forked from KolibriOS/kolibrios
0feb6fbe0b
git-svn-id: svn://kolibrios.org@5208 a494cfbc-eb01-0410-851d-a64ba20cac60
416 lines
7.8 KiB
NASM
416 lines
7.8 KiB
NASM
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INTERP_Z equ 1
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macro DRAW_INIT
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{
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if TGL_FEATURE_RENDER_BITS eq 24
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mov ecx,[p2]
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mov eax,[ecx+offs_zbup_r]
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mov [colorR],ah ;colorR=p2.r>>8
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mov eax,[ecx+offs_zbup_g]
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mov [colorG],ah ;colorG=p2.g>>8
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mov eax,[ecx+offs_zbup_b]
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mov [colorB],ah ;colorB=p2.b>>8
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;else
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; color=RGB_TO_PIXEL(p2->r,p2->g,p2->b);
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end if
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}
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macro PUT_PIXEL _a
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{
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local .end_0
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mov eax,[z]
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shr eax, ZB_POINT_Z_FRAC_BITS
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mov [zz],eax
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mov ebx,[pz]
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cmp ax,word[ebx+2*_a] ;if (zz >= pz[_a])
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jl .end_0
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;edi = pp
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mov word[ebx+2*_a],ax ;пишем в буфер глубины новое значение
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if TGL_FEATURE_RENDER_BITS eq 24
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mov cl,[colorR]
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mov ch,[colorG]
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mov word[edi+3*_a],cx
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mov cl,[colorB]
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mov byte[edi+3*_a +2],cl
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;else
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; pp[_a]=color;
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end if
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.end_0:
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mov eax,[dzdx]
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add [z],eax
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}
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align 4
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proc ZB_fillTriangleFlat, zb:dword, p0:dword, p1:dword, p2:dword
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locals
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if TGL_FEATURE_RENDER_BITS eq 24
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colorR db ?
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colorG db ?
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colorB db ? ;unsigned char
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else
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color dd ? ;int
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end if
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include 'ztriangle.inc'
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;
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; Smooth filled triangle.
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; The code below is very tricky :)
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;
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INTERP_Z equ 1
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INTERP_RGB equ 1
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macro DRAW_INIT
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{
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if TGL_FEATURE_RENDER_BITS eq 16
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; _drgbdx=((drdx / (1<<6)) << 22) & 0xFFC00000;
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; _drgbdx|=(dgdx / (1<<5)) & 0x000007FF;
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; _drgbdx|=((dbdx / (1<<7)) << 12) & 0x001FF000;
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end if
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}
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macro PUT_PIXEL _a
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{
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local .end_0
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mov eax,[z]
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shr eax,ZB_POINT_Z_FRAC_BITS
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mov [zz],eax
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mov ebx,[pz]
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cmp ax,word[ebx+2*_a] ;if (zz >= pz[_a])
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jl .end_0
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;edi = pp
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mov word[ebx+2*_a],ax ;пишем в буфер глубины новое значение
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if TGL_FEATURE_RENDER_BITS eq 24
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mov eax,[or1]
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mov cl,ah
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mov eax,[og1]
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mov ch,ah
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mov word[edi+3*_a],cx
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mov eax,[ob1]
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mov byte[edi+3*_a +2],ah
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end if
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if TGL_FEATURE_RENDER_BITS eq 16
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; tmp=rgb & 0xF81F07E0;
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; pp[_a]=tmp | (tmp >> 16);
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;else
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; pp[_a] = RGB_TO_PIXEL(or1, og1, ob1);
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end if
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.end_0:
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mov eax,[dzdx]
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add [z],eax
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if TGL_FEATURE_RENDER_BITS eq 16
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; rgb=(rgb+drgbdx) & ( ~ 0x00200800);
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end if
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if TGL_FEATURE_RENDER_BITS <> 16
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mov eax,[dgdx]
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add [og1],eax
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mov eax,[drdx]
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add [or1],eax
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mov eax,[dbdx]
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add [ob1],eax
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end if
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}
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;;;DRAW_LINE_M equ 1
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macro DRAW_LINE code
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{
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local .cycle_0
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local .cycle_1
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if TGL_FEATURE_RENDER_BITS eq 16
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if code eq 0
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pz dd ? ;uint*
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tmp dd ? ;uint
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z dd ? ;uint
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zz dd ? ;uint
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rgb dd ? ;uint
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drgbdx dd ? ;uint
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n dd ? ;int
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end if
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if code eq 1
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mov eax,[x2]
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sar eax,16
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sub eax,[x1]
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mov [n],eax ;n = (x2 >> 16) - x1
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; pp=pp1+x1;
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; pz=pz1+x1;
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; z=z1;
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; rgb=(r1 << 16) & 0xFFC00000;
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; rgb|=(g1 >> 5) & 0x000007FF;
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; rgb|=(b1 << 5) & 0x001FF000;
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; drgbdx=_drgbdx;
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align 4
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.cycle_0: ;while (n>=3)
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cmp dword[n],3
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jl .cycle_1
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PUT_PIXEL 0
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PUT_PIXEL 1
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PUT_PIXEL 2
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PUT_PIXEL 3
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add dword[pz],8
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add edi,4
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sub [n],4
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jmp .cycle_0
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.cycle_1: ;while (n>=0)
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cmp dword[n],0
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jl .cycle_1_end
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PUT_PIXEL 0
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add dword[pz],2
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inc edi
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dec dword[n]
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jmp .cycle_1
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.cycle_1_end:
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end if
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end if
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}
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align 4
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proc ZB_fillTriangleSmooth, zb:dword, p0:dword, p1:dword, p2:dword
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locals
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if TGL_FEATURE_RENDER_BITS eq 16
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_drgbdx dd ? ;int
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end if
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include 'ztriangle.inc'
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align 4
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proc ZB_setTexture uses eax ebx, zb:dword, texture:dword
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mov eax,[zb]
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mov ebx,[texture]
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mov dword[eax+offs_zbuf_current_texture],ebx
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ret
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endp
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INTERP_Z equ 1
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INTERP_ST equ 1
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macro DRAW_INIT
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{
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mov eax,[zb]
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mov eax,[eax+offs_zbuf_current_texture]
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mov [texture],eax
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}
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macro PUT_PIXEL _a
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{
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local .end_0
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mov eax,[z]
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shr eax,ZB_POINT_Z_FRAC_BITS
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mov [zz],eax
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mov ebx,[pz]
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cmp ax,word[ebx+2*_a] ;if (zz >= pz[_a])
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jl .end_0
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; pz[_a]=zz;
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if TGL_FEATURE_RENDER_BITS eq 24
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; unsigned char *ptr;
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; ptr = texture + (((t & 0x3FC00000) | s) >> 14) * 3;
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; pp[3 * _a]= ptr[0];
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; pp[3 * _a + 1]= ptr[1];
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; pp[3 * _a + 2]= ptr[2];
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else
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; pp[_a]=texture[((t & 0x3FC00000) | s) >> 14];
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end if
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.end_0:
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mov eax,[dzdx]
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add [z],eax
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mov eax,[dsdx]
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add [s],eax
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mov eax,[dtdx]
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add [t],eax
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}
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align 4
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proc ZB_fillTriangleMapping, zb:dword, p0:dword, p1:dword, p2:dword
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locals
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texture dd ? ;PIXEL*
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include 'ztriangle.inc'
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;
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; Texture mapping with perspective correction.
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; We use the gradient method to make less divisions.
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; TODO: pipeline the division
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;
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if 1
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INTERP_Z equ 1
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INTERP_STZ equ 1
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NB_INTERP equ 8
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macro DRAW_INIT
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{
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mov eax,[zb]
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mov eax,[eax+offs_zbuf_current_texture]
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mov [texture],eax
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fild dword[dzdx]
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fstp dword[fdzdx]
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; fndzdx=NB_INTERP * fdzdx;
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; ndszdx=NB_INTERP * dszdx;
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; ndtzdx=NB_INTERP * dtzdx;
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}
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macro PUT_PIXEL _a
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{
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local .end_0
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mov eax,[z]
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shr eax,ZB_POINT_Z_FRAC_BITS
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mov [zz],eax
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mov ebx,[pz]
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cmp ax,word[ebx+2*_a] ;if (zz >= pz[_a])
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jl .end_0
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; pz[_a]=zz;
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if TGL_FEATURE_RENDER_BITS eq 24
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; unsigned char *ptr;
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; ptr = texture + (((t & 0x3FC00000) | (s & 0x003FC000)) >> 14) * 3;
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; pp[3 * _a]= ptr[0];
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; pp[3 * _a + 1]= ptr[1];
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; pp[3 * _a + 2]= ptr[2];
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else
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; pp[_a]=*(PIXEL *)((char *)texture+
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; (((t & 0x3FC00000) | (s & 0x003FC000)) >> (17 - PSZSH)));
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end if
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.end_0:
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mov eax,[dzdx]
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add [z],eax
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mov eax,[dsdx]
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add [s],eax
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mov eax,[dtdx]
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add [t],eax
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}
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DRAW_LINE_M equ 1
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macro DRAW_LINE code
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{
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if TGL_FEATURE_RENDER_BITS eq 24
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if code eq 0
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pz dd ? ;uint *
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s dd ? ;uint
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t dd ? ;uint
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z dd ? ;uint
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zz dd ? ;uint
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n1 dd ? ;int - длинна горизонтальной линии в пикселях
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dsdx dd ? ;int
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dtdx dd ? ;int
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s_z dd ? ;float
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t_z dd ? ;float
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fz dd ? ;float
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zinv dd ? ;float
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end if
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if code eq 1
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; n1=(x2>>16)-x1;
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; fz=(float)z1;
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; zinv=1.0 / fz;
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; pp=(pp1 + x1 * PSZB);
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; pz=pz1+x1;
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; z=z1;
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; sz=sz1;
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; tz=tz1;
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; while (n1>=(NB_INTERP-1)) {
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; {
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; float ss,tt;
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; ss=(sz * zinv);
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; tt=(tz * zinv);
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; s=(int) ss;
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; t=(int) tt;
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; dsdx= (int)( (dszdx - ss*fdzdx)*zinv );
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; dtdx= (int)( (dtzdx - tt*fdzdx)*zinv );
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; fz+=fndzdx;
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; zinv=1.0 / fz;
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; }
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; PUT_PIXEL(0);
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; PUT_PIXEL(1);
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; PUT_PIXEL(2);
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; PUT_PIXEL(3);
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; PUT_PIXEL(4);
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; PUT_PIXEL(5);
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; PUT_PIXEL(6);
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; PUT_PIXEL(7);
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; pz+=NB_INTERP;
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; pp=(pp + NB_INTERP * PSZB);
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; n1-=NB_INTERP;
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; sz+=ndszdx;
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; tz+=ndtzdx;
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; }
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; {
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; float ss,tt;
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; ss=(sz * zinv);
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; tt=(tz * zinv);
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; s=(int) ss;
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; t=(int) tt;
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; dsdx= (int)( (dszdx - ss*fdzdx)*zinv );
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; dtdx= (int)( (dtzdx - tt*fdzdx)*zinv );
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; }
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; while (n1>=0) {
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;;; PUT_PIXEL 0
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; pz+=1;
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; pp=(PIXEL *)((char *)pp + PSZB);
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dec dword[n1]
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; }
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end if
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end if
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}
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align 4
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proc ZB_fillTriangleMappingPerspective, zb:dword, p0:dword, p1:dword, p2:dword
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locals
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texture dd ? ;PIXEL *
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fdzdx dd ? ;float
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fndzdx dd ? ;float
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ndszdx dd ? ;float
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ndtzdx dd ? ;float
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include 'ztriangle.inc'
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end if
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if 0
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; slow but exact version (only there for reference, incorrect for 24
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; bits)
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INTERP_Z equ 1
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INTERP_STZ equ 1
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macro DRAW_INIT
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{
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mov eax,[zb]
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mov eax,[eax+offs_zbuf_current_texture]
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mov [texture],eax
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}
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macro PUT_PIXEL _a
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{
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local .end_0
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; int s,t;
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mov eax,[z]
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shr eax,ZB_POINT_Z_FRAC_BITS
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mov [zz],eax
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mov ebx,[pz]
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cmp ax,word[ebx+2*_a] ;if (zz >= pz[_a])
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jl .end_0
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; pz[_a]=zz;
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fild dword[z]
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fld dword[s_z]
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fdiv st0,st1
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;fistp dword[...s...] ;s = (int) (s_z / (float) z)
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; t= (int) (t_z / (float) z);
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; pp[_a]=texture[((t & 0x3FC00000) | s) >> 14];
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.end_0:
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mov eax,[dzdx]
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add [z],eax
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fld dword[dszdx]
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fadd dword[s_z]
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fstp dword[s_z]
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fld dword,[dtzdx]
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fadd dword[t_z]
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fstp dword[t_z]
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}
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align 4
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proc ZB_fillTriangleMappingPerspective, zb:dword, p0:dword, p1:dword, p2:dword
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locals
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texture dd ? ;PIXEL*
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include 'ztriangle.inc'
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end if
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