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

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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
}
;;;DRAW_LINE_M equ 1
macro DRAW_LINE code
{
local .cycle_0
local .cycle_1
if TGL_FEATURE_RENDER_BITS eq 16
if code eq 0
pz dd ? ;uint*
tmp dd ? ;uint
z dd ? ;uint
zz dd ? ;uint
rgb dd ? ;uint
drgbdx dd ? ;uint
n dd ? ;int
end if
if code eq 1
mov eax,[x2]
sar eax,16
sub eax,[x1]
mov [n],eax ;n = (x2 >> 16) - x1
; pp=pp1+x1;
; pz=pz1+x1;
; z=z1;
; rgb=(r1 << 16) & 0xFFC00000;
; rgb|=(g1 >> 5) & 0x000007FF;
; rgb|=(b1 << 5) & 0x001FF000;
; 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
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
inc edi
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
; unsigned char *ptr;
; ptr = texture + (((t & 0x3FC00000) | s) >> 14) * 3;
; pp[3 * _a]= ptr[0];
; pp[3 * _a + 1]= ptr[1];
; 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
fild dword[dzdx]
fstp dword[fdzdx]
; fndzdx=NB_INTERP * fdzdx;
; ndszdx=NB_INTERP * dszdx;
; 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
; unsigned char *ptr;
; ptr = texture + (((t & 0x3FC00000) | (s & 0x003FC000)) >> 14) * 3;
; pp[3 * _a]= ptr[0];
; pp[3 * _a + 1]= ptr[1];
; 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
pz dd ? ;uint *
s dd ? ;uint
t dd ? ;uint
z dd ? ;uint
zz dd ? ;uint
n1 dd ? ;int - длинна горизонтальной линии в пикселях
dsdx dd ? ;int
dtdx dd ? ;int
s_z dd ? ;float
t_z dd ? ;float
fz dd ? ;float
zinv dd ? ;float
end if
if code eq 1
; n1=(x2>>16)-x1;
; fz=(float)z1;
; zinv=1.0 / fz;
; pp=(pp1 + x1 * PSZB);
; pz=pz1+x1;
; z=z1;
; sz=sz1;
; tz=tz1;
; while (n1>=(NB_INTERP-1)) {
; {
; float ss,tt;
; ss=(sz * zinv);
; tt=(tz * zinv);
; s=(int) ss;
; t=(int) tt;
; dsdx= (int)( (dszdx - ss*fdzdx)*zinv );
; dtdx= (int)( (dtzdx - tt*fdzdx)*zinv );
; fz+=fndzdx;
; 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);
; pz+=NB_INTERP;
; pp=(pp + NB_INTERP * PSZB);
; n1-=NB_INTERP;
; sz+=ndszdx;
; tz+=ndtzdx;
; }
; {
; float ss,tt;
; ss=(sz * zinv);
; tt=(tz * zinv);
; s=(int) ss;
; t=(int) tt;
; dsdx= (int)( (dszdx - ss*fdzdx)*zinv );
; dtdx= (int)( (dtzdx - tt*fdzdx)*zinv );
; }
; while (n1>=0) {
;;; PUT_PIXEL 0
; pz+=1;
; pp=(PIXEL *)((char *)pp + PSZB);
dec dword[n1]
; }
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