Update to ver 077 - edit subbmit fixed, fire bug fixed, see readme.txt for details.

git-svn-id: svn://kolibrios.org@9740 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
macgub 2022-03-14 17:02:40 +00:00
parent d9a3ea763b
commit 92b749efe6
12 changed files with 901 additions and 718 deletions

View File

@ -600,8 +600,9 @@ else
add esi,12
add edi,12
dec ecx
jne .again
; dec ecx
; jne .again
loop .again
mov [edi],dword -1
end if
ret
@ -667,7 +668,7 @@ translate_points: ; just convert into integer; z coord still needed
end if
.again:
if 0
if 0
fld dword[esi+8]
; fmul [rsscale]
fist word[edi+4]
@ -695,7 +696,7 @@ translate_points: ; just convert into integer; z coord still needed
fiadd [vect_y]
fistp word[edi+2]
end if
if Ext>=SSE
if Ext>=SSE2
movups xmm0,[esi]
cvtps2dq xmm0,xmm0
packssdw xmm0,xmm0
@ -722,8 +723,6 @@ translate_points: ; just convert into integer; z coord still needed
add esi,12
add edi,6
; dec ecx
; jnz .again
loop .again
ret

View File

@ -344,7 +344,7 @@ end if
pop ebp
ret
align 16
glass_line:
; in:
; xmm0 - normal vector 1
@ -362,7 +362,7 @@ glass_line:
push ebp
mov ebp,esp
sub esp,256
sub esp,190
sub ebp,16
and ebp,0xfffffff0
@ -537,7 +537,7 @@ align 16
jnz .ddraw
.end_rp_line:
add esp,256
add esp,190
pop ebp
ret

View File

@ -452,7 +452,7 @@ end if
pop ebp
ret
align 16
glass_tex_line:
; in:
; xmm0 - normal vector 1
@ -747,7 +747,6 @@ end if
.skip:
add edi,4
add esi,4
; addps xmm0,.dn
movaps xmm0,.n1 ; cur normal
addps xmm0,.dn
addps xmm2,.dtx

View File

@ -372,7 +372,7 @@ ray_shd_l:
push ebp
mov ebp,esp
sub esp,320
sub esp,270
sub ebp,16
and ebp,0xfffffff0
@ -421,6 +421,7 @@ ray_shd_l:
shufps xmm3,xmm3,11100001b
@@:
movd .cur_tri,mm7
; sub .cur_tri,dword 1
cmp ax,.x_max
jge .end_rp_line
cmp bx,.x_min
@ -689,7 +690,7 @@ end if
dec ecx
jnz .ddraw
.end_rp_line:
add esp,320
add esp,270
pop ebp
ret

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@ -62,20 +62,6 @@ ret
if Ext > SSE2
;--------------------------------------------------------------------
init_point_lights:
; mov eax,1000
; cvtsi2ss xmm1,eax
; shufps xmm1,xmm1,11000000b
; mov esi,lights_aligned
; mov edi,point_light_coords
; mov ecx,3
; @@:
; movaps xmm0,[esi]
; addps xmm0,[f05xz]
; mulps xmm0,xmm1
; movaps [edi],xmm0
; add esi,64
; add edi,16
; loop @b
mov ecx,3
mov edi,point_light_coords
@@:
@ -90,16 +76,11 @@ init_point_lights:
call random
cvtsi2ss xmm0,eax
movss [edi+4],xmm0
; movzx ebx,word[size_x_var]
; shl ebx,2
; neg ebx
mov ecx,-1900
; sub ecx,100
mov edx,-600
call random
cvtsi2ss xmm0,eax
movss [edi+8],xmm0
; mov dword[edi+8],-1700.0
mov [edi+12],dword 0
add edi,16
pop ecx
@ -174,7 +155,7 @@ intersect_tri: ; Moeller-Trumbore method
; or eax,eax
; jz @f
comiss xmm0,[eps]
jl @f
jb @f
rcpss xmm0,.det
movss .invdet,xmm0
@ -228,7 +209,7 @@ intersect_tri: ; Moeller-Trumbore method
; test eax,1
; jz @f
comiss xmm1,[eps]
jl @f
jb @f
mov eax,1
cmp .ift,0
@ -264,6 +245,16 @@ do_edges_list:
.edd_ptr equ [ebp-8]
.counter equ [ebp-12]
mov ebx, 12
mov eax, 68
mov ecx,[triangles_count_var]
lea ecx,[ecx*3]
shl ecx,4
add ecx,1024
mov edx,[edges_ptr]
int 0x40 ; -> allocate memory to edges
mov [edges_ptr], eax ; -> eax = pointer to allocated mem
mov ebx,[edges_ptr]
mov eax,[triangles_ptr]
@ -280,17 +271,18 @@ do_edges_list:
loop @b
mov ebx,[edges_ptr]
mov ecx,[triangles_count_var]
lea ecx,[ecx*3]
.mxd:
mov eax,[ebx]
mov edx,[ebx+4]
cmp eax,[ebx+4]
jl @f
movq xmm0,[ebx]
pshufd xmm0,xmm0,11100001b
movq [ebx],xmm0
@@:
cmovg eax,edx
cmovg edx,[ebx]
mov [ebx],eax
mov [ebx+4],edx
add ebx,8
loop .mxd
@ -303,20 +295,20 @@ do_edges_list:
mov esi,ecx
shl esi,3
add esi,ebx
dec ecx
.ccc:
mov eax,[ebx+8]
cmp eax,[ebx]
jge .g
jae .g
movq xmm0,[ebx+8]
push ebx
.c:
cmp ebx,esi
jge .done
jae .done
cmp ebx,[edges_ptr]
jl .done
jb .done
cmp eax,[ebx]
jge .done
jae .done
movq xmm7,[ebx]
movq [ebx+8],xmm7
sub ebx,8
@ -328,10 +320,7 @@ do_edges_list:
pop ebx
.g:
add ebx,8
dec ecx
cmp ecx,1
jnz .ccc
loop .ccc
; insert sort again
mov ebx,[edges_ptr]
@ -350,7 +339,7 @@ do_edges_list:
inc ecx
add ebx,8
cmp ebx,esi
jge .br ; break
jae .br ; break
cmp eax,[ebx]
je .aa
mov .counter,ecx
@ -368,12 +357,12 @@ do_edges_list:
mov eax,[ebx+12]
mov edx,[ebx+8]
cmp eax,[ebx+4]
jge .gg2
jae .gg2
movq xmm0,[ebx+8]
push ebx
.c2:
cmp eax,[ebx+4]
jge .done2
jae .done2
movq xmm7,[ebx]
movq [ebx+8],xmm7
@ -405,60 +394,68 @@ do_edges_list:
add esp,8
.ff:
; count edges
mov ecx,0
mov edx,[triangles_count_var]
lea edx,[edx*3]
mov ebx,[edges_ptr]
; mov esi,edx
; shl esi,3
; add esi,[edges_ptr]
mov ecx,[triangles_count_var]
lea ecx,[ecx*3+3]
mov esi,[edges_ptr]
xor edx,edx
cld
.nx:
movq xmm0,[ebx]
add ebx,8
; cmp ebx,esi
; jae @f
movq xmm1,[ebx]
; @@:
pcmpeqd xmm0,xmm1
pmovmskb eax,xmm0
and eax,0xff
cmp eax,0xff
jz @f
inc ecx
@@:
dec edx
jnz .nx
lodsd
mov ebx,eax
lodsd
cmp ebx,[esi]
jnz .ic
cmp eax,[esi+4]
jnz .ic
loop .nx
jmp .endc
.ic:
inc edx
loop .nx
.endc:
mov .ed_cnt,edx
mov ecx,edx
mov .ed_cnt,ecx
lea ecx,[ecx*3]
shl ecx,2
shl ecx,3
add ecx,65536
mov ebx,12
mov eax,68
mov edx,.edd_ptr
int 0x40 ; -> allocate memory to triangles
int 0x40 ; -> allocate memory to new edges
mov .edd_ptr, eax ; -> eax = pointer to allocated mem
mov ebx,[edges_ptr]
mov ecx,[triangles_count_var]
lea ecx,[ecx*3]
.seek:
movq xmm0,[ebx]
movq xmm1,[ebx+8]
pcmpeqd xmm1,xmm0
pmovmskb edx,xmm1
and edx,0xff
cmp edx,0xff
je @f
movq [eax],xmm0
add eax,8
@@:
add ebx,8
loop .seek
mov ecx,[triangles_count_var]
lea ecx,[ecx*3]
add ecx,ecx
mov esi,[edges_ptr]
mov edi,eax
xor edx,edx
cld
.nx1:
lodsd
mov ebx,eax
lodsd
cmp ebx,[esi]
jnz .ic1
cmp eax,[esi+4]
jnz .ic1
loop .nx1
jmp .endc1
.ic1:
xchg eax,ebx
stosd
mov eax,ebx
stosd
inc edx
loop .nx1
.endc1:
mov eax,68
mov ebx,13
@ -595,8 +592,8 @@ draw_dots:
mov edi,[screen_ptr]
lea eax,[eax*3]
add edi,eax
xor eax,eax
not eax
or eax,-1
; not eax
stosd
@@:
loop .drw

View File

@ -707,7 +707,7 @@ if Ext >= SSE2
movups .cty2,xmm3
end if
if (Ext = MMX)
if (Ext = MMX)| (Ext = SSE)
movq mm0,.cby2
movq mm1,.cby1
movq mm2,.cey2
@ -843,7 +843,7 @@ if Ext >= SSE2
end if
if (Ext = MMX)
if (Ext = MMX)| (Ext = SSE)
movq mm0,.cby2
movq mm1,.cby1
movq mm2,.cey2
@ -1469,13 +1469,3 @@ end if
.bl_end:
mov esp,ebp
ret 76
;Ext = MMX
; else
; movq mm5, qword[.temp1] ;-
; paddd mm5, qword[.temp5] ; .temp5 == low dword = TEX_X, high dword = -TEX_X
; pand mm5, qword[.temp3] ; .temp3 == low = high dword = TEX_SIZE
; paddd mm5, qword[.temp4] ; .temp4 == low = high dword = offset .bmap
; movd ebx,mm5
; psrlq mm5,32
; end if

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@ -76,14 +76,19 @@ detect_chunks:
mov .chmr,eax ; chunks mark if bit is set - tri was used
mov edi,eax
pxor xmm0,xmm0
; pxor xmm0,xmm0
mov ecx,[triangles_count_var]
shr ecx,7
shr ecx,5
inc ecx
@@:
movdqa [edi],xmm0
add edi,16
loop @b
xor eax,eax
cld
rep stosd
; shr ecx,7
; inc ecx
; @@:
; movdqa [edi],xmm0
; add edi,16
; loop @b
mov eax,[points_count_var]
@ -293,6 +298,7 @@ detect_chunks:
mov .up,esi
mov .str,edi
; mov edi,.tri_ch1
.lb1: ; nx chunk
cmp edi,.ltch1
jnb .endl
@ -399,7 +405,7 @@ detect_chunks:
; mov ebx,.chunks
mov ebx,.chunks
mov ecx,.ch_cnt
mov esi,.tri_ch

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@ -357,7 +357,7 @@ base_vector:
if Ext=SSE3
db ' (SSE3)'
end if
db ' 0.076',0
db ' 0.077',0
labellen:
STRdata db '-1 '
lab_vert:
@ -488,7 +488,7 @@ end if
the_one:
times 4 dd 1.0
eps: times 4 dd 0.00000
eps: times 4 dd 0.000001
vect_x: dw SIZE_X / 2
vect_y dw SIZE_Y / 2
@ -500,9 +500,9 @@ end if
xres_var dw SIZE_X
epsone dd 1.0001
epsone dd 1.00001
aprox dd 0.0001
epsminus dd -0.0001
epsminus dd 0.00001
file_info:
@ -513,9 +513,9 @@ end if
fptr dd 0 ;workarea
file_name:
db '/sys/3d/house.3ds',0
; db '/tmp0/1/sc.3ds',0
; db '/tmp0/1/bmwm3.3ds',0
rb 256
rb 1024
I_END:

File diff suppressed because it is too large Load Diff

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@ -1,3 +1,25 @@
View3ds 0.076 - XII 2021
1. Detecting manifold chunks procedure based on kind of sorted pivot
table. Chunks are counted and this number displayed.
2. New calculating normal vectors proc that use some data produced
by new chunks routine. Now big object loading is fast. I load object that
contains ~500000 vertices, ~700000 faces and ~2000 0000 unique edges
in few seconds on i5 2cond gen. Earlier such objects calculating was
rather above time limits.
3. On http://board.flatassembler.net occasionaly there are some disccusions
about optimizing. Some clever people, wich skills and competence I trust,
claims - for CPU's manufactured last ~15 years size of code is crucial
for speed. (Better utilize CPU cache).
So I wrote some 'movsd' mnemonics instead 'mov [edi],sth'; 'loop' instead
'dec ecx,jnz sth'. Moreover I come back to init some local varibles
by 'push' (flat_cat.inc). I took effort to change divisions to
multiplications two_tex.inc (works ok in fpu only Ext = NON mode and
of course in Ext = SSE3 mode), grd_tex.inc (single line not parallel
muls, whole drawing routine 4 divs instead 27 divisions),
bump_tex.inc - 3 divs in SSE2 mode.s See sources for details.
4. Editor button allows now editing by vertex all above 65535 vert objects.
----------------------------------------------------------------------------------
View3ds 0.075 - XII 2021
1. Cusom rotate using keys and mouse scroll support by Leency.
----------------------------------------------------------------------------------
@ -8,8 +30,7 @@ View3ds 0.074 - IX 2021
3. New rendering model - ray casted shadows and appropiate button to
set 'on' this option. Note that is non real time model, especially when
complex object is computed. I took effort to introduce accelerating
structure - AABB (Axis Aligned Bounding Boxes).. but it is disabled
structure - AABB (Axis Aligned Bounding Boxes).. but it is disabled
for now - seems to work incorrect(slow).
----------------------------------------------------------------------------------

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@ -1,33 +1,16 @@
View3ds 0.076 - tiny viewer to .3ds and .asc files with several graphics
View3ds 0.077 - tiny viewer to .3ds and .asc files with several graphics
effects implementation.
What's new?
1. Detecting manifold chunks procedure based on kind of sorted pivot
table. Chunks are counted and this number displayed.
2. New calculating normal vectors proc that use some data produced
by new chunks routine. Now big object loading is fast. I load object that
contains ~500000 vertices, ~700000 faces and ~2000 0000 unique edges
in few seconds on i5 2cond gen. Earlier such objects calculating was
rather above time limits.
3. On http://board.flatassembler.net occasionaly there are some disccusions
about optimizing. Some clever people, wich skills and competence I trust,
claims - for CPU's manufactured last ~15 years size of code is crucial
for speed. (Better utilize CPU cache).
So I wrote some 'movsd' mnemonics instead 'mov [edi],sth'; 'loop' instead
'dec ecx,jnz sth'. Moreover I come back to init some local varibles
by 'push' (flat_cat.inc). I took effort to change divisions to
multiplications two_tex.inc (works ok in fpu only Ext = NON mode and
of course in Ext = SSE3 mode), grd_tex.inc (single line not parallel
muls, whole drawing routine 4 divs instead 27 divisions),
bump_tex.inc - 3 divs in SSE2 mode.s See sources for details.
4. Editor button allows now editing by vertex all above 65535 vert objects.
Whats new?
1. More divs elimination comparing to ver 0.076, - grd_cat.inc file.
2. Some 3ds object I have, reads with invalid normals - fixed.
3. Invalid submit edition bug - fixed. Smaller size of adjcent proc.
4. Edges detection fix.
Buttons description:
1. rotary: choosing rotary axle: x, y, x+y, keys - for object translate
using keyboard. .
1. rotary: choosing rotary axle: x, y, x+y, keys - for object custom rotate
using keyboard - keys <, >, PgUp, PgDown.
2. shd. model: choosing shading model: flat, grd (smooth), env (spherical
environment mapping, bump (bump mapping), tex (texture mapping),
pos (position shading depend), dots (app draws only points - nodes of object),
@ -40,7 +23,7 @@ Buttons description:
6. ray shadow: calc ray casted shadows.
7. culling: backface culling on/ off.
8. rand. light: Randomize 3 unlinear lights( so called Phong's illumination).
9. Blur: blur N times; N=0,1,2,3,4,5
9. blur: blur N times; N=0,1,2,3,4,5
10.11,12,13. loseless operations (rotary 90, 180 degrees).
12. emboss: Do emboss effect( flat bumps ), use 'bumps deep' button to do edges
more deep.
@ -56,9 +39,9 @@ Buttons description:
20. bright - -> decrease picture brightness.
21. wav effect -> do effect based sine function.
22. editor -> setting editing option. If is "on" then red bars are draw according to each
vertex, Pressing and moving left mouse button (cursor must be on handler)- change
vertex position. If left mouse button is released apply current position. You may also
decrease whole handlers count by enable culling (using appropriate button) - some
back handlers become hidden.
vertex, Pressing and moving left mouse button (cursor must be on handler)- change
vertex position. If left mouse button is released apply current position. You may also
decrease whole handlers count by enable culling (using appropriate button) - some
back handlers become hidden.
Maciej Guba XII 2021
Maciej Guba march 2022

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@ -1,5 +1,5 @@
; application : View3ds ver. 0.076 - tiny .3ds and .asc files viewer
; application : View3ds ver. 0.077 - tiny .3ds and .asc files viewer
; with a few graphics effects demonstration.
; compiler : FASM
; system : KolibriOS
@ -64,53 +64,74 @@ START: ; start of execution
fstp [rsscale]
pop ebx
call alloc_buffer_mem
call read_param
call read_from_disk ; read, if all is ok eax = 0
cmp eax,0
jne .gen
mov esi,[fptr]
cmp [esi],word 4D4Dh
jne .asc
call read_tp_variables ; init points and triangles count variables
cmp eax,0
call alloc_buffer_mem
call read_param
call read_from_disk ; read, if all is ok eax = 0
btr eax,31 ; mark 1
cmp eax,0
jne .gen
bts eax,31 ; mark 2
mov esi,[fptr]
cmp [esi],word 4D4Dh
jne .asc_gen
call read_tp_variables ; init points and triangles count variables
cmp eax,0
jne .malloc
xor eax,eax ; if failed read -> generate
.gen:
; if no house.3ds on board - generate
xor bl,bl ; reallocate memory
.asc_gen: ; read asc file or generate
push eax
; if no house.3ds on rd - generate
xor bl,bl ; allocate memory
mov [triangles_count_var],20000
mov [points_count_var],20000
call alloc_mem_for_tp
pop eax
bt eax,31
jc .asc
mov bl,[generator_flag]
call generate_object
mov ax,1 ;mark
mov bl,[generator_flag]
call generate_object
jmp .opt
jmp .opt
.asc:
mov [triangles_count_var],10000 ; to do: read asc header
mov [points_count_var],10000
call alloc_mem_for_tp
; xor bl,bl
; mov [triangles_count_var],20000 ; to do: read asc header
; mov [points_count_var],20000
; call alloc_mem_for_tp
call read_asc
xor ax,ax
jmp .opt
.malloc:
call alloc_mem_for_tp
call read_from_file
.opt:
if Ext >= SSE2
push ax
end if
call optimize_object1 ; proc in file b_procs.asm
; set point(0,0,0) in center and calc all coords
; to be in <-1.0,1.0>
call normalize_all_light_vectors
call copy_lights ; to aligned float
call init_triangles_normals2
; call init_triangles_normals2
if Ext >= SSE2
; if first byte of ax set -> old style normal vectors finding
call detect_chunks
mov [chunks_number],ecx
mov [chunks_ptr],ebx
push esi
push edi
call init_triangles_normals2
; esi - tri_ch
; edi - t_ptr - every vertice index - pointer to to all triangles
; that have this index
pop edi
pop esi
pop ax
; esi - tri_ch
; edi - t_ptr - every vertice index - pointer to to all triangles
; that have this index
end if
call init_point_normals
@ -122,7 +143,6 @@ START: ; start of execution
call do_color_buffer ; intit color_map
if Ext >= SSE3
call init_point_lights
mov [fire_flag],0 ; proteza
end if
mov edi,bumpmap
call calc_bumpmap
@ -206,10 +226,22 @@ START: ; start of execution
jmp noclose
red: ; redraw
; xor edx,edx
; @@:
; push edx
mov eax,9 ; get process info
mov ebx,procinfo
mov ecx,-1
or ecx,-1
int 0x40
; pop edx
; inc edx
; cmp dword[procinfo+26],50000000 ; ~ 10 Mbytes
; jb @f
; cmp edx,1
; je @b
; @@:
mov eax,[procinfo+42] ; read params of window
sub eax,225
mov [size_x_var],ax
@ -297,14 +329,14 @@ START: ; start of execution
call update_flags ; update flags and write labels of flags
; do other operations according to flag
cmp ah,3 ; ah = 3 -> shading model
jne .next_m6
cmp [dr_flag],2
jne @f
; cmp ah,3 ; ah = 3 -> shading model
; jne .next_m6
; cmp [dr_flag],2
; jne @f
; call init_envmap2 ; <----! this don't works in env mode
; and more than ~18 kb objects
; call init_envmap_cub2
@@:
; @@:
cmp [dr_flag],4
jne @f
call generate_texture2
@ -402,7 +434,7 @@ START: ; start of execution
call detect_chunks
mov [chunks_number],ecx
mov [chunks_ptr],ebx
mov ax,1 ; - old style detecting normal vectors
; esi - tri_ch
; edi - t_ptr - every vertice index - pointer to to all triangles
; that have this index
@ -412,6 +444,7 @@ START: ; start of execution
call calc_bumpmap_coords ; bump and texture mapping
call do_edges_list
call write_info
.next_m2:
cmp ah,19
je @f
@ -693,6 +726,7 @@ START: ; start of execution
lea ecx,[eax*4]
if (Ext = MMX)|(Ext = SSE)
emms
mov bh,bl
push bx
shl ebx,16
@ -884,9 +918,10 @@ clear_vertices_index:
movzx ecx,word[size_y_var]
imul ecx,eax
xor eax,eax
shr ecx,1
; shr ecx,1
rep stosd
ret
edit: ; mmx required, edit mesh by vertex
push ebp
mov ebp,esp
@ -895,9 +930,9 @@ edit: ; mmx required, edit mesh by vertex
.y_coord equ ebp-2
.x_coord equ ebp-4
.points_translated equ ebp-10
.points equ ebp-22
.points_rotated equ ebp-34
.mx equ ebp-70
.points equ ebp-26
.points_rotated equ ebp-26-16
.mx equ ebp-26-56
macro check_bar
{
@ -906,17 +941,11 @@ edit: ; mmx required, edit mesh by vertex
movzx edx,word[size_x_var]
imul edx,ecx
add ebx,edx
push ebx
mov ecx,ebx
shl ecx,2
; lea ecx,[ebx*2]
shl ecx,2
lea ebx,[ebx*3]
cmp [dr_flag],12
jl @f
add ebx,[esp]
@@:
add esp,4
cmp [dr_flag],10
cmovg ebx,ecx
add ebx,[screen_ptr]
mov ebx,[ebx]
and ebx,0x00ffffff
@ -935,10 +964,9 @@ edit: ; mmx required, edit mesh by vertex
pcmpgtw mm0,mm1
pcmpgtw mm3,mm1
pxor mm3,mm0
movd eax,mm3
mov cx,ax
shr eax,16
and ax,cx
pmovmskb eax,mm3
and eax,1111b
or ax,ax
jz .no_edit
@ -949,15 +977,12 @@ edit: ; mmx required, edit mesh by vertex
; store both x and y coordinates
ror eax,16
; push eax
; sub esp,256
mov [.x_coord],eax
test word[mouse_state],100000000b
jz .not_press ; check if left mouse button press
; left button pressed
check_bar
jne .no_edit
add ecx,[vertices_index_ptr]
@ -992,29 +1017,17 @@ edit: ; mmx required, edit mesh by vertex
check_bar
jne .end
mov esi,[vertex_edit_no]
; dec esi
lea esi,[esi*3]
add esi,esi
add esi,[points_translated_ptr]
emms
movd xmm0,[edit_end_x]
punpcklwd xmm0,[the_zero]
movd xmm1,[vect_x]
punpcklwd xmm1,[the_zero]
; movd xmm2,[offset_y]
; punpcklwd xmm2,[the_zero]
psubd xmm0,xmm1
; psubd xmm0,xmm2
cvtdq2ps xmm0,xmm0
movups [.points],xmm0
movd mm1,dword[esi]
paddw mm1,mm0
psubw mm1,qword[vect_x]
movd dword[esi],mm1
lea edi,[.points]
; detranslate
fninit
fild word[esi+4]
fstp dword[edi+8]
fild word[esi+2]
fisub word[offset_x]
fstp dword[edi+4]
fild word[esi]
fisub word[offset_y] ; proteza
fstp dword[edi]
mov esi,matrix
lea edi,[.mx]
@ -1028,7 +1041,7 @@ edit: ; mmx required, edit mesh by vertex
; inject into vertex list
mov edi,[vertex_edit_no]
; dec edi
; dec edi
lea edi,[edi*3]
shl edi,2
add edi,[points_ptr]
@ -1037,11 +1050,8 @@ edit: ; mmx required, edit mesh by vertex
movsd
movsd
movsd
; mov ecx,3
; cld
; rep movsd
mov dword[edit_start_x],0
mov dword[edit_end_x],0
mov [vertex_edit_no],-1
@ -1096,7 +1106,7 @@ alloc_buffer_mem:
mov esp,ebp
pop ebp
ret
@ -1511,6 +1521,7 @@ init_point_normals:
;in:
; esi - tri_ch
; edi - t_ptr
; ax = 1 -> old style finding normals
.z equ dword [ebp-8]
.y equ dword [ebp-12]
.x equ [ebp-16]
@ -1519,6 +1530,7 @@ init_point_normals:
.t_ptr equ dword [ebp-36]
.tri_ch equ dword [ebp-40]
.max_val equ dword [ebp-44]
.mark equ word [ebp-45]
push ebp
mov ebp,esp
@ -1527,9 +1539,9 @@ init_point_normals:
mov .t_ptr,edi
mov .tri_ch,esi
; mov .mark,ax
bt ax,0
jc .old1
mov ecx,[triangles_count_var]
@ -1581,6 +1593,9 @@ init_point_normals:
jmp .end
.old1:
xor edx,edx
.old:
@ -1644,6 +1659,9 @@ init_point_normals:
mov edx,.point_number
cmp edx,[points_count_var]
jne .ipn_loop
; cmp .mark,1
; je .end1
; always free if Ext>=SSE2
.end:
mov eax,68
@ -1656,7 +1674,7 @@ init_point_normals:
mov ecx,.tri_ch
int 0x40
; .end1:
add esp,64
@ -1817,38 +1835,37 @@ clrscr:
movzx ecx,word[size_x_var]
movzx eax,word[size_y_var]
imul ecx,eax
cld
xor eax,eax
if Ext=NON
; if Ext=NON
rep stosd
else if Ext = MMX
pxor mm0,mm0
@@:
movq [edi+00],mm0
movq [edi+08],mm0
movq [edi+16],mm0
movq [edi+24],mm0
add edi,32
sub ecx,8
jnc @b
else
push ecx
mov ecx,edi
and ecx,0x0000000f
rep stosb
pop ecx
and ecx,0xfffffff0
xorps xmm0,xmm0
@@:
movaps [edi],xmm0
movaps [edi+16],xmm0
movaps [edi+32],xmm0
movaps [edi+48],xmm0
add edi,64
sub ecx,16
jnz @b
end if
; else if Ext = MMX
; pxor mm0,mm0
; @@:
; movq [edi+00],mm0
; movq [edi+08],mm0
; movq [edi+16],mm0
; movq [edi+24],mm0
; add edi,32
; sub ecx,8
; jnc @b
; else
; push ecx
; mov ecx,edi
; and ecx,0x0000000f
; rep stosb
; pop ecx
; and ecx,0xfffffff0
; xorps xmm0,xmm0
; @@:
; movaps [edi],xmm0
; movaps [edi+16],xmm0
; movaps [edi+32],xmm0
; movaps [edi+48],xmm0
; add edi,64
; sub ecx,16
; jnz @b
; end if
ret
@ -1879,7 +1896,7 @@ draw_triangles:
push ebp
mov ebp,esp
sub esp,60
sub esp,64
; movzx ax,[dr_flag]
mov .dr_flag,ax
@ -2777,6 +2794,7 @@ if Ext >= SSE3
; je @f
; int3
; @@:
mov eax, .index1x12
mov ebx, .index2x12
mov ecx, .index3x12
@ -2945,7 +2963,7 @@ end if
.eend:
add esp,60
add esp,64
pop ebp
ret
@ -2956,7 +2974,7 @@ draw_handlers:
; in eax - render model
push ebp
mov ebp,esp
; emms
emms
.fac equ dword[ebp-16]
.xplus_scr equ ebp-8
.xplus_index equ ebp-12
@ -3320,12 +3338,12 @@ alloc_mem_for_tp:
int 0x40 ; -> allocate memory to triangles
mov [triangles_ptr], eax ; -> eax = pointer to allocated mem
mov eax, 68
mov ecx,[triangles_count_var]
imul ecx,[i36]
mov edx,[edges_ptr]
int 0x40 ; -> allocate memory to triangles
mov [edges_ptr], eax ; -> eax = pointer to allocated mem
; mov eax, 68
; mov ecx,[triangles_count_var]
; imul ecx,[i36]
; mov edx,[edges_ptr]
; int 0x40 ; -> allocate memory to triangles
; mov [edges_ptr], eax ; -> eax = pointer to allocated mem
; ststic memory
@ -3411,6 +3429,7 @@ read_from_disk:
; eax = 0 -> ok file loaded
ret
read_param:
cld
mov esi,I_Param
cmp dword[esi],0
je .end
@ -3543,9 +3562,6 @@ ret
; ******* WINDOW DEFINITIONS AND DRAW ********
; *********************************************
draw_window:
movzx eax,[fire_flag]
push eax
; int3
mov eax,12 ; function 12:tell os about windowdraw
mov ebx,1 ; 1, start of draw
int 0x40
@ -3732,8 +3748,8 @@ ret
mov eax,12 ; function 12:tell os about windowdraw
mov ebx,2 ; 2, end of draw
int 0x40
pop eax
mov [fire_flag],al
; pop eax
; mov [fire_flag],al
ret