; fill triangle profile ; #define PROFILE CLIP_XMIN equ (1<<0) CLIP_XMAX equ (1<<1) CLIP_YMIN equ (1<<2) CLIP_YMAX equ (1<<3) CLIP_ZMIN equ (1<<4) CLIP_ZMAX equ (1<<5) align 16 proc gl_transform_to_viewport uses eax ebx ecx, context:dword,v:dword mov eax,[context] mov ebx,[v] ; coordinates fld1 fdiv dword[ebx+GLVertex.pc+offs_W] ;st0 = 1/v.pc.W fld dword[ebx+GLVertex.pc+offs_X] ;st0 = v.pc.X fmul st0,st1 fmul dword[eax+GLContext.viewport+offs_vpor_scale+offs_X] fadd dword[eax+GLContext.viewport+offs_vpor_trans+offs_X] fistp dword[ebx+GLVertex.zp] ;v.zp.x = st0, st0 = st1 fld dword[ebx+GLVertex.pc+offs_Y] ;st0 = v.pc.Y fmul st0,st1 fmul dword[eax+GLContext.viewport+offs_vpor_scale+offs_Y] fadd dword[eax+GLContext.viewport+offs_vpor_trans+offs_Y] fistp dword[ebx+GLVertex.zp+offs_zbup_y] ;v.zp.y = st0, st0 = st1 fld dword[ebx+GLVertex.pc+offs_Z] ;st0 = v.pc.Z fmulp fmul dword[eax+GLContext.viewport+offs_vpor_scale+offs_Z] fadd dword[eax+GLContext.viewport+offs_vpor_trans+offs_Z] fistp dword[ebx+GLVertex.zp+offs_zbup_z] ;v.zp.z = st0, st0 = st1 ; color cmp dword[eax+GLContext.lighting_enabled],0 ;if (context.lighting_enabled) je @f lea ecx,[ebx+GLVertex.zp+offs_zbup_b] push ecx add ecx,offs_zbup_g-offs_zbup_b push ecx add ecx,offs_zbup_r-offs_zbup_g push ecx stdcall RGBFtoRGBI, dword[ebx+GLVertex.color],dword[ebx+GLVertex.color+4],dword[ebx+GLVertex.color+8] jmp .end_if align 4 @@: ; no need to convert to integer if no lighting : take current color mov ecx,[eax+GLContext.longcurrent_color] mov dword[ebx+GLVertex.zp+offs_zbup_r],ecx mov ecx,[eax+GLContext.longcurrent_color+4] mov dword[ebx+GLVertex.zp+offs_zbup_g],ecx mov ecx,[eax+GLContext.longcurrent_color+8] mov dword[ebx+GLVertex.zp+offs_zbup_b],ecx .end_if: ; texture cmp dword[eax+GLContext.texture_2d_enabled],0 je @f mov eax,[eax+GLContext.current_texture] ;eax = &context.current_texture mov eax,[eax] ;eax = context.current_texture ;[eax+offs_text_images] = im = &context.current_texture.images[0] fild dword[eax+offs_text_images+offs_imag_s_bound] fmul dword[ebx+GLVertex.tex_coord+offs_X] fistp dword[ebx+GLVertex.zp+offs_zbup_s] ;v.zp.s=(int)(v.tex_coord.X * im.s_bound) fild dword[eax+offs_text_images+offs_imag_t_bound] fmul dword[ebx+GLVertex.tex_coord+offs_Y] fistp dword[ebx+GLVertex.zp+offs_zbup_t] ;v.zp.t=(int)(v.tex_coord.Y * im.t_bound) @@: ret endp align 16 proc gl_add_select1 uses eax ebx ecx, context:dword, z1:dword,z2:dword,z3:dword mov eax,[z1] mov ebx,eax cmp [z2],eax jge @f mov eax,[z2] @@: cmp [z3],eax jge @f mov eax,[z3] @@: cmp [z2],ebx jle @f mov ebx,[z2] @@: cmp [z3],ebx jle @f mov ebx,[z3] @@: mov ecx,0xffffffff sub ecx,ebx push ecx mov ecx,0xffffffff sub ecx,eax push ecx stdcall gl_add_select, [context] ;,0xffffffff-eax,0xffffffff-ebx ret endp ; point align 16 proc gl_draw_point uses eax ebx, context:dword, p0:dword mov ebx,[p0] cmp dword[ebx+GLVertex.clip_code],0 ;if (p0.clip_code == 0) jne @f mov eax,[context] cmp dword[eax+GLContext.render_mode],GL_SELECT jne .els stdcall gl_add_select, eax,dword[ebx+GLVertex.zp+offs_zbup_z],dword[ebx+GLVertex.zp+offs_zbup_z] ;p0.zp.z,p0.zp.z jmp @f align 4 .els: add ebx,GLVertex.zp stdcall ZB_plot, dword[eax+GLContext.zb],ebx @@: ret endp ; line ;input: ;q - регистр с адресом вершины для интерполяции ;p0 - регистр с адресом 1-й вершины ;p1 - регистр с адресом 2-й вершины ;t - float macro interpolate q, p0, p1, t { fld dword[t] ; интерполяция по координатам fld dword[p1+GLVertex.pc] fsub dword[p0+GLVertex.pc] fmul st0,st1 fadd dword[p0+GLVertex.pc] fstp dword[q+GLVertex.pc] ;q.pc.X = p0.pc.X + (p1.pc.X - p0.pc.X) * t fld dword[p1+GLVertex.pc+offs_Y] fsub dword[p0+GLVertex.pc+offs_Y] fmul st0,st1 fadd dword[p0+GLVertex.pc+offs_Y] fstp dword[q+GLVertex.pc+offs_Y] fld dword[p1+GLVertex.pc+offs_Z] fsub dword[p0+GLVertex.pc+offs_Z] fmul st0,st1 fadd dword[p0+GLVertex.pc+offs_Z] fstp dword[q+GLVertex.pc+offs_Z] fld dword[p1+GLVertex.pc+offs_W] fsub dword[p0+GLVertex.pc+offs_W] fmul st0,st1 fadd dword[p0+GLVertex.pc+offs_W] fstp dword[q+GLVertex.pc+offs_W] ; интерполяция по цвету fld dword[p1+GLVertex.color] fsub dword[p0+GLVertex.color] fmul st0,st1 fadd dword[p0+GLVertex.color] fstp dword[q+GLVertex.color] fld dword[p1+GLVertex.color+4] fsub dword[p0+GLVertex.color+4] fmul st0,st1 fadd dword[p0+GLVertex.color+4] fstp dword[q+GLVertex.color+4] fld dword[p1+GLVertex.color+8] fsub dword[p0+GLVertex.color+8] fmulp fadd dword[p0+GLVertex.color+8] fstp dword[q+GLVertex.color+8] } ; ; Line Clipping ; ; Line Clipping algorithm from 'Computer Graphics', Principles and ; Practice ; tmin,tmax -> &float align 16 proc ClipLine1 uses ebx, denom:dword,num:dword,tmin:dword,tmax:dword fld dword[denom] ftst fstsw ax sahf jbe .els_0 ;if (denom>0) fld dword[num] fxch st1 fdivp ;t=num/denom mov ebx,[tmax] fcom dword[ebx] fstsw ax sahf ja .r0_f1 ;if (t>*tmax) return 0 mov ebx,[tmin] fcom dword[ebx] fstsw ax sahf jbe .r1_f1 ;if (t>*tmin) *tmin=t fstp dword[ebx] jmp .r1 align 4 .els_0: ;else if (denom<0) jae .els_1 fld dword[num] fxch st1 fdivp ;t=num/denom mov ebx,[tmin] fcom dword[ebx] fstsw ax sahf jb .r0_f1 ;if (t<*tmin) return 0 mov ebx,[tmax] fcom dword[ebx] fstsw ax sahf jae .r1_f1 fstp dword[ebx] ;if (t<*tmin) *tmax=t jmp .r1 align 4 .els_1: ;else if (num>0) ffree st0 ;denom fincstp fld dword[num] ftst fstsw ax sahf ja .r0_f1 ;if (num>0) return 0 jmp .r1_f1 align 4 .r0_f1: ;return 0 & free st0 ffree st0 fincstp .r0: ;return 0 xor eax,eax jmp .end_f align 4 .r1_f1: ;return 1 & free st0 ffree st0 fincstp .r1: ;return 1 xor eax,eax inc eax .end_f: ret endp align 16 proc gl_draw_line, context:dword, p1:dword, p2:dword locals d_x dd ? d_y dd ? d_z dd ? d_w dd ? x1 dd ? y1 dd ? z1 dd ? w1 dd ? q1 GLVertex ? q2 GLVertex ? tmin dd ? ;ebp-8 tmax dd ? ;ebp-4 endl pushad mov edx,[context] mov edi,[p1] mov esi,[p2] cmp dword[edi+GLVertex.clip_code],0 jne .els_i cmp dword[esi+GLVertex.clip_code],0 jne .els_i ;if ( (p1.clip_code | p2.clip_code) == 0) cmp dword[edx+GLContext.render_mode],GL_SELECT ;if (context.render_mode == GL_SELECT) jne .els_1 stdcall gl_add_select1, edx,dword[edi+GLVertex.zp+offs_zbup_z],\ dword[esi+GLVertex.zp+offs_zbup_z],dword[esi+GLVertex.zp+offs_zbup_z] jmp .end_f align 4 .els_1: add edi,GLVertex.zp add esi,GLVertex.zp push esi push edi push dword[edx+GLContext.zb] cmp dword[edx+GLContext.depth_test],0 je .els_2 ;if (context.depth_test) call ZB_line_z ;, dword[edx+GLContext.zb],edi,esi jmp .end_f align 4 .els_2: call ZB_line ;, dword[edx+GLContext.zb],edi,esi jmp .end_f align 4 .els_i: ;else if ( (p1.clip_code & p2.clip_code) != 0 ) mov eax,[edi+GLVertex.clip_code] and eax,[esi+GLVertex.clip_code] or eax,eax jnz .end_f .els_0: fld dword[esi+GLVertex.pc+offs_X] fsub dword[edi+GLVertex.pc+offs_X] fstp dword[d_x] ;d_x = p2.pc.X - p1.pc.X fld dword[esi+GLVertex.pc+offs_Y] fsub dword[edi+GLVertex.pc+offs_Y] fstp dword[d_y] ;d_y = p2.pc.Y - p1.pc.Y fld dword[esi+GLVertex.pc+offs_Z] fsub dword[edi+GLVertex.pc+offs_Z] fstp dword[d_z] ;d_z = p2.pc.Z - p1.pc.Z fld dword[esi+GLVertex.pc+offs_W] fsub dword[edi+GLVertex.pc+offs_W] fstp dword[d_w] ;d_w = p2.pc.W - p1.pc.W mov eax,[edi+GLVertex.pc+offs_X] mov [x1],eax ;x1 = p1.pc.X mov eax,[edi+GLVertex.pc+offs_Y] mov [y1],eax ;y1 = p1.pc.Y mov eax,[edi+GLVertex.pc+offs_Z] mov [z1],eax ;z1 = p1.pc.Z mov eax,[edi+GLVertex.pc+offs_W] mov [w1],eax ;w1 = p1.pc.W mov dword[tmin],0.0 mov dword[tmax],1.0 lea eax,[ebp-4] push eax ;толкаем в стек адрес &tmax sub eax,4 push eax ;толкаем в стек адрес &tmin fld dword[x1] fadd dword[w1] fchs fstp dword[esp-4] fld dword[d_x] fadd dword[d_w] fstp dword[esp-8] sub esp,8 call ClipLine1 ;d_x+d_w,-x1-w1,&tmin,&tmax bt eax,0 jnc .end_f sub esp,8 ;толкаем в стек адреса переменных &tmin и &tmax fld dword[x1] fsub dword[w1] fstp dword[esp-4] fld dword[d_w] fsub dword[d_x] fstp dword[esp-8] sub esp,8 call ClipLine1 ;-d_x+d_w,x1-w1,&tmin,&tmax bt eax,0 jnc .end_f sub esp,8 ;толкаем в стек адреса переменных &tmin и &tmax fld dword[y1] fadd dword[w1] fchs fstp dword[esp-4] fld dword[d_y] fadd dword[d_w] fstp dword[esp-8] sub esp,8 call ClipLine1 ;d_y+d_w,-y1-w1,&tmin,&tmax bt eax,0 jnc .end_f sub esp,8 ;толкаем в стек адреса переменных &tmin и &tmax fld dword[y1] fsub dword[w1] fstp dword[esp-4] fld dword[d_w] fsub dword[d_y] fstp dword[esp-8] sub esp,8 call ClipLine1 ;-d_y+d_w,y1-w1,&tmin,&tmax bt eax,0 jnc .end_f sub esp,8 ;толкаем в стек адреса переменных &tmin и &tmax fld dword[z1] fadd dword[w1] fchs fstp dword[esp-4] fld dword[d_z] fadd dword[d_w] fstp dword[esp-8] sub esp,8 call ClipLine1 ;d_z+d_w,-z1-w1,&tmin,&tmax bt eax,0 jnc .end_f sub esp,8 ;толкаем в стек адреса переменных &tmin и &tmax fld dword[z1] fsub dword[w1] fstp dword[esp-4] fld dword[d_w] fsub dword[d_z] fstp dword[esp-8] sub esp,8 call ClipLine1 ;-d_z+d_w,z1-w1,&tmin,&tmax bt eax,0 jnc .end_f lea eax,[ebp-8-2*sizeof.GLVertex] ;eax = &q1 interpolate eax,edi,esi,tmin stdcall gl_transform_to_viewport, edx,eax add eax,sizeof.GLVertex ;eax = &q2 interpolate eax,edi,esi,tmax stdcall gl_transform_to_viewport, edx,eax sub eax,sizeof.GLVertex ;eax = &q1 lea ebx,[eax+GLVertex.zp+offs_zbup_b] push ebx add ebx,offs_zbup_g-offs_zbup_b push ebx add ebx,offs_zbup_r-offs_zbup_g push ebx stdcall RGBFtoRGBI, dword[eax+GLVertex.color],dword[eax+GLVertex.color+4],dword[eax+GLVertex.color+8] add eax,sizeof.GLVertex ;eax = &q2 lea ebx,[eax+GLVertex.zp+offs_zbup_b] push ebx add ebx,offs_zbup_g-offs_zbup_b push ebx add ebx,offs_zbup_r-offs_zbup_g push ebx stdcall RGBFtoRGBI, dword[eax+GLVertex.color],dword[eax+GLVertex.color+4],dword[eax+GLVertex.color+8] add eax,GLVertex.zp ;eax = &q2.zp push eax sub eax,sizeof.GLVertex ;eax = &q1.zp push eax push dword[edx+GLContext.zb] cmp dword[edx+GLContext.depth_test],0 je .els_3 call ZB_line_z ;(context.zb,&q1.zp,&q2.zp) jmp .end_f align 4 .els_3: call ZB_line ;(context.zb,&q1.zp,&q2.zp) .end_f: popad ret endp ; triangle ; ; Clipping ; ; We clip the segment [a,b] against the 6 planes of the normal volume. ; We compute the point 'c' of intersection and the value of the parameter 't' ; of the intersection if x=a+t(b-a). ; ; sign: 0 -> '-', 1 -> '+' macro clip_func sign,dir,dir1,dir2 { locals t dd ? d_X dd ? d_Y dd ? d_Z dd ? d_W dd ? endl mov edx,[a] mov ebx,[b] mov ecx,[c] fld dword[ebx+offs_X] fsub dword[edx+offs_X] fstp dword[d_X] ;d_X = (b.X - a.X) fld dword[ebx+offs_Y] fsub dword[edx+offs_Y] fstp dword[d_Y] ;d_Y = (b.Y - a.Y) fld dword[ebx+offs_Z] fsub dword[edx+offs_Z] fstp dword[d_Z] ;d_Z = (b.Z - a.Z) fld dword[ebx+offs_W] fsub dword[edx+offs_W] fst dword[d_W] ;d_W = (b.W - a.W) if sign eq 0 fadd dword[d#dir] else fsub dword[d#dir] end if ftst fstsw ax sahf jne @f fldz fst dword[t] ;t=0 jmp .e_zero align 4 @@: ;else fld dword[edx+offs#dir] if sign eq 0 fchs end if fsub dword[edx+offs_W] fdiv st0,st1 fst dword[t] ;t = ( sign a.dir - a.W) / den .e_zero: fmul dword[d#dir1] ;st0 = t * d.dir1 fadd dword[edx+offs#dir1] fstp dword[ecx+offs#dir1] ;c.dir1 = a.dir1 + t * d.dir1 ffree st0 fincstp fld dword[t] fmul dword[d#dir2] ;st0 = t * d.dir2 fadd dword[edx+offs#dir2] fstp dword[ecx+offs#dir2] ;c.dir2 = a.dir2 + t * d.dir2 fld dword[t] fmul dword[d_W] fadd dword[edx+offs_W] fst dword[ecx+offs_W] ;c.W = a.W + t * d_W if sign eq 0 fchs end if fstp dword[ecx+offs#dir] ;c.dir = sign c.W mov eax,[t] } align 16 proc clip_xmin uses ebx ecx edx, c:dword, a:dword, b:dword clip_func 0,_X,_Y,_Z ret endp align 16 proc clip_xmax uses ebx ecx edx, c:dword, a:dword, b:dword clip_func 1,_X,_Y,_Z ret endp align 16 proc clip_ymin uses ebx ecx edx, c:dword, a:dword, b:dword clip_func 0,_Y,_X,_Z ret endp align 16 proc clip_ymax uses ebx ecx edx, c:dword, a:dword, b:dword clip_func 1,_Y,_X,_Z ret endp align 16 proc clip_zmin uses ebx ecx edx, c:dword, a:dword, b:dword clip_func 0,_Z,_X,_Y ret endp align 16 proc clip_zmax uses ebx ecx edx, c:dword, a:dword, b:dword clip_func 1,_Z,_X,_Y ret endp align 4 clip_proc dd clip_xmin,clip_xmax, clip_ymin,clip_ymax, clip_zmin,clip_zmax ;input: ;edi - q align 16 proc updateTmp uses eax ecx edx, context:dword, p0:dword, p1:dword, t:dword mov edx,[context] mov eax,[p0] cmp dword[edx+GLContext.current_shade_model],GL_SMOOTH ;if (context.current_shade_model == GL_SMOOTH) jne .els_0 mov ecx,[p1] fld dword[ecx+GLVertex.color] fsub dword[eax+GLVertex.color] fmul dword[t] fadd dword[eax+GLVertex.color] fstp dword[edi+GLVertex.color] ;q.color.v[0]=p0.color.v[0] + (p1.color.v[0]-p0.color.v[0])*t fld dword[ecx+GLVertex.color+4] fsub dword[eax+GLVertex.color+4] fmul dword[t] fadd dword[eax+GLVertex.color+4] fstp dword[edi+GLVertex.color+4] ;q.color.v[1]=p0.color.v[1] + (p1.color.v[1]-p0.color.v[1])*t fld dword[ecx+GLVertex.color+8] fsub dword[eax+GLVertex.color+8] fmul dword[t] fadd dword[eax+GLVertex.color+8] fstp dword[edi+GLVertex.color+8] ;q.color.v[2]=p0.color.v[2] + (p1.color.v[2]-p0.color.v[2])*t jmp @f align 4 .els_0: mov ecx,[eax+GLVertex.color] mov [edi+GLVertex.color],ecx ;q.color.v[0]=p0.color.v[0] mov ecx,[eax+GLVertex.color+4] mov [edi+GLVertex.color+4],ecx ;q.color.v[1]=p0.color.v[1] mov ecx,[eax+GLVertex.color+8] mov [edi+GLVertex.color+8],ecx ;q.color.v[2]=p0.color.v[2] @@: cmp dword[edx+GLContext.texture_2d_enabled],0 ;if (context.texture_2d_enabled) je @f mov ecx,[p1] fld dword[ecx+GLVertex.tex_coord+offs_X] fsub dword[eax+GLVertex.tex_coord+offs_X] fmul dword[t] fadd dword[eax+GLVertex.tex_coord+offs_X] fstp dword[edi+GLVertex.tex_coord+offs_X] ;q.tex_coord.X=p0.tex_coord.X + (p1.tex_coord.X-p0.tex_coord.X)*t fld dword[ecx+GLVertex.tex_coord+offs_Y] fsub dword[eax+GLVertex.tex_coord+offs_Y] fmul dword[t] fadd dword[eax+GLVertex.tex_coord+offs_Y] fstp dword[edi+GLVertex.tex_coord+offs_Y] ;q.tex_coord.Y=p0.tex_coord.Y + (p1.tex_coord.Y-p0.tex_coord.Y)*t @@: stdcall gl_clipcode, [edi+GLVertex.pc+offs_X],[edi+GLVertex.pc+offs_Y],\ [edi+GLVertex.pc+offs_Z],[edi+GLVertex.pc+offs_W] mov dword[edi+GLVertex.clip_code],eax or eax,eax ;if (q.clip_code==0) jnz @f stdcall gl_transform_to_viewport,[context],edi lea eax,[edi+GLVertex.zp+offs_zbup_b] push eax add eax,offs_zbup_g-offs_zbup_b push eax add eax,offs_zbup_r-offs_zbup_g push eax stdcall RGBFtoRGBI, dword[edi+GLVertex.color],dword[edi+GLVertex.color+4],dword[edi+GLVertex.color+8] @@: ret endp align 16 proc gl_draw_triangle, context:dword, p0:dword, p1:dword, p2:dword locals cc rd 3 front dd ? norm dd ? ;float endl pushad mov ebx,[p0] mov ecx,[p1] mov edx,[p2] mov edi,[ebx+GLVertex.clip_code] mov dword[cc],edi mov eax,[ecx+GLVertex.clip_code] mov dword[cc+4],eax or edi,eax mov eax,[edx+GLVertex.clip_code] mov dword[cc+8],eax or edi,eax ;co = cc[0] | cc[1] | cc[2] ; we handle the non clipped case here to go faster ;or edi,___ - было выше jnz .els_0 ;if (co==0) mov edi,dword[edx+GLVertex.zp+offs_zbup_x] sub edi,dword[ebx+GLVertex.zp+offs_zbup_x] mov dword[norm],edi ;p2.x-p0.x fild dword[norm] mov edi,dword[ecx+GLVertex.zp+offs_zbup_y] sub edi,dword[ebx+GLVertex.zp+offs_zbup_y] mov dword[norm],edi ;p1.y-p0.y fimul dword[norm] fchs mov edi,dword[ecx+GLVertex.zp+offs_zbup_x] sub edi,dword[ebx+GLVertex.zp+offs_zbup_x] mov dword[norm],edi ;p1.x-p0.x fild dword[norm] mov edi,dword[edx+GLVertex.zp+offs_zbup_y] sub edi,dword[ebx+GLVertex.zp+offs_zbup_y] mov dword[norm],edi ;p2.y-p0.y fimul dword[norm] faddp ;st0 = (p1.zp.x-p0.zp.x)*(p2.zp.y-p0.zp.y) - (p2.zp.x-p0.zp.x)*(p1.zp.y-p0.zp.y) mov dword[front],0 ftst fstsw ax ffree st0 fincstp sahf je .end_f jae @f inc dword[front] ;front = norm < 0.0 @@: mov edi,[context] mov eax,dword[edi+GLContext.current_front_face] xor dword[front],eax ;front ^= context.current_front_face ; back face culling cmp dword[edi+GLContext.cull_face_enabled],0 je .els_1 ; most used case first cmp dword[edi+GLContext.current_cull_face],GL_BACK jne @f cmp dword[front],0 je .end_f stdcall dword[edi+GLContext.draw_triangle_front], edi,ebx,ecx,edx jmp .end_f align 4 @@: cmp dword[edi+GLContext.current_cull_face],GL_FRONT jne .end_f cmp dword[front],0 jne .end_f stdcall dword[edi+GLContext.draw_triangle_back], edi,ebx,ecx,edx jmp .end_f align 4 .els_1: ; no culling cmp dword[front],0 je @f stdcall dword[edi+GLContext.draw_triangle_front], edi,ebx,ecx,edx jmp .end_f align 4 @@: stdcall dword[edi+GLContext.draw_triangle_back], edi,ebx,ecx,edx jmp .end_f align 4 .els_0: ;eax = cc[2] and eax,[cc] and eax,[cc+4] ;eax = c_and = cc[0] & cc[1] & cc[2] or eax,eax ;if (c_and==0) jnz .end_f stdcall gl_draw_triangle_clip, [context],ebx,ecx,edx,0 .end_f: popad ret endp align 16 proc gl_draw_triangle_clip, context:dword, p0:dword, p1:dword, p2:dword, clip_bit:dword locals co dd ? cc rd 3 edge_flag_tmp dd ? clip_mask dd ? q rd 3 ;GLVertex* tmp1 GLVertex ? tmp2 GLVertex ? endl pushad mov ebx,[p0] mov ecx,[p1] mov edx,[p2] mov edi,[ebx+GLVertex.clip_code] mov [cc],edi mov eax,[ecx+GLVertex.clip_code] mov [cc+4],eax or edi,eax mov eax,[edx+GLVertex.clip_code] mov [cc+8],eax or edi,eax mov [co],edi ;co = cc[0] | cc[1] | cc[2] or edi,edi ;if (co == 0) jnz .els_0 stdcall gl_draw_triangle, [context],ebx,ecx,edx jmp .end_f align 4 .els_0: ;eax = cc[2] and eax,[cc] and eax,[cc+4] ;c_and = cc[0] & cc[1] & cc[2] ; the triangle is completely outside or eax,eax ;if (c_and!=0) return jnz .end_f ; find the next direction to clip .cycle_0: ;while (clip_bit < 6 && (co & (1 << clip_bit)) == 0) cmp dword[clip_bit],6 jge .cycle_0_end xor eax,eax inc eax mov ecx,[clip_bit] shl eax,cl and eax,[co] or eax,eax jnz .cycle_0_end inc dword[clip_bit] jmp .cycle_0 align 4 .cycle_0_end: ; this test can be true only in case of rounding errors cmp dword[clip_bit],6 if 0 jne @f ; printf("Error:\n"); ; printf("%f %f %f %f\n",p0->pc.X,p0->pc.Y,p0->pc.Z,p0->pc.W); ; printf("%f %f %f %f\n",p1->pc.X,p1->pc.Y,p1->pc.Z,p1->pc.W); ; printf("%f %f %f %f\n",p2->pc.X,p2->pc.Y,p2->pc.Z,p2->pc.W); jmp .end_f @@: end if if 1 je .end_f end if xor eax,eax inc eax mov ecx,[clip_bit] shl eax,cl mov [clip_mask],eax ;1 << clip_bit mov edi,[cc] xor edi,[cc+4] xor edi,[cc+8] and eax,edi ;eax = co1 = (cc[0] ^ cc[1] ^ cc[2]) & clip_mask mov ecx,[p1] ;востанавливаем после shl ___,cl or eax,eax ;if (co1) jz .els_1 ; one point outside mov eax,[cc] and eax,[clip_mask] or eax,eax ;if (cc[0] & clip_mask) jz .els_2 ;q[0]=p0 q[1]=p1 q[2]=p2 mov [q],ebx mov [q+4],ecx mov [q+8],edx jmp .els_2_end align 4 .els_2: mov eax,[cc+4] and eax,[clip_mask] or eax,eax ;else if (cc[1] & clip_mask) jz .els_3 ;q[0]=p1 q[1]=p2 q[2]=p0 mov [q],ecx mov [q+4],edx mov [q+8],ebx jmp .els_2_end align 4 .els_3: ;q[0]=p2 q[1]=p0 q[2]=p1 mov [q],edx mov [q+4],ebx mov [q+8],ecx .els_2_end: mov ebx,[q] add ebx,GLVertex.pc mov ecx,[q+4] add ecx,GLVertex.pc mov edx,[q+8] add edx,GLVertex.pc lea eax,[clip_proc] mov edi,[clip_bit] lea eax,[eax+4*edi] lea edi,[ebp-(2*sizeof.GLVertex)+GLVertex.pc] stdcall dword[eax],edi,ebx,ecx ;clip_proc[clip_bit](&tmp1.pc,&q[0].pc,&q[1].pc) sub edi,GLVertex.pc sub ebx,GLVertex.pc sub ecx,GLVertex.pc stdcall updateTmp,[context],ebx,ecx,eax ;(c,&tmp1,q[0],q[1],tt) add ebx,GLVertex.pc lea eax,[clip_proc] mov edi,[clip_bit] lea eax,[eax+4*edi] lea edi,[ebp-sizeof.GLVertex+GLVertex.pc] stdcall dword[eax],edi,ebx,edx ;clip_proc[clip_bit](&tmp2.pc,&q[0].pc,&q[2].pc) sub edi,GLVertex.pc sub ebx,GLVertex.pc sub edx,GLVertex.pc stdcall updateTmp,[context],ebx,edx,eax ;(c,&tmp2,q[0],q[2],tt) mov eax,[ebx+GLVertex.edge_flag] mov [tmp1.edge_flag],eax ;q[0].edge_flag mov eax,[edx+GLVertex.edge_flag] mov [edge_flag_tmp],eax ;q[2].edge_flag mov dword[edx+GLVertex.edge_flag],0 ;q[2].edge_flag=0 mov eax,[clip_bit] inc eax push eax ;для вызова нижней функции lea edi,[ebp-2*sizeof.GLVertex] stdcall gl_draw_triangle_clip,[context],edi,ecx,edx,eax ;gl_draw_triangle_clip(c,&tmp1,q[1],q[2],clip_bit+1) mov dword[tmp2.edge_flag],0 mov dword[tmp1.edge_flag],0 mov eax,[edge_flag_tmp] mov [edx+GLVertex.edge_flag],eax ;q[2].edge_flag=edge_flag_tmp push edx push edi add edi,sizeof.GLVertex ;edi = &tmp2 stdcall gl_draw_triangle_clip,[context],edi ;gl_draw_triangle_clip(c,&tmp2,&tmp1,q[2],clip_bit+1) jmp .end_f align 4 .els_1: ; two points outside mov eax,[cc] and eax,[clip_mask] cmp eax,0 ;if (cc[0] & clip_mask)==0 jne .els_4 ;q[0]=p0 q[1]=p1 q[2]=p2 mov [q],ebx mov [q+4],ecx mov [q+8],edx jmp .els_4_end align 4 .els_4: mov eax,[cc+4] and eax,[clip_mask] cmp eax,0 ;else if (cc[1] & clip_mask)==0 jne .els_5 ;q[0]=p1 q[1]=p2 q[2]=p0 mov [q],ecx mov [q+4],edx mov [q+8],ebx jmp .els_4_end align 4 .els_5: ;q[0]=p2 q[1]=p0 q[2]=p1 mov [q],edx mov [q+4],ebx mov [q+8],ecx .els_4_end: mov ebx,[q] add ebx,GLVertex.pc mov ecx,[q+4] add ecx,GLVertex.pc mov edx,[q+8] add edx,GLVertex.pc lea eax,[clip_proc] mov edi,[clip_bit] lea eax,[eax+4*edi] lea edi,[ebp-(2*sizeof.GLVertex)+GLVertex.pc] stdcall dword[eax],edi,ebx,ecx ;clip_proc[clip_bit](&tmp1.pc,&q[0].pc,&q[1].pc) sub edi,GLVertex.pc stdcall updateTmp,[context],[q],[q+4],eax lea eax,[clip_proc] mov edi,[clip_bit] lea eax,[eax+4*edi] lea edi,[ebp-sizeof.GLVertex+GLVertex.pc] stdcall dword[eax],edi,ebx,edx ;clip_proc[clip_bit](&tmp2.pc,&q[0].pc,&q[2].pc) sub edi,GLVertex.pc stdcall updateTmp,[context],[q],[q+8],eax mov dword[tmp1.edge_flag],1 mov eax,[edx+GLVertex.edge_flag-GLVertex.pc] mov dword[tmp2.edge_flag],eax ;tmp2.edge_flag = q[2].edge_flag mov eax,[clip_bit] inc eax push eax push edi sub edi,sizeof.GLVertex stdcall gl_draw_triangle_clip,[context],[q],edi ;gl_draw_triangle_clip(c,q[0],&tmp1,&tmp2,clip_bit+1) .end_f: popad ret endp align 16 proc gl_draw_triangle_select uses eax, context:dword, p0:dword,p1:dword,p2:dword mov eax,[p2] push dword[eax+GLVertex.zp+offs_Z] mov eax,[p1] push dword[eax+GLVertex.zp+offs_Z] mov eax,[p0] push dword[eax+GLVertex.zp+offs_Z] stdcall gl_add_select1, [context] ;,p0.zp.z, p1.zp.z, p2.zp.z ret endp if PROFILE eq 1 count_triangles dd ? count_triangles_textured dd ? count_pixels dd ? end if align 16 proc gl_draw_triangle_fill, context:dword, p0:dword,p1:dword,p2:dword pushad if PROFILE eq 1 ; int norm; ; assert(p0->zp.x >= 0 && p0->zp.x < c->zb->xsize); ; assert(p0->zp.y >= 0 && p0->zp.y < c->zb->ysize); ; assert(p1->zp.x >= 0 && p1->zp.x < c->zb->xsize); ; assert(p1->zp.y >= 0 && p1->zp.y < c->zb->ysize); ; assert(p2->zp.x >= 0 && p2->zp.x < c->zb->xsize); ; assert(p2->zp.y >= 0 && p2->zp.y < c->zb->ysize); ; norm=(p1->zp.x-p0->zp.x)*(p2->zp.y-p0->zp.y)- ; (p2->zp.x-p0->zp.x)*(p1->zp.y-p0->zp.y); ; count_pixels+=abs(norm)/2; inc dword[count_triangles] end if mov ebx,[p1] add ebx,GLVertex.zp mov ecx,[p2] add ecx,GLVertex.zp mov edx,[context] cmp dword[edx+GLContext.texture_2d_enabled],0 je .els_i ;if (context.texture_2d_enabled) if PROFILE eq 1 inc dword[count_triangles_textured] end if mov eax,[edx+GLContext.current_texture] mov eax,[eax] ;переход по указателю ;так как offs_text_images+offs_imag_pixmap = 0 то context.current_texture.images[0].pixmap = [eax] stdcall ZB_setTexture, [edx+GLContext.zb], [eax],\ [eax+offs_imag_s_bound],[eax+offs_imag_t_bound],[eax+offs_imag_xsize_log2] mov eax,[p0] add eax,GLVertex.zp push ecx push ebx push eax push dword[edx+GLContext.zb] cmp dword[edx+GLContext.matrix_model_projection_no_w_transform],0 je @f call ZB_fillTriangleMappingPerspective jmp .end_f align 4 @@: call ZB_fillTriangleMapping jmp .end_f align 4 .els_i: mov eax,[p0] add eax,GLVertex.zp cmp dword[edx+GLContext.current_shade_model],GL_SMOOTH jne .els ;else if (context.current_shade_model == GL_SMOOTH) stdcall ZB_fillTriangleSmooth, dword[edx+GLContext.zb],eax,ebx,ecx jmp .end_f align 4 .els: stdcall ZB_fillTriangleFlat, dword[edx+GLContext.zb],eax,ebx,ecx .end_f: popad ret endp ; Render a clipped triangle in line mode align 16 proc gl_draw_triangle_line uses eax ebx ecx edx, context:dword, p0:dword,p1:dword,p2:dword mov edx,[context] cmp dword[edx+GLContext.depth_test],0 je .els lea ecx,[ZB_line_z] jmp @f align 4 .els: lea ecx,[ZB_line] @@: ;if (p0.edge_flag) ZB_line_z(context.zb,&p0.zp,&p1.zp) mov eax,[p0] cmp dword[eax+GLVertex.edge_flag],0 je @f lea ebx,[eax+GLVertex.zp] mov eax,[p1] add eax,GLVertex.zp stdcall ecx,dword[edx+GLContext.zb],ebx,eax @@: ;if (p1.edge_flag) ZB_line_z(context.zb,&p1.zp,&p2.zp) mov eax,[p1] cmp dword[eax+GLVertex.edge_flag],0 je @f lea ebx,[eax+GLVertex.zp] mov eax,[p2] add eax,GLVertex.zp stdcall ecx,dword[edx+GLContext.zb],ebx,eax @@: ;if (p2.edge_flag) ZB_line_z(context.zb,&p2.zp,&p0.zp); mov eax,[p2] cmp dword[eax+GLVertex.edge_flag],0 je @f lea ebx,[eax+GLVertex.zp] mov eax,[p0] add eax,GLVertex.zp stdcall ecx,dword[edx+GLContext.zb],ebx,eax @@: ret endp ; Render a clipped triangle in point mode align 16 proc gl_draw_triangle_point uses eax edx, context:dword, p0:dword,p1:dword,p2:dword mov edx,[context] mov eax,[p0] cmp dword[eax+GLVertex.edge_flag],0 je @f lea eax,[eax+GLVertex.zp] stdcall ZB_plot,dword[edx+GLContext.zb],eax @@: mov eax,[p1] cmp dword[eax+GLVertex.edge_flag],0 je @f lea eax,[eax+GLVertex.zp] stdcall ZB_plot,dword[edx+GLContext.zb],eax @@: mov eax,[p2] cmp dword[eax+GLVertex.edge_flag],0 je @f lea eax,[eax+GLVertex.zp] stdcall ZB_plot,dword[edx+GLContext.zb],eax @@: ret endp