kolibrios-gitea/programs/develop/libraries/TinyGL/asm_fork/ztriangle.asm
IgorA d3fd66f14b possible smooth buffer resizing,
fix and clean code,
fix and update examples

git-svn-id: svn://kolibrios.org@8069 a494cfbc-eb01-0410-851d-a64ba20cac60
2020-09-19 19:57:00 +00:00

401 lines
9.1 KiB
NASM
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

;
; Опции для функций:
;
;INTERP_Z - использование Z буфера (всегда включено)
;INTERP_RGB - сглажевание цветов
;INTERP_ST - наложение текстуры в ортогональной проэкции
;INTERP_STZ - наложение текстуры в перспективной проэкции
;
; Функции рисования треугольников:
;
;ZB_fillTriangleFlat - треугольник одного цвета
;ZB_fillTriangleSmooth - треугольник с разными цветами вершин
;ZB_fillTriangleMapping - треугольник с текстурой в ортогональной проэкции
;ZB_fillTriangleMappingPerspective - треугольник с текстурой в перспективной проэкции
;
macro calc_d1d2 f, r1, r2
{
fld dword[fdy2]
fmul st0,st2
fld dword[fdy1]
fmul st0,st2
fsubp
f#stp dword[r1] ;r1 = (fdy2*d1 - fdy1*d2)
fld dword[fdx1]
fmulp
fld dword[fdx2]
fmul st0,st2
fsubp
f#stp dword[r2] ;r2 = (fdx1*d2 - fdx2*d1)
ffree st0 ;d1
fincstp
}
INTERP_Z equ 1
macro DRAW_INIT
{
if TGL_FEATURE_RENDER_BITS eq 24
mov ecx,[p2]
mov eax,[ecx+ZBufferPoint.r]
mov [colorB],ah ;colorB=p2.r>>8
mov eax,[ecx+ZBufferPoint.g]
mov [colorG],ah ;colorG=p2.g>>8
mov eax,[ecx+ZBufferPoint.b]
mov [colorR],ah ;colorR=p2.b>>8
;else
;color=RGB_TO_PIXEL(p2.r,p2.g,p2.b)
end if
}
macro PUT_PIXEL _a
{
local .end_0
if _a eq 0
mov ebx,[dzdx]
end if
mov eax,[z]
shr eax,ZB_POINT_Z_FRAC_BITS
cmp ax,word[esi+2*_a] ;if (zz >= pz[_a])
jl .end_0
;edi = pp
mov word[esi+2*_a],ax ;пишем в буфер глубины новое значение
if TGL_FEATURE_RENDER_BITS eq 24
mov ax,word[colorB] ;сохраняем colorB и colorG
mov word[edi+3*_a],ax
mov al,[colorR]
mov byte[edi+3*_a +2],al
;else
;pp[_a]=color
end if
.end_0:
add [z],ebx
}
align 16
proc ZB_fillTriangleFlat, zb:dword, p0:dword, p1:dword, p2:dword
locals
if TGL_FEATURE_RENDER_BITS eq 24
colorB db ?
colorG db ?
colorR 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
{
}
macro PUT_PIXEL _a
{
local .end_0
mov eax,[z]
shr eax,ZB_POINT_Z_FRAC_BITS
cmp ax,word[esi+2*_a] ;if (zz >= pz[_a])
jl .end_0
;edi = pp
mov word[esi+2*_a],ax ;пишем в буфер глубины новое значение
if TGL_FEATURE_RENDER_BITS eq 24
mov eax,[og1]
mov al,byte[or1+1]
mov word[edi+3*_a],ax
mov eax,[ob1]
mov byte[edi+3*_a +2],ah
end if
;if TGL_FEATURE_RENDER_BITS eq 32
;pp[_a] = RGB_TO_PIXEL(or1, og1, ob1)
;end if
.end_0:
if _a eq 0
mov ebx,[dzdx]
mov ecx,[dgdx]
mov edx,[drdx]
end if
add [z],ebx
add [og1],ecx
add [or1],edx
mov eax,[dbdx]
add [ob1],eax
}
align 16
proc ZB_fillTriangleSmooth, zb:dword, p0:dword, p1:dword, p2:dword
locals
include 'ztriangle.inc'
align 16
proc ZB_setTexture uses eax ebx, zb:dword, texture:dword,\
s_bound:dword, t_bound:dword, s_log2:dword
mov eax,[zb]
mov ebx,[texture]
mov dword[eax+ZBuffer.current_texture],ebx
mov ebx,[s_log2]
mov dword[eax+ZBuffer.s_log2],ebx
mov ebx,[s_bound]
mov dword[eax+ZBuffer.s_bound],ebx
mov ebx,[t_bound]
mov dword[eax+ZBuffer.t_bound],ebx
ret
endp
INTERP_Z equ 1
INTERP_ST equ 1
macro DRAW_INIT
{
mov eax,[zb]
mov ebx,[eax+ZBuffer.current_texture]
mov [texture],ebx
mov ebx,[eax+ZBuffer.s_log2]
mov [s_log2],ebx ;s_log2 = zb.s_log2
mov ebx,[eax+ZBuffer.s_bound]
mov [s_bound],ebx ;s_bound = zb.s_bound
mov ebx,[eax+ZBuffer.t_bound]
mov [t_bound],ebx ;t_bound = zb.t_bound
}
macro PUT_PIXEL _a
{
local .end_0
mov eax,[z]
shr eax,ZB_POINT_Z_FRAC_BITS
cmp ax,word[esi+2*_a] ;if (zz >= pz[_a])
jl .end_0
;edi = pp
mov word[esi+2*_a],ax ;пишем в буфер глубины новое значение
if TGL_FEATURE_RENDER_BITS eq 24
mov ebx,[t]
and ebx,[t_bound]
mov ecx,[s_log2]
shr ebx,cl ;(t & t_bound) >> s_log2
mov eax,[s]
and eax,[s_bound]
shr eax,ZB_POINT_TEXEL_SIZE
or ebx,eax
lea ebx,[ebx+2*ebx]
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 16
proc ZB_fillTriangleMapping, zb:dword, p0:dword, p1:dword, p2:dword
locals
texture dd ? ;PIXEL*
s_log2 dd ? ;unsigned int
s_bound dd ? ;unsigned int
t_bound dd ? ;unsigned int
include 'ztriangle.inc'
;
; Texture mapping with perspective correction.
; We use the gradient method to make less divisions.
; TODO: pipeline the division
;
INTERP_Z equ 1
INTERP_STZ equ 1
NB_INTERP equ 8
macro DRAW_INIT
{
mov eax,[zb]
mov ebx,[eax+ZBuffer.current_texture]
mov [texture],ebx
mov ebx,[eax+ZBuffer.s_log2]
mov [s_log2],ebx ;s_log2 = zb.s_log2
mov ebx,[eax+ZBuffer.s_bound]
mov [s_bound],ebx ;s_bound = zb.s_bound
mov ebx,[eax+ZBuffer.t_bound]
mov [t_bound],ebx ;t_bound = zb.t_bound
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
cmp ax,word[esi+2*_a] ;if (zz >= pz[_a])
jl .end_0
;edi = pp
mov word[esi+2*_a],ax ;пишем в буфер глубины новое значение
if TGL_FEATURE_RENDER_BITS eq 24
mov ebx,[t]
and ebx,[t_bound]
mov ecx,[s_log2]
shr ebx,cl ;(t & t_bound) >> s_log2
mov eax,[s]
and eax,[s_bound]
shr eax,ZB_POINT_TEXEL_SIZE
or ebx,eax
lea ebx,[ebx+2*ebx]
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
{
if TGL_FEATURE_RENDER_BITS eq 24
mov eax,[x2]
sar eax,16
mov edi,[x1]
sub eax,edi
mov [n],eax ;n = (x2 >> 16) - x1
fld1
fild dword[z1]
fst dword[f_z] ;fz = (float)z1
fdivp
fstp dword[zinv] ;zinv = 1.0 / fz
imul edi,PSZB
add edi,[pp1] ;pp = (pp1 + x1 * PSZB)
mov esi,[x1]
shl esi,1
add esi,[pz1] ;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 (n>=(NB_INTERP-1))
cmp dword[n],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[f_z]
fadd dword[fndzdx]
fst dword[f_z] ;fz += fndzdx
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 esi,2*NB_INTERP ;pz += NB_INTERP
add edi,NB_INTERP*PSZB ;pp += NB_INTERP * PSZB
sub dword[n],NB_INTERP ;n -= NB_INTERP
fld dword[ndszdx]
fadd dword[s_z]
fstp dword[s_z] ;sz += ndszdx
fld dword[ndtzdx]
fadd dword[t_z]
fstp dword[t_z] ;tz += ndtzdx
jmp .cycle_2
align 4
.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 (n>=0)
cmp dword[n],0
jl .cycle_3_end
PUT_PIXEL 0
add esi,2 ;pz += 1
add edi,PSZB ;pp += PSZB
dec dword[n]
jmp .cycle_3
align 4
.cycle_3_end:
end if
}
align 16
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
zinv dd ? ;float
f_z dd ? ;float - переменная отвечающая за геометрию текстуры
s_log2 dd ? ;unsigned int
s_bound dd ? ;unsigned int
t_bound dd ? ;unsigned int
include 'ztriangle.inc'