forked from KolibriOS/kolibrios
63939f9591
git-svn-id: svn://kolibrios.org@6523 a494cfbc-eb01-0410-851d-a64ba20cac60
611 lines
12 KiB
NASM
611 lines
12 KiB
NASM
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if DEBUG
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align 4
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proc gl_print_matrix uses eax ebx ecx edi, m:dword, rows:dword
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mov ecx,[rows]
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cmp ecx,1
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jl .end_f
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mov ebx,[m]
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mov word[NumberSymbolsAD],3
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finit
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@@:
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lea edi,[buf_param]
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mov byte[edi],0
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fld dword[ebx]
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fstp qword[Data_Double]
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call DoubleFloat_to_String
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stdcall str_cat, edi,Data_String
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stdcall str_n_cat,edi,txt_zp_sp,2
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stdcall str_len,edi
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add edi,eax
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fld dword[ebx+4]
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fstp qword[Data_Double]
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call DoubleFloat_to_String
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stdcall str_cat, edi,Data_String
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stdcall str_n_cat,edi,txt_zp_sp,2
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stdcall str_len,edi
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add edi,eax
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fld dword[ebx+8]
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fstp qword[Data_Double]
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call DoubleFloat_to_String
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stdcall str_cat, edi,Data_String
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stdcall str_n_cat,edi,txt_zp_sp,2
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stdcall str_len,edi
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add edi,eax
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fld dword[ebx+12]
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fstp qword[Data_Double]
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call DoubleFloat_to_String
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stdcall str_cat, edi,Data_String
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stdcall str_n_cat,edi,txt_nl,2
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stdcall dbg_print,txt_sp,buf_param
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add ebx,16
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dec ecx
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cmp ecx,0
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jg @b
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.end_f:
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ret
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endp
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end if
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macro gl_matrix_update context, reg
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{
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local .end_0
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xor reg,reg
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cmp dword[context+GLContext.matrix_mode],1
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jg .end_0
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inc reg
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.end_0:
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mov dword[context+GLContext.matrix_model_projection_updated],reg
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}
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align 4
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proc glopMatrixMode uses eax ebx, context:dword, p:dword
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mov eax,[context]
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mov ebx,[p]
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cmp dword[ebx+4],GL_MODELVIEW ;cmp p[1],...
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jne @f
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mov dword[eax+GLContext.matrix_mode],0
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jmp .end_f
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@@:
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cmp dword[ebx+4],GL_PROJECTION
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jne @f
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mov dword[eax+GLContext.matrix_mode],1
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jmp .end_f
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@@:
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cmp dword[ebx+4],GL_TEXTURE
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jne .def
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mov dword[eax+GLContext.matrix_mode],2
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jmp .end_f
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.def:
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;assert(0);
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.end_f:
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ret
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endp
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align 4
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proc glopLoadMatrix uses eax edi esi, context:dword, p:dword
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mov eax,[context]
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mov edi,[eax+GLContext.matrix_mode]
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shl edi,2
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add edi,eax
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mov edi,dword[edi+GLContext.matrix_stack_ptr]
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mov esi,[p]
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add esi,4
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stdcall gl_M4_Transpose,edi,esi ;транспонируем входную матрицу в матрицу context.matrix_stack_ptr[context.matrix_mode]
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gl_matrix_update eax,edi
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ret
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endp
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align 4
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proc glopLoadIdentity uses eax ebx, context:dword, p:dword
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mov eax,[context]
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mov ebx,[eax+GLContext.matrix_mode]
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shl ebx,2
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add ebx,eax
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stdcall gl_M4_Id,[ebx+GLContext.matrix_stack_ptr]
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gl_matrix_update eax,ebx
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ret
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endp
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align 4
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proc glopMultMatrix uses eax edi esi, context:dword, p:dword
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locals
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m M4
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endl
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mov esi,[p]
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add esi,4
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mov edi,ebp
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sub edi,sizeof.M4
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stdcall gl_M4_Transpose,edi,esi ;транспонируем входную матрицу в локальную матрицу m
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mov eax,[context]
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mov esi,[eax+GLContext.matrix_mode]
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shl esi,2
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add esi,eax
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stdcall gl_M4_MulLeft,dword[esi+GLContext.matrix_stack_ptr],edi
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gl_matrix_update eax,edi
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ret
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endp
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align 4
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proc glopPushMatrix uses eax ebx, context:dword, p:dword
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mov eax,[context]
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mov ebx,[eax+GLContext.matrix_mode]
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; assert( (c->matrix_stack_ptr[ebx] - c->matrix_stack[ebx] + 1 )
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; < c->matrix_stack_depth_max[ebx] );
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shl ebx,2
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add ebx,eax
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add ebx,GLContext.matrix_stack_ptr
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add dword[ebx],sizeof.M4
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mov ebx,[ebx] ;ebx = ++context.matrix_stack_ptr[context.matrix_mode]
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sub ebx,sizeof.M4
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push ebx
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add ebx,sizeof.M4
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stdcall gl_M4_Move, ebx
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gl_matrix_update eax,ebx
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ret
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endp
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align 4
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proc glopPopMatrix uses eax ebx, context:dword, p:dword
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mov eax,[context]
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mov ebx,[eax+GLContext.matrix_mode]
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; assert( c->matrix_stack_ptr[n] > c->matrix_stack[n] );
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shl ebx,2
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add ebx,eax
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sub dword[ebx+GLContext.matrix_stack_ptr],sizeof.M4
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gl_matrix_update eax,ebx
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ret
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endp
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align 4
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proc glopRotate uses eax ebx ecx edx, context:dword, p:dword
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locals
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u0 dd ?
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u1 dd ?
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u2 dd ?
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angle dd ?
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cost dd ?
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sint dd ?
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m M4
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endl
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mov eax,[context]
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mov ebx,[p]
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mov ecx,ebp
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sub ecx,sizeof.M4 ;ecx=&m
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finit
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fldpi
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fmul dword[ebx+4]
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fdiv dword[an180f]
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fst dword[angle] ;angle = p[1].f * M_PI / 180.0
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;st0 = angle
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; simple case detection
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xor edx,edx
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fld dword[ebx+16]
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ftst
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fstsw ax
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sahf
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je @f
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inc edx
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@@:
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fstp dword[u2]
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fld dword[ebx+12]
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ftst
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fstsw ax
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sahf
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je @f
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or edx,2
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@@:
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fstp dword[u1]
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fld dword[ebx+8]
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ftst
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fstsw ax
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sahf
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je @f
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or edx,4
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@@:
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fstp dword[u0]
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;st0 = angle
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;ebx = ((u0 != 0)<<2) | ((u1 != 0)<<1) | (u2 != 0)
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or edx,edx
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jz .end_f ;если нет поворотов выход из функции
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cmp edx,4
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jne @f
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fld dword[u0]
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ftst
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fstsw ax
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ffree st0
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fincstp
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sahf
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jae .u0ch
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fchs ;if (u0 < 0) angle *= -1
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.u0ch:
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push dword 0
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fstp dword[esp-4]
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sub esp,4
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stdcall gl_M4_Rotate, ecx
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jmp .end_sw
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@@:
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cmp edx,2
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jne @f
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fld dword[u1]
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ftst
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fstsw ax
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ffree st0
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fincstp
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sahf
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jae .u1ch
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fchs ;if (u1 < 0) angle *= -1
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.u1ch:
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push dword 1
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fstp dword[esp-4]
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sub esp,4
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stdcall gl_M4_Rotate, ecx
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jmp .end_sw
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@@:
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cmp edx,1
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jne @f
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fld dword[u2]
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ftst
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fstsw ax
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ffree st0
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fincstp
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sahf
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jae .u2ch
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fchs ;if (u2 < 0) angle *= -1
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.u2ch:
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push dword 2
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fstp dword[esp-4]
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sub esp,4
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stdcall gl_M4_Rotate, ecx
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jmp .end_sw
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@@: ;default:
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; normalize vector
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fld dword[u0]
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fmul st0,st0
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fld dword[u1]
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fmul st0,st0
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faddp
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fld dword[u2]
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fmul st0,st0
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faddp
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; fst dword[len] ;len = u0*u0+u1*u1+u2*u2
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ftst
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fstsw ax
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sahf
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je .f2 ;if (len == 0.0f) return
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fsqrt
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fld1
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fxch
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fdivp ;len = 1.0f / sqrt(len)
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; fst dword[len]
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fld dword[u0]
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fmul st0,st1
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fstp dword[u0] ;u0 *= len
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fld dword[u1]
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fmul st0,st1
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fstp dword[u1] ;u1 *= len
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fld dword[u2]
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fmul st0,st1
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fstp dword[u2] ;u2 *= len
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;st0 = len, st1 = angle
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ffree st0
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fincstp
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; store cos and sin values
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fcos
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fst dword[cost] ;cost=cos(angle)
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fld dword[angle]
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fsin
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fst dword[sint] ;sint=sin(angle)
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; fill in the values
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mov ebx,0.0
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mov [ecx+3*16 ],ebx ;m[3][0]
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mov [ecx+3*16 +4],ebx ;m[3][1]
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mov [ecx+3*16 +8],ebx ;m[3][2]
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mov [ecx+ 12],ebx ;m[0][3]
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mov [ecx+ 16+12],ebx ;m[1][3]
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mov [ecx+2*16+12],ebx ;m[2][3]
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mov ebx,1.0
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mov [ecx+3*16+12],ebx ;m[3][3]
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; do the math
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fld dword[u0]
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fmul st0,st0
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fld1
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fsub st0,st1
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fmul st0,st3 ;st0 = cost*(1-u0^2)
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faddp
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fstp dword[ecx] ;m[0][0] = u0*u0+cost*(1-u0*u0)
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fld1
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fsub st0,st2 ;st0 = 1-cost
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fld st0
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fmul dword[u0]
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fmul dword[u1]
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fld dword[u2]
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fmul st0,st3 ;st0 = u2*sint
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fchs
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faddp
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fstp dword[ecx+16] ;m[1][0] = u0*u1*(1-cost)-u2*sint
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fld st0
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fmul dword[u0]
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fmul dword[u2]
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fld dword[u1]
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fmul st0,st3 ;st0 = u1*sint
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faddp
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fstp dword[ecx+32] ;m.m[2][0]=u[2]*u[0]*(1-cost)+u[1]*sint
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fld st0
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fmul dword[u0]
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fmul dword[u1]
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fld dword[u2]
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fmul st0,st3 ;st0 = u2*sint
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faddp
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fstp dword[ecx+4] ;m.m[0][1]=u[0]*u[1]*(1-cost)+u[2]*sint
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fld dword[u1]
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fmul st0,st0
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fld1
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fsub st0,st1
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fmul st0,st4 ;st0 = cost*(1-u1^2)
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faddp
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fstp dword[ecx+20] ;m.m[1][1]=u[1]*u[1]+cost*(1-u[1]*u[1])
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fld st0
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fmul dword[u1]
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fmul dword[u2]
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fld dword[u0]
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fmul st0,st3 ;st0 = u0*sint
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fchs
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faddp
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fstp dword[ecx+36] ;m.m[2][1]=u[1]*u[2]*(1-cost)-u[0]*sint
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fld st0
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fmul dword[u0]
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fmul dword[u2]
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fld dword[u1]
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fmul st0,st3 ;st0 = u1*sint
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fchs
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faddp
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fstp dword[ecx+8] ;m.m[0][2]=u[2]*u[0]*(1-cost)-u[1]*sint
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fld st0
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fmul dword[u1]
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fmul dword[u2]
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fld dword[u0]
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fmul st0,st3 ;st0 = u0*sint
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faddp
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fstp dword[ecx+24] ;m.m[1][2]=u[1]*u[2]*(1-cost)+u[0]*sint
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ffree st0 ;1-cost
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fincstp
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fld dword[u2]
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fmul st0,st0
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fld1
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fsub st0,st1
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fmul st0,st3 ;st0 = cost*(1-u2^2)
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faddp
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fstp dword[ecx+40] ;m[2][2] = u2*u2+cost*(1-u2*u2)
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ffree st0 ;sint
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fincstp
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ffree st0 ;cost
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fincstp
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.end_sw:
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mov eax,[context]
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mov ebx,[eax+GLContext.matrix_mode]
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shl ebx,2
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add ebx,eax
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stdcall gl_M4_MulLeft,dword[ebx+GLContext.matrix_stack_ptr],ecx
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gl_matrix_update eax,ebx
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jmp .end_f
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.f2:
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ffree st0 ;len
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fincstp
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ffree st0 ;angle
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fincstp
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.end_f:
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ret
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endp
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align 4
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proc glopScale uses eax ebx ecx, context:dword, p:dword
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mov ecx,[p]
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mov eax,[context]
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mov ebx,[eax+GLContext.matrix_mode]
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shl ebx,2
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add ebx,eax
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mov ebx,[ebx+GLContext.matrix_stack_ptr] ;ebx = &m[0]
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fld dword[ecx+ 4] ;x
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fld dword[ecx+ 8] ;y
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fld dword[ecx+12] ;z
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mov ecx,4
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@@:
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fld dword[ebx] ;m[0]
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fmul st0,st3 ;m[0] * x
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fstp dword[ebx] ;m[0] *= x
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fld dword[ebx+4] ;m[1]
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fmul st0,st2 ;m[1] * y
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fstp dword[ebx+4];m[1] *= y
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fld dword[ebx+8] ;m[2]
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fmul st0,st1 ;m[2] * z
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fstp dword[ebx+8];m[2] *= z
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add ebx,16
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loop @b
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ffree st0
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fincstp
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ffree st0
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fincstp
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ffree st0
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fincstp
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gl_matrix_update eax,ebx
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ret
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endp
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align 4
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proc glopTranslate uses eax ebx ecx, context:dword, p:dword
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mov ecx,[p]
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mov eax,[context]
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mov ebx,[eax+GLContext.matrix_mode]
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shl ebx,2
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add ebx,eax
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mov ebx,[ebx+GLContext.matrix_stack_ptr] ;ebx = &m[0]
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fld dword[ecx+ 4] ;x
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fld dword[ecx+ 8] ;y
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fld dword[ecx+12] ;z
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mov ecx,4
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@@:
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fld dword[ebx] ;m[0]
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fmul st0,st3 ;m[0] * x
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fld dword[ebx+4] ;m[1]
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fmul st0,st3 ;m[1] * y
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faddp
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fld dword[ebx+8] ;m[2]
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fmul st0,st2 ;m[2] * z
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faddp
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fadd dword[ebx+12] ;m[3]
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fstp dword[ebx+12] ;m[3] = m[0] * x + m[1] * y + m[2] * z + m[3]
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add ebx,16
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loop @b
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ffree st0
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fincstp
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ffree st0
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fincstp
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ffree st0
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fincstp
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gl_matrix_update eax,ebx
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ret
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endp
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align 4
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proc glopFrustum uses eax ebx ecx, context:dword, p:dword
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locals
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x dd ?
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y dd ?
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A dd ?
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B dd ?
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C dd ?
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D dd ?
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m M4
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endl
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mov eax,[context]
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mov ebx,[p]
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fld dword[ebx+8]
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fsub dword[ebx+4] ;st0 = (right-left)
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fld dword[ebx+20] ;st0 = near
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fadd st0,st0
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fdiv st0,st1
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fstp dword[x] ;x = (2.0*near) / (right-left)
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fld dword[ebx+16]
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fsub dword[ebx+12] ;st0 = (top-bottom)
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fld dword[ebx+20] ;st0 = near
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fadd st0,st0
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fdiv st0,st1
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fstp dword[y] ;y = (2.0*near) / (top-bottom)
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fld dword[ebx+8]
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fadd dword[ebx+4] ;st0 = (right+left)
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fdiv st0,st2 ;st2 = (right-left)
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fstp dword[A] ;A = (right+left) / (right-left)
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fld dword[ebx+16]
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fadd dword[ebx+12] ;st0 = (top+bottom)
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fdiv st0,st1 ;st1 = (top-bottom)
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fstp dword[B] ;B = (top+bottom) / (top-bottom)
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fld dword[ebx+24]
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fsub dword[ebx+20] ;st0 = (farp-near)
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fld dword[ebx+24]
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fadd dword[ebx+20]
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fchs ;st0 = -(farp+near)
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fdiv st0,st1
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fstp dword[C] ;C = -(farp+near) / (farp-near)
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fld dword[ebx+24]
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fmul dword[ebx+20] ;st0 = farp*near
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fadd st0,st0
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fchs ;st0 = -(2.0*farp*near)
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fdiv st0,st1
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fstp dword[D] ;D = -(2.0*farp*near) / (farp-near)
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ffree st0
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fincstp
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ffree st0
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fincstp
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ffree st0
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fincstp
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mov ecx,ebp
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sub ecx,sizeof.M4
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mov ebx,[x]
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mov dword[ecx],ebx
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mov dword[ecx+4],0.0
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mov ebx,[A]
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mov dword[ecx+8],ebx
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mov dword[ecx+12],0.0
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mov dword[ecx+16],0.0
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mov ebx,[y]
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mov dword[ecx+20],ebx
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mov ebx,[B]
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mov dword[ecx+24],ebx
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mov dword[ecx+28],0.0
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mov dword[ecx+32],0.0
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mov dword[ecx+36],0.0
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mov ebx,[C]
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mov dword[ecx+40],ebx
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mov ebx,[D]
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mov dword[ecx+44],ebx
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mov dword[ecx+48],0.0
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mov dword[ecx+52],0.0
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mov dword[ecx+56],-1.0
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mov dword[ecx+60],0.0
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mov ebx,[eax+GLContext.matrix_mode]
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shl ebx,2
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add ebx,eax
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stdcall gl_M4_MulLeft,dword[ebx+GLContext.matrix_stack_ptr],ecx
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if DEBUG ;glopFrustum
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stdcall gl_print_matrix,ecx,4
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stdcall gl_print_matrix,dword[ebx+GLContext.matrix_stack_ptr],4
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end if
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gl_matrix_update eax,ebx
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ret
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endp
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