kolibrios-fun/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
offs_ligh_ambient equ 0 ;V4
offs_ligh_diffuse equ 16 ;V4
offs_ligh_specular equ 32 ;V4
offs_ligh_position equ 48 ;V4
offs_ligh_spot_direction equ 64 ;V3
offs_ligh_spot_exponent equ 76 ;dd ?
offs_ligh_spot_cutoff equ 80 ;dd ?
offs_ligh_attenuation equ 84 ;rd 3
offs_ligh_cos_spot_cutoff equ 96 ;dd ?
offs_ligh_norm_spot_direction equ 100 ;V3
offs_ligh_norm_position equ 112 ;V3
offs_ligh_enabled equ 124 ;dd ?
offs_ligh_next equ 128 ;dd ?
offs_ligh_prev equ 132 ;dd ?
struct GLMaterial
emission V4
ambient V4
diffuse V4
specular V4
shininess dd ? ;float
; computed values
shininess_i dd ? ;int
do_specular dd ? ;int
ends
offs_mate_emission equ 0 ;V4
offs_mate_ambient equ 16 ;V4
offs_mate_diffuse equ 32 ;V4
offs_mate_specular equ 48 ;V4
offs_mate_shininess equ 64 ;dd
offs_mate_shininess_i equ 68 ;dd
offs_mate_do_specular equ 72 ;dd
struct GLViewport
xmin dd ? ;int
ymin dd ? ;int
xsize dd ? ;int
ysize dd ? ;int
scale V3
trans V3
updated dd ? ;int
ends
offs_vpor_xmin equ 0
offs_vpor_ymin equ 4
offs_vpor_xsize equ 8
offs_vpor_ysize equ 12
offs_vpor_scale equ 16
offs_vpor_trans equ 28
offs_vpor_updated equ 40
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
offs_vert_edge_flag equ 0
offs_vert_normal equ 4
offs_vert_coord equ 16
offs_vert_tex_coord equ 32
offs_vert_color equ 48
offs_vert_ec equ 64
offs_vert_pc equ 80
offs_vert_clip_code equ 96
offs_vert_zp equ 100
struct GLImage
pixmap dd ? ;void*
xsize dd ? ;int
ysize dd ? ;int
ends
offs_imag_pixmap equ 0
; 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
offs_cont_s0 equ (4 + sizeof.GLLight * MAX_LIGHTS)
offs_cont_s1 equ (32 + offs_cont_s0 + sizeof.GLMaterial * 2)
offs_cont_s2 equ (228 + offs_cont_s1 + sizeof.GLViewport)
offs_cont_s3 equ (64 + offs_cont_s2 + MAX_NAME_STACK_DEPTH * 4)
offs_cont_zb equ 0 ;ZBuffer*
offs_cont_lights equ 4 ;GLLight[MAX_LIGHTS]
offs_cont_first_light equ offs_cont_s0 ;GLLight*
offs_cont_ambient_light_model equ 4+offs_cont_s0 ;V4
offs_cont_local_light_model equ 20+offs_cont_s0 ;int
offs_cont_lighting_enabled equ 24+offs_cont_s0 ;int
offs_cont_light_model_two_side equ 28+offs_cont_s0 ;int
offs_cont_materials equ 32+offs_cont_s0 ;GLMaterial[2]
offs_cont_color_material_enabled equ offs_cont_s1 ;int
offs_cont_current_color_material_mode equ 4+offs_cont_s1 ;int
offs_cont_current_color_material_type equ 8+offs_cont_s1 ;int
offs_cont_current_texture equ 12+offs_cont_s1 ;GLTexture*
offs_cont_texture_2d_enabled equ 16+offs_cont_s1 ;int
offs_cont_shared_state equ 20+offs_cont_s1 ;GLSharedState
offs_cont_current_op_buffer equ 28+offs_cont_s1 ;GLParamBuffer*
offs_cont_current_op_buffer_index equ 32+offs_cont_s1 ;int
offs_cont_exec_flag equ 36+offs_cont_s1 ;int
offs_cont_compile_flag equ 40+offs_cont_s1 ;int
offs_cont_print_flag equ 44+offs_cont_s1 ;int
offs_cont_matrix_mode equ 48+offs_cont_s1 ;int
offs_cont_matrix_stack equ 52+offs_cont_s1 ;*M4[3]
offs_cont_matrix_stack_ptr equ 64+offs_cont_s1 ;*M4[3]
offs_cont_matrix_stack_depth_max equ 76+offs_cont_s1 ;int[3]
offs_cont_matrix_model_view_inv equ 88+offs_cont_s1 ;M4
offs_cont_matrix_model_projection equ 152+offs_cont_s1 ;M4
offs_cont_matrix_model_projection_updated equ 216+offs_cont_s1 ;int
offs_cont_matrix_model_projection_no_w_transform equ 220+offs_cont_s1 ;int
offs_cont_apply_texture_matrix equ 224+offs_cont_s1 ;int
offs_cont_viewport equ 228+offs_cont_s1 ;GLViewport
offs_cont_polygon_mode_back equ offs_cont_s2 ;int
offs_cont_polygon_mode_front equ 4+offs_cont_s2 ;int
offs_cont_current_front_face equ 8+offs_cont_s2 ;int
offs_cont_current_shade_model equ 12+offs_cont_s2 ;int
offs_cont_current_cull_face equ 16+offs_cont_s2 ;int
offs_cont_cull_face_enabled equ 20+offs_cont_s2 ;int
offs_cont_normalize_enabled equ 24+offs_cont_s2 ;int
offs_cont_draw_triangle_front equ 28+offs_cont_s2 ;gl_draw_triangle_func
offs_cont_draw_triangle_back equ 32+offs_cont_s2 ;gl_draw_triangle_func
offs_cont_render_mode equ 36+offs_cont_s2 ;int
offs_cont_select_buffer equ 40+offs_cont_s2 ;unsigned int*
offs_cont_select_size equ 44+offs_cont_s2 ;int
offs_cont_select_ptr equ 48+offs_cont_s2 ;unsigned int*
offs_cont_select_hit equ 52+offs_cont_s2 ;unsigned int*
offs_cont_select_overflow equ 56+offs_cont_s2 ;int
offs_cont_select_hits equ 60+offs_cont_s2 ;int
offs_cont_name_stack equ 64+offs_cont_s2 ;unsigned int[MAX_NAME_STACK_DEPTH]
offs_cont_name_stack_size equ offs_cont_s3 ;int
offs_cont_clear_depth equ 4+offs_cont_s3 ;float
offs_cont_clear_color equ 8+offs_cont_s3 ;V4
offs_cont_current_color equ 24+offs_cont_s3 ;V4
offs_cont_longcurrent_color equ 40+offs_cont_s3 ;unsigned int[3]
offs_cont_current_normal equ 52+offs_cont_s3 ;V4
offs_cont_current_tex_coord equ 68+offs_cont_s3 ;V4
offs_cont_current_edge_flag equ 84+offs_cont_s3 ;int
offs_cont_in_begin equ 88+offs_cont_s3 ;int
offs_cont_begin_type equ 92+offs_cont_s3 ;int
offs_cont_vertex_n equ 96+offs_cont_s3 ;int
offs_cont_vertex_cnt equ 100+offs_cont_s3 ;int
offs_cont_vertex_max equ 104+offs_cont_s3 ;int
offs_cont_vertex equ 108+offs_cont_s3 ;GLVertex*
offs_cont_vertex_array equ 112+offs_cont_s3 ;float*
offs_cont_vertex_array_size equ 116+offs_cont_s3 ;int
offs_cont_vertex_array_stride equ 120+offs_cont_s3 ;int
offs_cont_normal_array equ 124+offs_cont_s3 ;float*
offs_cont_normal_array_stride equ 128+offs_cont_s3 ;int
offs_cont_color_array equ 132+offs_cont_s3 ;float*
offs_cont_color_array_size equ 136+offs_cont_s3 ;int
offs_cont_color_array_stride equ 140+offs_cont_s3 ;int
offs_cont_texcoord_array equ 144+offs_cont_s3 ;float*
offs_cont_texcoord_array_size equ 148+offs_cont_s3 ;int
offs_cont_texcoord_array_stride equ 152+offs_cont_s3 ;int
offs_cont_client_states equ 156+offs_cont_s3 ;int
offs_cont_offset_factor equ 160+offs_cont_s3 ;float
offs_cont_offset_units equ 164+offs_cont_s3 ;float
offs_cont_offset_states equ 168+offs_cont_s3 ;int
offs_cont_specbuf_first equ 172+offs_cont_s3 ;GLSpecBuf*
offs_cont_specbuf_used_counter equ 176+offs_cont_s3 ;int
offs_cont_specbuf_num_buffers equ 180+offs_cont_s3 ;int
offs_cont_opaque equ 184+offs_cont_s3 ;void*
offs_cont_gl_resize_viewport equ 188+offs_cont_s3 ;(struct GLContext *c,int *xsize,int *ysize)
offs_cont_depth_test equ 192+offs_cont_s3 ;int
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
if DEBUG ;gl_clipcode
push edi
mov ecx,80
lea edi,[buf_param]
stdcall convert_int_to_str,ecx
stdcall str_n_cat,edi,txt_nl,2
stdcall dbg_print,f_clipcode,buf_param
pop edi
end if
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