INTERP_Z equ 1 macro DRAW_INIT { if TGL_FEATURE_RENDER_BITS eq 24 mov ecx,[p2] mov eax,[ecx+offs_zbup_r] shr eax,8 mov [colorR],al ;colorR=p2.r>>8 mov eax,[ecx+offs_zbup_g] shr eax,8 mov [colorG],al ;colorG=p2.g>>8 mov eax,[ecx+offs_zbup_b] shr eax,8 mov [colorB],al ;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 eax,[or1] mov cl,ah mov eax,[og1] mov ch,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] shr 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 ; pz[_a]=zz; 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 ; pz[_a]=zz; 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 ; pz[_a]=zz; 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