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

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;
; 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+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
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 al,[colorR]
mov ah,[colorG]
mov word[edi+3*_a],ax
mov al,[colorB]
mov byte[edi+3*_a +2],al
;else
;pp[_a]=color
end if
.end_0:
mov eax,[dzdx]
add [z],eax
}
align 16
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
{
}
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,[or1]
mov eax,[og1]
mov al,bh
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:
mov eax,[dzdx]
add [z],eax
mov eax,[dgdx]
add [og1],eax
mov eax,[drdx]
add [or1],eax
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+offs_zbuf_current_texture],ebx
mov ebx,[s_log2]
mov dword[eax+offs_zbuf_s_log2],ebx
mov ebx,[s_bound]
mov dword[eax+offs_zbuf_s_bound],ebx
mov ebx,[t_bound]
mov dword[eax+offs_zbuf_t_bound],ebx
ret
endp
INTERP_Z equ 1
INTERP_ST equ 1
macro DRAW_INIT
{
mov eax,[zb]
mov ebx,[eax+offs_zbuf_current_texture]
mov [texture],ebx
mov ebx,[eax+offs_zbuf_s_log2]
mov [s_log2],ebx ;s_log2 = zb.s_log2
mov ebx,[eax+offs_zbuf_s_bound]
mov [s_bound],ebx ;s_bound = zb.s_bound
mov ebx,[eax+offs_zbuf_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
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 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+offs_zbuf_current_texture]
mov [texture],ebx
mov ebx,[eax+offs_zbuf_s_log2]
mov [s_log2],ebx ;s_log2 = zb.s_log2
mov ebx,[eax+offs_zbuf_s_bound]
mov [s_bound],ebx ;s_bound = zb.s_bound
mov ebx,[eax+offs_zbuf_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
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
{
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'