w1:dword
xor ebx,ebx
fld1
fadd dword[CLIP_EPSILON]
fmul dword[w1]
fcom dword[x]
fstsw ax
sahf
ja @f
or ebx,2
@@:
fcom dword[y]
fstsw ax
sahf
ja @f
or ebx,8
@@:
fcom dword[z]
fstsw ax
sahf
ja @f
or ebx,32
@@:
fchs
fcom dword[x]
fstsw ax
sahf
jbe @f
or ebx,1
@@:
fcom dword[y]
fstsw ax
sahf
jbe @f
or ebx,4
@@:
fcom dword[z]
fstsw ax
sahf
jbe @f
or ebx,16
@@:
ffree st0
fincstp
mov eax,ebx
ret
endp
;input:
; rf,gf,bf - значения float
; ri,gi,bi - адреса куда будут записаны rf,gf,bf преобразованые в int
align 4
proc RGBFtoRGBI uses eax, rf:dword,gf:dword,bf:dword, ri:dword,gi:dword,bi:dword
locals
s dd ?
endl
mov dword[s],(ZB_POINT_RED_MAX - ZB_POINT_RED_MIN)
fild dword[s]
fmul dword[rf]
mov eax,[ri]
fistp dword[eax]
add dword[eax],ZB_POINT_RED_MIN
mov dword[s],(ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN)
fild dword[s]
fmul dword[gf]
mov eax,[gi]
fistp dword[eax]
add dword[eax],ZB_POINT_GREEN_MIN
;bi = (unsigned int) (bf * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN) + ZB_POINT_BLUE_MIN);
mov dword[s],(ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN)
fild dword[s]
fmul dword[bf]
mov eax,[bi]
fistp dword[eax]
add dword[eax],ZB_POINT_BLUE_MIN
ret
endp