kolibrios/programs/develop/libraries/TinyGL/asm_fork/ztriangle.asm

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;
; Макрос DRAW_LINE имеет параметр code, от которого зависит
; будет ли включен код или объявлены переменные.
; В версии на C++ параметра code нет, потому что там переменные
; можно ставить в любом месте функции, в asm версии такое не проходит.
;
INTERP_Z equ 1
macro DRAW_INIT
{
if TGL_FEATURE_RENDER_BITS eq 24
mov ecx,[p2]
mov eax,[ecx+offs_zbup_r]
mov [colorR],ah ;colorR=p2.r>>8
mov eax,[ecx+offs_zbup_g]
mov [colorG],ah ;colorG=p2.g>>8
mov eax,[ecx+offs_zbup_b]
mov [colorB],ah ;colorB=p2.b>>8
;else
; color=RGB_TO_PIXEL(p2->r,p2->g,p2->b);
end if
}
macro PUT_PIXEL _a
{
local .end_0
mov eax,[z]
shr eax, ZB_POINT_Z_FRAC_BITS
mov [zz],eax
mov ebx,[pz]
cmp ax,word[ebx+2*_a] ;if (zz >= pz[_a])
jl .end_0
;edi = pp
mov word[ebx+2*_a],ax ;пишем в буфер глубины новое значение
if TGL_FEATURE_RENDER_BITS eq 24
mov cl,[colorR]
mov ch,[colorG]
mov word[edi+3*_a],cx
mov cl,[colorB]
mov byte[edi+3*_a +2],cl
;else
; pp[_a]=color;
end if
.end_0:
mov eax,[dzdx]
add [z],eax
}
align 4
proc ZB_fillTriangleFlat, zb:dword, p0:dword, p1:dword, p2:dword
locals
if TGL_FEATURE_RENDER_BITS eq 24
colorR db ?
colorG db ?
colorB db ? ;unsigned char
else
color dd ? ;int
end if
include 'ztriangle.inc'
;
; Smooth filled triangle.
; The code below is very tricky :)
;
INTERP_Z equ 1
INTERP_RGB equ 1
macro DRAW_INIT
{
if TGL_FEATURE_RENDER_BITS eq 16
; _drgbdx=((drdx / (1<<6)) << 22) & 0xFFC00000;
; _drgbdx|=(dgdx / (1<<5)) & 0x000007FF;
; _drgbdx|=((dbdx / (1<<7)) << 12) & 0x001FF000;
end if
}
macro PUT_PIXEL _a
{
local .end_0
mov eax,[z]
shr eax,ZB_POINT_Z_FRAC_BITS
mov [zz],eax
mov ebx,[pz]
cmp ax,word[ebx+2*_a] ;if (zz >= pz[_a])
jl .end_0
;edi = pp
mov word[ebx+2*_a],ax ;пишем в буфер глубины новое значение
if TGL_FEATURE_RENDER_BITS eq 24
mov ecx,[og1]
mov eax,[or1]
mov cl,ah
mov word[edi+3*_a],cx
mov eax,[ob1]
mov byte[edi+3*_a +2],ah
end if
if TGL_FEATURE_RENDER_BITS eq 16
; tmp=rgb & 0xF81F07E0;
; pp[_a]=tmp | (tmp >> 16);
;else
; pp[_a] = RGB_TO_PIXEL(or1, og1, ob1);
end if
.end_0:
mov eax,[dzdx]
add [z],eax
if TGL_FEATURE_RENDER_BITS eq 16
; rgb=(rgb+drgbdx) & ( ~ 0x00200800);
end if
if TGL_FEATURE_RENDER_BITS <> 16
mov eax,[dgdx]
add [og1],eax
mov eax,[drdx]
add [or1],eax
mov eax,[dbdx]
add [ob1],eax
end if
}
macro DRAW_LINE code
{
local .cycle_0
local .cycle_1
if TGL_FEATURE_RENDER_BITS eq 16
if code eq 0
tmp dd ? ;uint
rgb dd ? ;uint
drgbdx dd ? ;uint
end if
if code eq 1
mov eax,[x2]
sar eax,16
sub eax,[x1]
mov [n],eax ;n = (x2 >> 16) - x1
mov edi,[pp1]
add edi,[x1] ;pp = pp1 + x1
mov eax,[pz1]
add eax,[x1]
mov [pz],eax ;pz = pz1 + x1
mov eax,[z1]
mov [z],eax ;z = z1
mov eax,[r1]
shl eax,16
and eax,0xFFC00000
mov [rgb],eax ;rgb = (r1 << 16) & 0xFFC00000
mov eax,[g1]
shr eax,5
and eax,0x000007FF
or [rgb],eax ;rgb |= (g1 >> 5) & 0x000007FF
mov eax,[b1]
shl eax,5
and eax,0x001FF000
or [rgb],eax ;rgb |= (b1 << 5) & 0x001FF000
mov eax,[_drgbdx]
mov [drgbdx],eax ;drgbdx = _drgbdx
align 4
.cycle_0: ;while (n>=3)
cmp dword[n],3
jl .cycle_1
PUT_PIXEL 0
PUT_PIXEL 1
PUT_PIXEL 2
PUT_PIXEL 3
add dword[pz],8
add edi,4*3
sub [n],4
jmp .cycle_0
.cycle_1: ;while (n>=0)
cmp dword[n],0
jl .cycle_1_end
PUT_PIXEL 0
add dword[pz],2
add edi,3
dec dword[n]
jmp .cycle_1
.cycle_1_end:
end if
end if
}
align 4
proc ZB_fillTriangleSmooth, zb:dword, p0:dword, p1:dword, p2:dword
locals
if TGL_FEATURE_RENDER_BITS eq 16
_drgbdx dd ? ;int
end if
include 'ztriangle.inc'
align 4
proc ZB_setTexture uses eax ebx, zb:dword, texture:dword
mov eax,[zb]
mov ebx,[texture]
mov dword[eax+offs_zbuf_current_texture],ebx
ret
endp
INTERP_Z equ 1
INTERP_ST equ 1
macro DRAW_INIT
{
mov eax,[zb]
mov eax,[eax+offs_zbuf_current_texture]
mov [texture],eax
}
macro PUT_PIXEL _a
{
local .end_0
mov eax,[z]
shr eax,ZB_POINT_Z_FRAC_BITS
mov [zz],eax
mov ebx,[pz]
cmp ax,word[ebx+2*_a] ;if (zz >= pz[_a])
jl .end_0
;edi = pp
mov word[ebx+2*_a],ax ;пишем в буфер глубины новое значение
if TGL_FEATURE_RENDER_BITS eq 24
mov ebx,[t]
and ebx,0x3fc00000
or ebx,[s]
shr ebx,14
imul ebx,3
add ebx,[texture] ;ptr = texture + (((t & 0x3fc00000) | s) >> 14) * 3
mov ax,word[ebx]
mov word[edi+3*_a],ax ;pp[3 * _a]= ptr[0,1]
mov al,byte[ebx+2]
mov byte[edi+3*_a +2],al ;pp[3 * _a + 2]= ptr[2]
else
; pp[_a]=texture[((t & 0x3FC00000) | s) >> 14];
end if
.end_0:
mov eax,[dzdx]
add [z],eax
mov eax,[dsdx]
add [s],eax
mov eax,[dtdx]
add [t],eax
}
align 4
proc ZB_fillTriangleMapping, zb:dword, p0:dword, p1:dword, p2:dword
locals
texture dd ? ;PIXEL*
include 'ztriangle.inc'
;
; Texture mapping with perspective correction.
; We use the gradient method to make less divisions.
; TODO: pipeline the division
;
if 1
INTERP_Z equ 1
INTERP_STZ equ 1
NB_INTERP equ 8
macro DRAW_INIT
{
mov eax,[zb]
mov eax,[eax+offs_zbuf_current_texture]
mov [texture],eax
mov dword[esp-4],NB_INTERP
fild dword[esp-4]
fild dword[dzdx]
fst dword[fdzdx] ;fdzdx = (float)dzdx
fmul st0,st1
fstp dword[fndzdx] ;fndzdx = NB_INTERP * fdzdx
fld dword[fdzdx]
fmul st0,st1
fstp dword[ndszdx] ;ndszdx = NB_INTERP * dszdx
fmul dword[dtzdx]
fstp dword[ndtzdx] ;ndtzdx = NB_INTERP * dtzdx
}
macro PUT_PIXEL _a
{
local .end_0
mov eax,[z]
shr eax,ZB_POINT_Z_FRAC_BITS
mov [zz],eax
mov ebx,[pz]
cmp ax,word[ebx+2*_a] ;if (zz >= pz[_a])
jl .end_0
;edi = pp
mov word[ebx+2*_a],ax ;пишем в буфер глубины новое значение
if TGL_FEATURE_RENDER_BITS eq 24
mov ebx,[t]
and ebx,0x3fc00000
mov eax,[s]
and eax,0x003fc000
or ebx,eax
shr ebx,14
imul ebx,3
add ebx,[texture] ;ptr = texture + (((t & 0x3fc00000) | (s & 0x003FC000)) >> 14) * 3
mov ax,word[ebx]
mov word[edi+3*_a],ax ;pp[3 * _a]= ptr[0,1]
mov al,byte[ebx+2]
mov byte[edi+3*_a +2],al ;pp[3 * _a + 2]= ptr[2]
else
; pp[_a]=*(PIXEL *)((char *)texture+
; (((t & 0x3FC00000) | (s & 0x003FC000)) >> (17 - PSZSH)));
end if
.end_0:
mov eax,[dzdx]
add [z],eax
mov eax,[dsdx]
add [s],eax
mov eax,[dtdx]
add [t],eax
}
DRAW_LINE_M equ 1
macro DRAW_LINE code
{
if TGL_FEATURE_RENDER_BITS eq 24
if code eq 0
s dd ? ;uint
t dd ? ;uint
n1 dd ? ;int - длинна горизонтальной линии в пикселях
dsdx dd ? ;int
dtdx dd ? ;int
fz dd ? ;float
zinv dd ? ;float
end if
if code eq 1
mov eax,[x2]
sar eax,16
sub eax,[x1]
mov [n1],eax ;n1 = (x2 >> 16) - x1
fld1
fild dword[z1]
fst dword[fz] ;fz = (float)z1
;fld1
fdivp
fstp dword[zinv] ;zinv = 1.0 / fz
mov edi,[x1]
imul edi,PSZB
add edi,[pp1] ;pp = (pp1 + x1 * PSZB)
mov eax,[pz1]
add eax,[x1]
mov [pz],eax ;pz = pz1 + x1
mov eax,[z1]
mov [z],eax ;z = z1
mov eax,[sz1]
mov [s_z],eax ;sz = sz1
mov eax,[tz1]
mov [t_z],eax ;tz = tz1
align 4
.cycle_2: ;while (n1>=(NB_INTERP-1))
cmp dword[n1],NB_INTERP-1
jl .cycle_2_end
fld dword[zinv]
fld st0
fmul dword[s_z] ;ss = (sz * zinv)
fist dword[s] ;s = (int) ss
fmul dword[fdzdx]
fchs
fadd dword[dszdx]
fmul dword[zinv]
fistp dword[dsdx] ;dsdx = (int)( (dszdx - ss*fdzdx)*zinv )
fmul dword[t_z] ;tt = (tz * zinv)
fist dword[t] ;t = (int) tt
fmul dword[fdzdx]
fchs
fadd dword[dtzdx]
fmul dword[zinv]
fistp dword[dtdx] ;dtdx = (int)( (dtzdx - tt*fdzdx)*zinv )
fld1
fld dword[fz]
fadd dword[fndzdx]
fst dword[fz] ;fz += fndzdx
;fld1
fdivp
fstp dword[zinv] ;zinv = 1.0 / fz
PUT_PIXEL 0
PUT_PIXEL 1
PUT_PIXEL 2
PUT_PIXEL 3
PUT_PIXEL 4
PUT_PIXEL 5
PUT_PIXEL 6
PUT_PIXEL 7
add dword[pz],2*NB_INTERP ;pz += NB_INTERP
add edi,NB_INTERP*PSZB ;pp += NB_INTERP * PSZB
sub dword[n1],NB_INTERP ;n1 -= NB_INTERP
fld dword[ndszdx]
fadd dword[s_z]
fstp dword[s_z] ;s_z += ndszdx
fld dword[ndtzdx]
fadd dword[t_z]
fstp dword[t_z] ;tz += ndtzdx
jmp .cycle_2
.cycle_2_end:
fld dword[zinv]
fld st0
fmul dword[s_z] ;ss = (sz * zinv)
fist dword[s] ;s = (int) ss
fmul dword[fdzdx]
fchs
fadd dword[dszdx]
fmul dword[zinv]
fistp dword[dsdx] ;dsdx = (int)( (dszdx - ss*fdzdx)*zinv )
fmul dword[t_z] ;tt = (tz * zinv)
fist dword[t] ;t = (int) tt
fmul dword[fdzdx]
fchs
fadd dword[dtzdx]
fmul dword[zinv]
fistp dword[dtdx] ;dtdx = (int)( (dtzdx - tt*fdzdx)*zinv )
align 4
.cycle_3: ;while (n1>=0)
cmp dword[n1],0
jl .cycle_3_end
PUT_PIXEL 0
add dword[pz],2 ;pz += 1
add edi,PSZB ;pp += PSZB
dec dword[n1]
jmp .cycle_3
.cycle_3_end:
end if
end if
}
align 4
proc ZB_fillTriangleMappingPerspective, zb:dword, p0:dword, p1:dword, p2:dword
locals
texture dd ? ;PIXEL *
fdzdx dd ? ;float
fndzdx dd ? ;float
ndszdx dd ? ;float
ndtzdx dd ? ;float
include 'ztriangle.inc'
end if
if 0
; slow but exact version (only there for reference, incorrect for 24
; bits)
INTERP_Z equ 1
INTERP_STZ equ 1
macro DRAW_INIT
{
mov eax,[zb]
mov eax,[eax+offs_zbuf_current_texture]
mov [texture],eax
}
macro PUT_PIXEL _a
{
local .end_0
; int s,t;
mov eax,[z]
shr eax,ZB_POINT_Z_FRAC_BITS
mov [zz],eax
mov ebx,[pz]
cmp ax,word[ebx+2*_a] ;if (zz >= pz[_a])
jl .end_0
;edi = pp
mov word[ebx+2*_a],ax ;пишем в буфер глубины новое значение
fild dword[z]
fld dword[s_z]
fdiv st0,st1
;fistp dword[...s...] ;s = (int) (s_z / (float) z)
; t= (int) (t_z / (float) z);
; pp[_a]=texture[((t & 0x3FC00000) | s) >> 14];
.end_0:
mov eax,[dzdx]
add [z],eax
fld dword[dszdx]
fadd dword[s_z]
fstp dword[s_z]
fld dword,[dtzdx]
fadd dword[t_z]
fstp dword[t_z]
}
align 4
proc ZB_fillTriangleMappingPerspective, zb:dword, p0:dword, p1:dword, p2:dword
locals
texture dd ? ;PIXEL*
include 'ztriangle.inc'
end if