fix in some vertex functions

git-svn-id: svn://kolibrios.org@5175 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
IgorA 2014-11-07 15:23:03 +00:00
parent 1b1d267df0
commit c3161395bd
7 changed files with 1094 additions and 582 deletions

View File

@ -169,29 +169,29 @@ proc interpolate uses eax ebx ecx, q:dword,p0:dword,p1:dword,t:dword
fld dword[t] fld dword[t]
; интерполяция по координатам ; интерполяция по координатам
fld dword[ecx+offs_vert_pc] fld dword[ecx+offs_vert_pc+offs_X]
fsub dword[ebx+offs_vert_pc] fsub dword[ebx+offs_vert_pc+offs_X]
fmul st0,st1 fmul st0,st1
fadd dword[ebx+offs_vert_pc] fadd dword[ebx+offs_vert_pc+offs_X]
fstp dword[eax+offs_vert_pc] fstp dword[eax+offs_vert_pc+offs_X]
fld dword[ecx+offs_vert_pc+4] fld dword[ecx+offs_vert_pc+offs_Y]
fsub dword[ebx+offs_vert_pc+4] fsub dword[ebx+offs_vert_pc+offs_Y]
fmul st0,st1 fmul st0,st1
fadd dword[ebx+offs_vert_pc+4] fadd dword[ebx+offs_vert_pc+offs_Y]
fstp dword[eax+offs_vert_pc+4] fstp dword[eax+offs_vert_pc+offs_Y]
fld dword[ecx+offs_vert_pc+8] fld dword[ecx+offs_vert_pc+offs_Z]
fsub dword[ebx+offs_vert_pc+8] fsub dword[ebx+offs_vert_pc+offs_Z]
fmul st0,st1 fmul st0,st1
fadd dword[ebx+offs_vert_pc+8] fadd dword[ebx+offs_vert_pc+offs_Z]
fstp dword[eax+offs_vert_pc+8] fstp dword[eax+offs_vert_pc+offs_Z]
fld dword[ecx+offs_vert_pc+12] fld dword[ecx+offs_vert_pc+offs_W]
fsub dword[ebx+offs_vert_pc+12] fsub dword[ebx+offs_vert_pc+offs_W]
fmul st0,st1 fmul st0,st1
fadd dword[ebx+offs_vert_pc+12] fadd dword[ebx+offs_vert_pc+offs_W]
fstp dword[eax+offs_vert_pc+12] fstp dword[eax+offs_vert_pc+offs_W]
; интерполяция по цвету ; интерполяция по цвету
fld dword[ecx+offs_vert_color] fld dword[ecx+offs_vert_color]
@ -531,17 +531,17 @@ endl
mov edx,[a] mov edx,[a]
mov ebx,[b] mov ebx,[b]
mov ecx,[c] mov ecx,[c]
fld dword[ebx] fld dword[ebx+offs_X]
fsub dword[edx] fsub dword[edx+offs_X]
fstp dword[d_X] ;d_X = (b.X - a.X) fstp dword[d_X] ;d_X = (b.X - a.X)
fld dword[ebx+4] fld dword[ebx+offs_Y]
fsub dword[edx+4] fsub dword[edx+offs_Y]
fstp dword[d_Y] ;d_Y = (b.Y - a.Y) fstp dword[d_Y] ;d_Y = (b.Y - a.Y)
fld dword[ebx+8] fld dword[ebx+offs_Z]
fsub dword[edx+8] fsub dword[edx+offs_Z]
fstp dword[d_Z] ;d_Z = (b.Z - a.Z) fstp dword[d_Z] ;d_Z = (b.Z - a.Z)
fld dword[ebx+12] fld dword[ebx+offs_W]
fsub dword[edx+12] fsub dword[edx+offs_W]
fst dword[d_W] ;d_W = (b.W - a.W) fst dword[d_W] ;d_W = (b.W - a.W)
if sign eq 0 if sign eq 0
fadd dword[d#dir] fadd dword[d#dir]
@ -550,15 +550,13 @@ else
end if end if
fldz fldz
fcomp st1 fcompp
fstsw ax fstsw ax
sahf sahf
ja @f ja @f
fincstp
fst dword[t] ;t=0 fst dword[t] ;t=0
jmp .e_zero jmp .e_zero
@@: ;else @@: ;else
fincstp
fld dword[edx+offs#dir] fld dword[edx+offs#dir]
if sign eq 0 if sign eq 0
fchs fchs
@ -628,115 +626,189 @@ endp
align 4 align 4
clip_proc dd clip_xmin,clip_xmax, clip_ymin,clip_ymax, clip_zmin,clip_zmax clip_proc dd clip_xmin,clip_xmax, clip_ymin,clip_ymax, clip_zmin,clip_zmax
;static inline void updateTmp(GLContext *c, GLVertex *q,GLVertex *p0,GLVertex *p1,float t) align 4
;{ proc updateTmp uses edx, context:dword, q:dword, p0:dword, p1:dword, t:dword
; if (c->current_shade_model == GL_SMOOTH) { mov eax,[context]
cmp dword[edx+offs_cont_current_shade_model],GL_SMOOTH ;if (context.current_shade_model == GL_SMOOTH)
jne .els_0
; q->color.v[0]=p0->color.v[0] + (p1->color.v[0]-p0->color.v[0])*t; ; q->color.v[0]=p0->color.v[0] + (p1->color.v[0]-p0->color.v[0])*t;
; q->color.v[1]=p0->color.v[1] + (p1->color.v[1]-p0->color.v[1])*t; ; q->color.v[1]=p0->color.v[1] + (p1->color.v[1]-p0->color.v[1])*t;
; q->color.v[2]=p0->color.v[2] + (p1->color.v[2]-p0->color.v[2])*t; ; q->color.v[2]=p0->color.v[2] + (p1->color.v[2]-p0->color.v[2])*t;
; } else { jmp @f
.els_0:
; q->color.v[0]=p0->color.v[0]; ; q->color.v[0]=p0->color.v[0];
; q->color.v[1]=p0->color.v[1]; ; q->color.v[1]=p0->color.v[1];
; q->color.v[2]=p0->color.v[2]; ; q->color.v[2]=p0->color.v[2];
; } @@:
; if (c->texture_2d_enabled) { cmp dword[edx+offs_cont_texture_2d_enabled],0 ;if (context.texture_2d_enabled)
je @f
; q->tex_coord.X=p0->tex_coord.X + (p1->tex_coord.X-p0->tex_coord.X)*t; ; q->tex_coord.X=p0->tex_coord.X + (p1->tex_coord.X-p0->tex_coord.X)*t;
; q->tex_coord.Y=p0->tex_coord.Y + (p1->tex_coord.Y-p0->tex_coord.Y)*t; ; q->tex_coord.Y=p0->tex_coord.Y + (p1->tex_coord.Y-p0->tex_coord.Y)*t;
; } @@:
; q->clip_code=gl_clipcode(q->pc.X,q->pc.Y,q->pc.Z,q->pc.W); ; q->clip_code=gl_clipcode(q->pc.X,q->pc.Y,q->pc.Z,q->pc.W);
; if (q->clip_code==0){ ; if (q->clip_code==0){
; gl_transform_to_viewport(c,q); ; gl_transform_to_viewport(c,q);
; RGBFtoRGBI(q->color.v[0],q->color.v[1],q->color.v[2],q->zp.r,q->zp.g,q->zp.b); ; RGBFtoRGBI(q->color.v[0],q->color.v[1],q->color.v[2],q->zp.r,q->zp.g,q->zp.b);
; } ; }
;} ret
endp
;static void gl_draw_triangle_clip(GLContext *c, GLVertex *p0,GLVertex *p1,GLVertex *p2,int clip_bit); align 4
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]
;void gl_draw_triangle(GLContext *c, GLVertex *p0,GLVertex *p1,GLVertex *p2) mov edi,[ebx+offs_vert_clip_code]
;{ mov dword[cc],edi
; int co,c_and,cc[3],front; mov eax,[ecx+offs_vert_clip_code]
; float norm; mov dword[cc+4],eax
; or edi,eax
; cc[0]=p0->clip_code; mov eax,[edx+offs_vert_clip_code]
; cc[1]=p1->clip_code; mov dword[cc+8],eax
; cc[2]=p2->clip_code; or edi,eax
;
; co=cc[0] | cc[1] | cc[2];
;
; /* we handle the non clipped case here to go faster */
; if (co==0) {
;
; norm=(float)(p1->zp.x-p0->zp.x)*(float)(p2->zp.y-p0->zp.y)-
; (float)(p2->zp.x-p0->zp.x)*(float)(p1->zp.y-p0->zp.y);
;
; if (norm == 0) return;
;
; front = norm < 0.0;
; front = front ^ c->current_front_face;
;
; /* back face culling */
; if (c->cull_face_enabled) {
; /* most used case first */
; if (c->current_cull_face == GL_BACK) {
; if (front == 0) return;
; c->draw_triangle_front(c,p0,p1,p2);
; } else if (c->current_cull_face == GL_FRONT) {
; if (front != 0) return;
; c->draw_triangle_back(c,p0,p1,p2);
; } else {
; return;
; }
; } else {
; /* no culling */
; if (front) {
; c->draw_triangle_front(c,p0,p1,p2);
; } else {
; c->draw_triangle_back(c,p0,p1,p2);
; }
; }
; } else {
; c_and=cc[0] & cc[1] & cc[2];
; if (c_and==0) {
; gl_draw_triangle_clip(c,p0,p1,p2,0);
; }
; }
;}
;static void gl_draw_triangle_clip(GLContext *c, GLVertex *p0,GLVertex *p1,GLVertex *p2,int clip_bit) ; we handle the non clipped case here to go faster
;{ cmp edi,0
; int co,c_and,co1,cc[3],edge_flag_tmp,clip_mask; jne .els_0
; GLVertex tmp1,tmp2,*q[3]; mov edi,dword[edx+offs_vert_zp+offs_zbup_x]
; float tt; mov edi,dword[ebx+offs_vert_zp+offs_zbup_x]
mov dword[norm],edi
fild dword[norm]
mov esi,dword[ecx+offs_vert_zp+offs_zbup_y]
mov esi,dword[ebx+offs_vert_zp+offs_zbup_y]
mov dword[norm],edi
fimul dword[norm]
mov edi,dword[ecx+offs_vert_zp+offs_zbup_x]
sub edi,dword[ebx+offs_vert_zp+offs_zbup_x]
mov dword[norm],edi
fild dword[norm]
mov edi,dword[edx+offs_vert_zp+offs_zbup_y]
mov edi,dword[ebx+offs_vert_zp+offs_zbup_y]
mov dword[norm],edi
fimul dword[norm]
fsub st0,st1
; cc[0]=p0->clip_code; ;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)
; cc[1]=p1->clip_code;
; cc[2]=p2->clip_code;
; co=cc[0] | cc[1] | cc[2]; mov dword[front],0
; if (co == 0) { fldz
; gl_draw_triangle(c,p0,p1,p2); fcom st1
; } else { fstsw ax
; c_and=cc[0] & cc[1] & cc[2]; sahf
; /* the triangle is completely outside */ je .end_f
; if (c_and!=0) return; jb @f
inc dword[front] ;front = 0.0 > norm
@@:
mov edi,[context]
mov eax,dword[edi+offs_cont_current_front_face]
xor dword[front],eax ;front ^= context.current_front_face
; /* find the next direction to clip */ ; back face culling
cmp dword[edi+offs_cont_cull_face_enabled],0
je .els_1
; most used case first
cmp dword[edi+offs_cont_current_cull_face],GL_BACK
jne @f
cmp dword[front],0
je .end_f
stdcall dword[edi+offs_cont_draw_triangle_front], edi,ebx,ecx,edx
jmp .end_f
@@:
cmp dword[edi+offs_cont_current_cull_face],GL_FRONT
jne .end_f
cmp dword[front],0
jne .end_f
stdcall dword[edi+offs_cont_draw_triangle_back], edi,ebx,ecx,edx
jmp .end_f
.els_1:
; no culling
cmp dword[front],0
je @f
stdcall dword[edi+offs_cont_draw_triangle_front], edi,ebx,ecx,edx
@@:
stdcall dword[edi+offs_cont_draw_triangle_back], edi,ebx,ecx,edx
jmp .end_f
.els_0:
and eax,[cc]
and eax,[cc+4]
cmp eax,0
jne @f
stdcall gl_draw_triangle_clip, [context],ebx,ecx,edx,0
.end_f:
finit
@@:
popad
ret
endp
align 4
proc gl_draw_triangle_clip, context:dword, p0:dword, p1:dword, p2:dword, clip_bit:dword
locals
co dd ?
co1 dd ?
cc rd 3
edge_flag_tmp dd ?
clip_mask dd ?
tmp1 GLVertex ?
tmp2 GLVertex ?
q rd 3 ;GLVertex*
tt dd ? ;float
endl
pushad
mov ebx,[p0]
mov ecx,[p1]
mov edx,[p2]
mov edi,[ebx+offs_vert_clip_code]
mov dword[cc],edi
mov eax,[ecx+offs_vert_clip_code]
mov dword[cc+4],eax
or edi,eax
mov eax,[edx+offs_vert_clip_code]
mov dword[cc+8],eax
or edi,eax
mov dword[co],edi
cmp edi,0
jne .els_0
stdcall gl_draw_triangle, [context],ebx,ecx,edx
jmp .end_f
.els_0:
and eax,[cc]
and eax,[cc+4]
; the triangle is completely outside
cmp eax,0
jne .end_f
; find the next direction to clip
; while (clip_bit < 6 && (co & (1 << clip_bit)) == 0) { ; while (clip_bit < 6 && (co & (1 << clip_bit)) == 0) {
; clip_bit++; ; clip_bit++;
; } ; }
; /* this test can be true only in case of rounding errors */ ; this test can be true only in case of rounding errors
; if (clip_bit == 6) { cmp dword[clip_bit],6
;#if 0 if 0
jne @f
; printf("Error:\n"); ; 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",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",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); ; printf("%f %f %f %f\n",p2->pc.X,p2->pc.Y,p2->pc.Z,p2->pc.W);
;#endif jmp .end_f
; return; @@:
; } else
je .end_f
end if
; clip_mask = 1 << clip_bit; ; clip_mask = 1 << clip_bit;
; co1=(cc[0] ^ cc[1] ^ cc[2]) & clip_mask; ; co1=(cc[0] ^ cc[1] ^ cc[2]) & clip_mask;
@ -781,7 +853,10 @@ clip_proc dd clip_xmin,clip_xmax, clip_ymin,clip_ymax, clip_zmin,clip_zmax
; gl_draw_triangle_clip(c,q[0],&tmp1,&tmp2,clip_bit+1); ; gl_draw_triangle_clip(c,q[0],&tmp1,&tmp2,clip_bit+1);
; } ; }
; } ; }
;} .end_f:
popad
ret
endp
align 4 align 4
proc gl_draw_triangle_select uses eax, context:dword, p0:dword,p1:dword,p2:dword proc gl_draw_triangle_select uses eax, context:dword, p0:dword,p1:dword,p2:dword
@ -795,14 +870,16 @@ proc gl_draw_triangle_select uses eax, context:dword, p0:dword,p1:dword,p2:dword
ret ret
endp endp
;#ifdef PROFILE if PROFILE eq 1
;int count_triangles,count_triangles_textured,count_pixels; count_triangles dd ?
;#endif count_triangles_textured dd ?
count_pixels dd ?
end if
align 4 align 4
proc gl_draw_triangle_fill uses eax edx, context:dword, p0:dword,p1:dword,p2:dword proc gl_draw_triangle_fill, context:dword, p0:dword,p1:dword,p2:dword
;#ifdef PROFILE pushad
; { if PROFILE eq 1
; int norm; ; int norm;
; assert(p0->zp.x >= 0 && p0->zp.x < c->zb->xsize); ; assert(p0->zp.x >= 0 && p0->zp.x < c->zb->xsize);
; assert(p0->zp.y >= 0 && p0->zp.y < c->zb->ysize); ; assert(p0->zp.y >= 0 && p0->zp.y < c->zb->ysize);
@ -814,32 +891,40 @@ proc gl_draw_triangle_fill uses eax edx, context:dword, p0:dword,p1:dword,p2:dwo
; norm=(p1->zp.x-p0->zp.x)*(p2->zp.y-p0->zp.y)- ; 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); ; (p2->zp.x-p0->zp.x)*(p1->zp.y-p0->zp.y);
; count_pixels+=abs(norm)/2; ; count_pixels+=abs(norm)/2;
; count_triangles++; inc dword[count_triangles]
; } end if
;#endif
mov ebx,[p1]
add ebx,offs_vert_zp
mov ecx,[p2]
add ecx,offs_vert_zp
mov edx,[context] mov edx,[context]
cmp dword[edx+offs_cont_texture_2d_enabled],0 cmp dword[edx+offs_cont_texture_2d_enabled],0
je .els_i je .els_i
;if (context.texture_2d_enabled) ;if (context.texture_2d_enabled)
;#ifdef PROFILE if PROFILE eq 1
; count_triangles_textured++; inc dword[count_triangles_textured]
;#endif end if
mov eax,dword[edx+offs_cont_current_texture] mov eax,dword[edx+offs_cont_current_texture]
mov eax,[eax] ;переход по указателю mov eax,[eax] ;переход по указателю
;так как offs_text_images+offs_imag_pixmap = 0 то context.current_texture.images[0].pixmap = [eax] ;так как offs_text_images+offs_imag_pixmap = 0 то context.current_texture.images[0].pixmap = [eax]
stdcall ZB_setTexture, dword[edx+offs_cont_zb],dword[eax] stdcall ZB_setTexture, dword[edx+offs_cont_zb],dword[eax]
; ZB_fillTriangleMappingPerspective, dword[edx+offs_cont_zb],&p0->zp,&p1->zp,&p2->zp); mov eax,[p0]
add eax,offs_vert_zp
stdcall ZB_fillTriangleMappingPerspective, dword[edx+offs_cont_zb],eax,ebx,ecx
jmp .end_f jmp .end_f
.els_i: .els_i:
mov eax,[p0]
add eax,offs_vert_zp
cmp dword[edx+offs_cont_current_shade_model],GL_SMOOTH cmp dword[edx+offs_cont_current_shade_model],GL_SMOOTH
jne .els jne .els
;else if (context.current_shade_model == GL_SMOOTH) ;else if (context.current_shade_model == GL_SMOOTH)
; ZB_fillTriangleSmooth, dword[edx+offs_cont_zb],&p0->zp,&p1->zp,&p2->zp); stdcall ZB_fillTriangleSmooth, dword[edx+offs_cont_zb],eax,ebx,ecx
jmp .end_f jmp .end_f
.els: .els:
; ZB_fillTriangleFlat, dword[edx+offs_cont_zb],&p0->zp,&p1->zp,&p2->zp); stdcall ZB_fillTriangleFlat, dword[edx+offs_cont_zb],eax,ebx,ecx
.end_f: .end_f:
popad
ret ret
endp endp

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@ -410,16 +410,18 @@ proc glopTranslate uses eax ebx ecx, context:dword, p:dword
fmul st0,st3 ;m[1] * y fmul st0,st3 ;m[1] * y
fld dword[ebx+8] ;m[2] fld dword[ebx+8] ;m[2]
fmul st0,st3 ;m[2] * z fmul st0,st3 ;m[2] * z
fadd st0,st1 faddp
fadd st0,st2 faddp
fadd dword[ebx+12] ;m[3] fadd dword[ebx+12] ;m[3]
fstp dword[ebx+12] ;m[3] = m[0] * x + m[1] * y + m[2] * z + m[3] fstp dword[ebx+12] ;m[3] = m[0] * x + m[1] * y + m[2] * z + m[3]
ffree st0
fincstp
ffree st0
fincstp
add ebx,16 add ebx,16
loop @b loop @b
ffree st0
fincstp
ffree st0
fincstp
ffree st0
fincstp
if DEBUG ;glopTranslate if DEBUG ;glopTranslate
mov ebx,[eax+offs_cont_matrix_mode] mov ebx,[eax+offs_cont_matrix_mode]

View File

@ -87,9 +87,9 @@ m_5 db '(5)',13,10,0
buf_param rb 80 buf_param rb 80
align 4 align 4
proc str_n_cat uses eax ecx edi esi, str1:dword, str2:dword, n:dword proc str_n_cat uses eax ecx edi esi, str1:dword, str2:dword, n_len:dword
mov esi,dword[str2] mov esi,dword[str2]
mov ecx,dword[n] mov ecx,dword[n_len]
mov edi,dword[str1] mov edi,dword[str1]
stdcall str_len,edi stdcall str_len,edi
add edi,eax add edi,eax

View File

@ -236,7 +236,6 @@ pushad
je .els_0 je .els_0
; eye coordinates needed for lighting ; eye coordinates needed for lighting
mov ebx,dword[eax+offs_cont_matrix_stack_ptr] mov ebx,dword[eax+offs_cont_matrix_stack_ptr]
;;;mov edx,[v]
finit finit
fld dword[edx+offs_vert_coord+offs_X] fld dword[edx+offs_vert_coord+offs_X]
fld dword[edx+offs_vert_coord+offs_Y] fld dword[edx+offs_vert_coord+offs_Y]
@ -251,13 +250,9 @@ pushad
fld dword[ebx+8] ;st0 = m[2] fld dword[ebx+8] ;st0 = m[2]
fmul st0,st3 ;st0 *= v.coord.Z fmul st0,st3 ;st0 *= v.coord.Z
fadd dword[ebx+12] ;st0 += m[3] fadd dword[ebx+12] ;st0 += m[3]
fadd st0,st1 ;st0 += v.coord.Z * m[2] faddp ;st0 += v.coord.Z * m[2]
fadd st0,st2 ;st0 += v.coord.Y * m[1] faddp ;st0 += v.coord.Y * m[1]
fstp dword[edx+offs_vert_ec] ;v.ec.X = v.coord.X * m[0] + v.coord.Y * m[1] + v.coord.Z * m[2] + m[3] fstp dword[edx+offs_vert_ec] ;v.ec.X = v.coord.X * m[0] + v.coord.Y * m[1] + v.coord.Z * m[2] + m[3]
ffree st0
fincstp
ffree st0
fincstp
add ebx,16 ;следущая строка матрицы add ebx,16 ;следущая строка матрицы
add edx,4 ;следущая координата вектора add edx,4 ;следущая координата вектора
loop .cycle_0 loop .cycle_0
@ -279,13 +274,9 @@ pushad
fld dword[ebx+8] ;st0 = m[2] fld dword[ebx+8] ;st0 = m[2]
fmul st0,st3 ;st0 *= v.ec.Z fmul st0,st3 ;st0 *= v.ec.Z
fadd dword[ebx+12] ;st0 += m[3] fadd dword[ebx+12] ;st0 += m[3]
fadd st0,st1 ;st0 += v.ec.Z * m[2] faddp ;st0 += v.ec.Z * m[2]
fadd st0,st2 ;st0 += v.ec.Y * m[1] faddp ;st0 += v.ec.Y * m[1]
fstp dword[edx+offs_vert_pc] ;v.pc.X = v.ec.X * m[0] + v.ec.Y * m[1] + v.ec.Z * m[2] + m[3] fstp dword[edx+offs_vert_pc] ;v.pc.X = v.ec.X * m[0] + v.ec.Y * m[1] + v.ec.Z * m[2] + m[3]
ffree st0
fincstp
ffree st0
fincstp
add ebx,16 ;следущая строка матрицы add ebx,16 ;следущая строка матрицы
add edx,4 ;следущая координата вектора add edx,4 ;следущая координата вектора
loop .cycle_1 loop .cycle_1
@ -308,13 +299,9 @@ pushad
fmul st0,st3 ;st0 *= n.Y fmul st0,st3 ;st0 *= n.Y
fld dword[ebx+8] ;st0 = m[2] fld dword[ebx+8] ;st0 = m[2]
fmul st0,st3 ;st0 *= n.Z fmul st0,st3 ;st0 *= n.Z
fadd st0,st1 ;st0 += n.Z * m[2] faddp ;st0 += n.Z * m[2]
fadd st0,st2 ;st0 += n.Y * m[1] faddp ;st0 += n.Y * m[1]
fstp dword[edx+offs_vert_normal] ;v.normal.X = n.X * m[0] + n.Y * m[1] + n.Z * m[2] fstp dword[edx+offs_vert_normal] ;v.normal.X = n.X * m[0] + n.Y * m[1] + n.Z * m[2]
ffree st0
fincstp
ffree st0
fincstp
add ebx,16 ;следущая строка матрицы add ebx,16 ;следущая строка матрицы
add edx,4 ;следущая координата вектора add edx,4 ;следущая координата вектора
loop .cycle_2 loop .cycle_2
@ -329,7 +316,6 @@ pushad
mov ebx,eax mov ebx,eax
add ebx,offs_cont_matrix_model_projection add ebx,offs_cont_matrix_model_projection
;;;mov edx,[v]
finit finit
fld dword[edx+offs_vert_coord+offs_X] fld dword[edx+offs_vert_coord+offs_X]
fld dword[edx+offs_vert_coord+offs_Y] fld dword[edx+offs_vert_coord+offs_Y]
@ -345,13 +331,10 @@ pushad
fld dword[ebx+8] ;st0 = m[2] fld dword[ebx+8] ;st0 = m[2]
fmul st0,st3 ;st0 *= v.coord.Z fmul st0,st3 ;st0 *= v.coord.Z
fadd dword[ebx+12] ;st0 += m[3] fadd dword[ebx+12] ;st0 += m[3]
fadd st0,st1 ;st0 += v.coord.Z * m[2] faddp ;st0 += v.coord.Z * m[2]
fadd st0,st2 ;st0 += v.coord.Y * m[1] faddp ;st0 += v.coord.Y * m[1]
fstp dword[esi] ;v.pc.X = v.coord.X * m[0] + v.coord.Y * m[1] + v.coord.Z * m[2] + m[3] fstp dword[esi] ;v.pc.X = v.coord.X * m[0] + v.coord.Y * m[1] + v.coord.Z * m[2] + m[3]
ffree st0
fincstp
ffree st0
fincstp
fld dword[ebx+16] ;st0 = m[4] fld dword[ebx+16] ;st0 = m[4]
fmul st0,st3 ;st0 *= v.coord.X fmul st0,st3 ;st0 *= v.coord.X
fld dword[ebx+20] ;st0 = m[5] fld dword[ebx+20] ;st0 = m[5]
@ -359,13 +342,10 @@ pushad
fld dword[ebx+24] ;st0 = m[6] fld dword[ebx+24] ;st0 = m[6]
fmul st0,st3 ;st0 *= v.coord.Z fmul st0,st3 ;st0 *= v.coord.Z
fadd dword[ebx+28] ;st0 += m[7] fadd dword[ebx+28] ;st0 += m[7]
fadd st0,st1 ;st0 += v.coord.Z * m[6] faddp ;st0 += v.coord.Z * m[6]
fadd st0,st2 ;st0 += v.coord.Y * m[5] faddp ;st0 += v.coord.Y * m[5]
fstp dword[esi+4] ;v.pc.X = v.coord.X * m[4] + v.coord.Y * m[5] + v.coord.Z * m[6] + m[7] fstp dword[esi+4] ;v.pc.X = v.coord.X * m[4] + v.coord.Y * m[5] + v.coord.Z * m[6] + m[7]
ffree st0
fincstp
ffree st0
fincstp
fld dword[ebx+32] ;st0 = m[8] fld dword[ebx+32] ;st0 = m[8]
fmul st0,st3 ;st0 *= v.coord.X fmul st0,st3 ;st0 *= v.coord.X
fld dword[ebx+36] ;st0 = m[9] fld dword[ebx+36] ;st0 = m[9]
@ -373,8 +353,8 @@ pushad
fld dword[ebx+40] ;st0 = m[10] fld dword[ebx+40] ;st0 = m[10]
fmul st0,st3 ;st0 *= v.coord.Z fmul st0,st3 ;st0 *= v.coord.Z
fadd dword[ebx+44] ;st0 += m[11] fadd dword[ebx+44] ;st0 += m[11]
fadd st0,st1 ;st0 += v.coord.Z * m[10] faddp ;st0 += v.coord.Z * m[10]
fadd st0,st2 ;st0 += v.coord.Y * m[9] faddp ;st0 += v.coord.Y * m[9]
fstp dword[esi+8] ;v.pc.X = v.coord.X * m[8] + v.coord.Y * m[9] + v.coord.Z * m[10] + m[11] fstp dword[esi+8] ;v.pc.X = v.coord.X * m[8] + v.coord.Y * m[9] + v.coord.Z * m[10] + m[11]
cmp dword[eax+offs_cont_matrix_model_projection_no_w_transform],0 cmp dword[eax+offs_cont_matrix_model_projection_no_w_transform],0
@ -384,10 +364,6 @@ pushad
mov dword[esi+12],ebx ;v.pc.W = m[15] mov dword[esi+12],ebx ;v.pc.W = m[15]
jmp .end_els jmp .end_els
.els_1: .els_1:
ffree st0
fincstp
ffree st0
fincstp
fld dword[ebx+48] ;st0 = m[12] fld dword[ebx+48] ;st0 = m[12]
fmul st0,st3 ;st0 *= v.coord.X fmul st0,st3 ;st0 *= v.coord.X
fld dword[ebx+52] ;st0 = m[13] fld dword[ebx+52] ;st0 = m[13]
@ -395,10 +371,17 @@ pushad
fld dword[ebx+56] ;st0 = m[14] fld dword[ebx+56] ;st0 = m[14]
fmul st0,st3 ;st0 *= v.coord.Z fmul st0,st3 ;st0 *= v.coord.Z
fadd dword[ebx+60] ;st0 += m[15] fadd dword[ebx+60] ;st0 += m[15]
fadd st0,st1 ;st0 += v.coord.Z * m[14] faddp ;st0 += v.coord.Z * m[14]
fadd st0,st2 ;st0 += v.coord.Y * m[13] faddp ;st0 += v.coord.Y * m[13]
fstp dword[esi+12] ;v.pc.W = v.coord.X * m[12] + v.coord.Y * m[13] + v.coord.Z * m[14] + m[15] fstp dword[esi+12] ;v.pc.W = v.coord.X * m[12] + v.coord.Y * m[13] + v.coord.Z * m[14] + m[15]
.end_els: .end_els:
ffree st0
fincstp
ffree st0
fincstp
ffree st0
fincstp
if DEBUG ;gl_vertex_transform if DEBUG ;gl_vertex_transform
stdcall dbg_print,f_vt,txt_nl stdcall dbg_print,f_vt,txt_nl
mov edx,[v] mov edx,[v]
@ -509,8 +492,7 @@ pushad
mov eax,[edx+offs_cont_vertex] mov eax,[edx+offs_cont_vertex]
push eax push eax
add eax,sizeof.GLVertex add eax,sizeof.GLVertex
push eax stdcall gl_draw_line, edx, eax
stdcall gl_draw_line, edx
xor eax,eax xor eax,eax
mov dword[n],eax mov dword[n],eax
jmp .end_f jmp .end_f
@ -534,8 +516,7 @@ pushad
mov eax,[edx+offs_cont_vertex] mov eax,[edx+offs_cont_vertex]
push eax push eax
add eax,sizeof.GLVertex add eax,sizeof.GLVertex
push eax stdcall gl_draw_line, edx, eax
stdcall gl_draw_line, edx
mov edi,[edx+offs_cont_vertex] mov edi,[edx+offs_cont_vertex]
mov esi,edi mov esi,edi
add esi,sizeof.GLVertex add esi,sizeof.GLVertex
@ -548,7 +529,12 @@ pushad
jne @f jne @f
cmp dword[n],3 cmp dword[n],3
jne .end_f jne .end_f
; gl_draw_triangle(c, &c->vertex[0], &c->vertex[1], &c->vertex[2]); mov eax,[edx+offs_cont_vertex]
push eax
add eax,sizeof.GLVertex
push eax
add eax,sizeof.GLVertex
stdcall gl_draw_triangle, edx, eax
xor eax,eax xor eax,eax
mov dword[n],eax mov dword[n],eax
jmp .end_f jmp .end_f

View File

@ -2,19 +2,13 @@ include 'opengl_const.inc'
include 'zbuffer.inc' include 'zbuffer.inc'
include 'zmath.inc' include 'zmath.inc'
;#define fputc(...) /*nothing*/
;#define fprintf(...) /*nothing*/
;#define vfprintf(...) /*nothing*/
;#undef stderr
;#define stderr ((FILE*)-1)
;enum { OP_ ## a , ... } ;enum { OP_ ## a , ... }
s1 equ 0 sum1 equ 0
macro ADD_OP a,b,c macro ADD_OP a,b,c
{ {
OP_#a equ s1 OP_#a equ sum1
s1 equ (s1+1) sum1 equ (sum1+1)
} }
include 'opinfo.inc' include 'opinfo.inc'

View File

@ -7,13 +7,13 @@ if TGL_FEATURE_RENDER_BITS eq 24
mov ecx,[p2] mov ecx,[p2]
mov eax,[ecx+offs_zbup_r] mov eax,[ecx+offs_zbup_r]
shr eax,8 shr eax,8
mov [colorR],eax ;colorR=p2.r>>8 mov [colorR],al ;colorR=p2.r>>8
mov eax,[ecx+offs_zbup_g] mov eax,[ecx+offs_zbup_g]
shr eax,8 shr eax,8
mov [colorG],eax ;colorG=p2.g>>8 mov [colorG],al ;colorG=p2.g>>8
mov eax,[ecx+offs_zbup_b] mov eax,[ecx+offs_zbup_b]
shr eax,8 shr eax,8
mov [colorB],eax ;colorB=p2.b>>8 mov [colorB],al ;colorB=p2.b>>8
else else
; color=RGB_TO_PIXEL(p2->r,p2->g,p2->b); ; color=RGB_TO_PIXEL(p2->r,p2->g,p2->b);
end if end if
@ -21,19 +21,27 @@ end if
macro PUT_PIXEL _a macro PUT_PIXEL _a
{ {
; zz=z >> ZB_POINT_Z_FRAC_BITS; local .end_0
; if (zz >= pz[_a]) { 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
if TGL_FEATURE_RENDER_BITS eq 24 if TGL_FEATURE_RENDER_BITS eq 24
; pp[3 * _a]=colorR; mov cl,[colorR]
; pp[3 * _a + 1]=colorG; mov ch,[colorG]
; pp[3 * _a + 2]=colorB; mov word[edi+3*_a],cx
; pz[_a]=zz; mov cl,[colorB]
mov byte[edi+3*_a +2],cl
else else
; pp[_a]=color; ; pp[_a]=color;
; pz[_a]=zz;
end if end if
; } mov word[ebx+2*_a],ax ;пишем в буфер глубины новое значение
; z+=dzdx; .end_0:
mov eax,[dzdx]
add [z],eax
} }
align 4 align 4
@ -47,8 +55,6 @@ else
color dd ? ;int color dd ? ;int
end if end if
include 'ztriangle.inc' include 'ztriangle.inc'
ret
endp
; ;
; Smooth filled triangle. ; Smooth filled triangle.
@ -69,7 +75,9 @@ end if
macro PUT_PIXEL _a macro PUT_PIXEL _a
{ {
; zz=z >> ZB_POINT_Z_FRAC_BITS; mov eax,[z]
shr eax,ZB_POINT_Z_FRAC_BITS
mov [zz],eax
if TGL_FEATURE_RENDER_BITS eq 24 if TGL_FEATURE_RENDER_BITS eq 24
; if (zz >= pz[_a]) { ; if (zz >= pz[_a]) {
; pp[3 * _a]=or1 >> 8; ; pp[3 * _a]=or1 >> 8;
@ -77,7 +85,8 @@ if TGL_FEATURE_RENDER_BITS eq 24
; pp[3 * _a + 2]=ob1 >> 8; ; pp[3 * _a + 2]=ob1 >> 8;
; pz[_a]=zz; ; pz[_a]=zz;
; } ; }
; z+=dzdx; mov eax,[dzdx]
add [z],eax
; og1+=dgdx; ; og1+=dgdx;
; or1+=drdx; ; or1+=drdx;
; ob1+=dbdx; ; ob1+=dbdx;
@ -94,20 +103,26 @@ else
; pp[_a] = RGB_TO_PIXEL(or1, og1, ob1); ; pp[_a] = RGB_TO_PIXEL(or1, og1, ob1);
; pz[_a]=zz; ; pz[_a]=zz;
; } ; }
; z+=dzdx; mov eax,[dzdx]
add [z],eax
; og1+=dgdx; ; og1+=dgdx;
; or1+=drdx; ; or1+=drdx;
; ob1+=dbdx; ; ob1+=dbdx;
end if end if
} }
macro DRAW_LINE DRAW_LINE_M equ 1
macro DRAW_LINE code
{ {
if TGL_FEATURE_RENDER_BITS eq 16 if TGL_FEATURE_RENDER_BITS eq 16
if code eq 0
; register unsigned short *pz; ; register unsigned short *pz;
; register PIXEL *pp; ; register PIXEL *pp;
; register unsigned int tmp,z,zz,rgb,drgbdx; ; register unsigned int tmp,z,zz,rgb,drgbdx;
; register int n; ; register int n;
end if
if code eq 1
; n=(x2 >> 16) - x1; ; n=(x2 >> 16) - x1;
; pp=pp1+x1; ; pp=pp1+x1;
; pz=pz1+x1; ; pz=pz1+x1;
@ -132,12 +147,134 @@ if TGL_FEATURE_RENDER_BITS eq 16
; n-=1; ; n-=1;
; } ; }
end if 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
{
; texture=zb->current_texture;
}
macro PUT_PIXEL _a
{
; zz=z >> ZB_POINT_Z_FRAC_BITS;
if TGL_FEATURE_RENDER_BITS eq 24 if TGL_FEATURE_RENDER_BITS eq 24
; register unsigned short *pz; ; unsigned char *ptr;
; register PIXEL *pp; ; if (zz >= pz[_a]) {
; register unsigned int s,t,z,zz; ; ptr = texture + (((t & 0x3FC00000) | s) >> 14) * 3;
; register int n,dsdx,dtdx; ; pp[3 * _a]= ptr[0];
; float sz,tz,fz,zinv; ; pp[3 * _a + 1]= ptr[1];
; pp[3 * _a + 2]= ptr[2];
; pz[_a]=zz;
; }
else
; if (zz >= pz[_a]) {
; pp[_a]=texture[((t & 0x3FC00000) | s) >> 14];
; pz[_a]=zz;
; }
end if
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
{
; texture=zb->current_texture;
; fdzdx=(float)dzdx;
; fndzdx=NB_INTERP * fdzdx;
; ndszdx=NB_INTERP * dszdx;
; ndtzdx=NB_INTERP * dtzdx;
}
macro PUT_PIXEL _a
{
; zz=z >> ZB_POINT_Z_FRAC_BITS;
if TGL_FEATURE_RENDER_BITS eq 24
; unsigned char *ptr;
; if (zz >= pz[_a]) {
; 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];
; pz[_a]=zz;
; }
else
; if (zz >= pz[_a]) {
; pp[_a]=*(PIXEL *)((char *)texture+
; (((t & 0x3FC00000) | (s & 0x003FC000)) >> (17 - PSZSH)));
; pz[_a]=zz;
; }
end if
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 *
;edi = pp dd ?
s dd ? ;uint
t dd ? ;uint
z dd ? ;uint
zz dd ? ;uint
n dd ? ;int
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
; n=(x2>>16)-x1; ; n=(x2>>16)-x1;
; fz=(float)z1; ; fz=(float)z1;
; zinv=1.0 / fz; ; zinv=1.0 / fz;
@ -188,118 +325,18 @@ if TGL_FEATURE_RENDER_BITS eq 24
; n-=1; ; n-=1;
; } ; }
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 end if
include 'ztriangle.inc'
ret
endp
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
{
; texture=zb->current_texture;
}
macro PUT_PIXEL _a
{
; zz=z >> ZB_POINT_Z_FRAC_BITS;
if TGL_FEATURE_RENDER_BITS eq 24
; unsigned char *ptr;
; if (zz >= pz[_a]) {
; ptr = texture + (((t & 0x3FC00000) | s) >> 14) * 3;
; pp[3 * _a]= ptr[0];
; pp[3 * _a + 1]= ptr[1];
; pp[3 * _a + 2]= ptr[2];
; pz[_a]=zz;
; }
else
; if (zz >= pz[_a]) {
; pp[_a]=texture[((t & 0x3FC00000) | s) >> 14];
; pz[_a]=zz;
; }
end if
; z+=dzdx;
; s+=dsdx;
; t+=dtdx;
}
align 4
proc ZB_fillTriangleMapping, zb:dword, p0:dword, p1:dword, p2:dword
locals
texture dd ? ;PIXEL*
include 'ztriangle.inc'
ret
endp
;
; 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
{
; texture=zb->current_texture;
; fdzdx=(float)dzdx;
; fndzdx=NB_INTERP * fdzdx;
; ndszdx=NB_INTERP * dszdx;
; ndtzdx=NB_INTERP * dtzdx;
}
macro PUT_PIXEL _a
{
; zz=z >> ZB_POINT_Z_FRAC_BITS;
if TGL_FEATURE_RENDER_BITS eq 24
; unsigned char *ptr;
; if (zz >= pz[_a]) {
; 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];
; pz[_a]=zz;
; }
else
; if (zz >= pz[_a]) {
; pp[_a]=*(PIXEL *)((char *)texture+
; (((t & 0x3FC00000) | (s & 0x003FC000)) >> (17 - PSZSH)));
; pz[_a]=zz;
; }
end if
; z+=dzdx;
; s+=dsdx;
; t+=dtdx;
} }
align 4 align 4
proc ZB_fillTriangleMappingPerspective, zb:dword, p0:dword, p1:dword, p2:dword proc ZB_fillTriangleMappingPerspective, zb:dword, p0:dword, p1:dword, p2:dword
locals locals
; PIXEL *texture; texture dd ? ;PIXEL *
; float fdzdx,fndzdx,ndszdx,ndtzdx; fdzdx dd ? ;float
fndzdx dd ?
ndszdx dd ?
ndtzdx dd ?
include 'ztriangle.inc' include 'ztriangle.inc'
ret
endp
end if end if
@ -328,9 +365,12 @@ macro PUT_PIXEL _a
; pp[_a]=texture[((t & 0x3FC00000) | s) >> 14]; ; pp[_a]=texture[((t & 0x3FC00000) | s) >> 14];
; pz[_a]=zz; ; pz[_a]=zz;
; } ; }
; z+=dzdx; mov eax,[dzdx]
; sz+=dszdx; add [z],eax
; tz+=dtzdx; mov eax,[dszdx]
add [sz],eax
mov eax,[dtzdx]
add [tz],eax
} }
align 4 align 4
@ -338,7 +378,5 @@ proc ZB_fillTriangleMappingPerspective, zb:dword, p0:dword, p1:dword, p2:dword
locals locals
texture dd ? ;PIXEL* texture dd ? ;PIXEL*
include 'ztriangle.inc' include 'ztriangle.inc'
ret
endp
end if end if

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