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Regard whitespace Rev 5152 → Rev 5153

/programs/develop/libraries/TinyGL/asm_fork/vertex.asm
0,0 → 1,651
 
align 4
proc glopNormal uses ecx esi edi, context:dword, p:dword
mov esi,[p]
add esi,4
mov edi,[context]
add edi,offs_cont_current_normal
mov ecx,4
rep movsd
mov dword[esi],0.0 ;context.current_normal.W = 0.0
ret
endp
 
align 4
proc glopTexCoord uses ecx esi edi, context:dword, p:dword
mov esi,[p]
add esi,4
mov edi,[context]
add edi,offs_cont_current_tex_coord
mov ecx,4
rep movsd
ret
endp
 
align 4
proc glopEdgeFlag uses eax ebx, context:dword, p:dword
mov eax,[context]
mov ebx,[p]
mov ebx,[ebx+4] ;ebx = p[1]
mov dword[eax+offs_cont_current_edge_flag],ebx
ret
endp
 
align 4
proc glopColor uses eax ecx esi edi, context:dword, p:dword
locals
q rd 7
endl
;current_color[3] = p[1-4]
;longcurrent_color[2] = p[5-7]
mov esi,[p]
add esi,4
mov edi,[context]
add edi,offs_cont_current_color
mov ecx,7
rep movsd
 
mov eax,[context]
cmp dword[eax+offs_cont_color_material_enabled],1
jne @f
mov dword[q],OP_Material
mov ecx,[eax+offs_cont_current_color_material_mode]
mov dword[q+4],ecx
mov ecx,[eax+offs_cont_current_color_material_type]
mov dword[q+8],ecx
mov esi,[p]
add esi,4
mov edi,dword[q+12] ;edi = [q3]
mov ecx,4
rep movsd
stdcall glopMaterial, eax,[q]
@@:
ret
endp
 
align 4
proc gl_eval_viewport uses eax, context:dword
locals
zsize dd ? ;float
endl
mov eax,[context]
add eax,offs_cont_viewport ;eax = (GLViewport*) v
 
mov dword[zsize],(1 shl (ZB_Z_BITS + ZB_POINT_Z_FRAC_BITS))
fild dword[zsize]
fstp dword[zsize]
 
fld1
fld1
fadd st1,st0 ;st1 = 2.0
fdiv st0,st1 ;st0 = 0.5
 
fild dword[eax+offs_vpor_xsize]
fsub st0,st1
fdiv st0,st2
fst dword[eax+offs_vpor_scale+offs_X]
fiadd dword[eax+offs_vpor_xmin]
fstp dword[eax+offs_vpor_trans+offs_X]
 
fild dword[eax+offs_vpor_ysize]
fsub st0,st1
fdiv st0,st2
fchs
fst dword[eax+offs_vpor_scale+offs_Y]
fchs
fiadd dword[eax+offs_vpor_ymin]
fstp dword[eax+offs_vpor_trans+offs_Y]
 
fld dword[zsize]
fsub st0,st1
fdiv st0,st2
fchs
fst dword[eax+offs_vpor_scale+offs_Z]
fchs
mov dword[zsize],(1 shl ZB_POINT_Z_FRAC_BITS) / 2
fiadd dword[zsize]
fstp dword[eax+offs_vpor_trans+offs_Z]
if DEBUG ;gl_eval_viewport
stdcall dbg_print,f_ev,txt_nl
add eax,offs_vpor_scale
stdcall gl_print_matrix,eax,1
add eax,8
stdcall gl_print_matrix,eax,1
end if
ret
endp
 
 
align 4
proc glopBegin uses eax ebx ecx edx, context:dword, p:dword
locals
tmp M4
endl
; assert(c->in_begin == 0);
 
mov edx,[context]
mov ebx,[p]
mov ebx,[ebx+4] ;ebx = p[1]
mov [edx+offs_cont_begin_type],ebx
mov dword[edx+offs_cont_in_begin],1
mov dword[edx+offs_cont_vertex_n],0
mov dword[edx+offs_cont_vertex_cnt],0
 
bt dword[edx+offs_cont_matrix_model_projection_updated],0
jnc .end_mmpu
 
cmp dword[edx+offs_cont_lighting_enabled],0 ;if(context.lighting_enabled)
je @f
; precompute inverse modelview
mov ebx,ebp
sub ebx,64
stdcall gl_M4_Inv, ebx, edx+offs_cont_matrix_stack_ptr
stdcall gl_M4_Transpose, edx+offs_cont_matrix_model_view_inv, ebx
jmp .end_if_0
@@:
mov ecx,edx
add ecx,offs_cont_matrix_model_projection
; precompute projection matrix
stdcall gl_M4_Mul, ecx,dword[edx+offs_cont_matrix_stack_ptr+4],dword[edx+offs_cont_matrix_stack_ptr]
;if DEBUG ;glopBegin
;stdcall gl_print_matrix,ecx,4
;stdcall gl_print_matrix,[edx+offs_cont_matrix_stack_ptr+4],4
;stdcall gl_print_matrix,[edx+offs_cont_matrix_stack_ptr],4
;end if
; test to accelerate computation
mov dword[edx+offs_cont_matrix_model_projection_no_w_transform],0
fldz
fld dword[ecx+12*4]
fcomp st1
fstsw ax
sahf
jne .end_if_0
fld dword[ecx+13*4]
fcomp st1
fstsw ax
sahf
jne .end_if_0
fld dword[ecx+14*4]
fcomp st1
fstsw ax
sahf
jne .end_if_0
mov dword[edx+offs_cont_matrix_model_projection_no_w_transform],1
.end_if_0:
 
; test if the texture matrix is not Identity
stdcall gl_M4_IsId,edx+offs_cont_matrix_stack_ptr+8
xor edx,1
mov ebx,[context]
mov dword[ebx+offs_cont_apply_texture_matrix],edx
 
mov edx,[context]
mov dword[edx+offs_cont_matrix_model_projection_updated],0
.end_mmpu:
 
; viewport
cmp dword[edx+offs_cont_viewport+offs_vpor_updated],0 ;if (context.viewport.updated)
je @f
stdcall gl_eval_viewport,edx
mov dword[edx+offs_cont_viewport+offs_vpor_updated],0
@@:
; triangle drawing functions
cmp dword[edx+offs_cont_render_mode],GL_SELECT
jne @f
mov dword[edx+offs_cont_draw_triangle_front],gl_draw_triangle_select
mov dword[edx+offs_cont_draw_triangle_back],gl_draw_triangle_select
jmp .end_if_2
@@:
 
cmp dword[edx+offs_cont_polygon_mode_front],GL_POINT
jne @f
mov dword[edx+offs_cont_draw_triangle_front],gl_draw_triangle_point
jmp .end_if_1
@@:
cmp dword[edx+offs_cont_polygon_mode_front],GL_LINE
jne @f
mov dword[edx+offs_cont_draw_triangle_front],gl_draw_triangle_line
jmp .end_if_1
@@: ;default:
mov dword[edx+offs_cont_draw_triangle_front],gl_draw_triangle_fill
.end_if_1:
 
cmp dword[edx+offs_cont_polygon_mode_back],GL_POINT
jne @f
mov dword[edx+offs_cont_draw_triangle_back],gl_draw_triangle_point
jmp .end_if_2
@@:
cmp dword[edx+offs_cont_polygon_mode_back],GL_LINE
jne @f
mov dword[edx+offs_cont_draw_triangle_back],gl_draw_triangle_line
jmp .end_if_2
@@: ;default:
mov dword[edx+offs_cont_draw_triangle_back],gl_draw_triangle_fill
.end_if_2:
ret
endp
 
; coords, tranformation , clip code and projection
; TODO : handle all cases
align 4
proc gl_vertex_transform, context:dword, v:dword
pushad
mov eax,[context]
mov edx,[v]
cmp dword[eax+offs_cont_lighting_enabled],0 ;if (context.lighting_enabled)
je .els_0
; eye coordinates needed for lighting
mov ebx,dword[eax+offs_cont_matrix_stack_ptr]
;;;mov edx,[v]
finit
fld dword[edx+offs_vert_coord+offs_X]
fld dword[edx+offs_vert_coord+offs_Y]
fld dword[edx+offs_vert_coord+offs_Z]
 
mov ecx,4
.cycle_0:
fld dword[ebx] ;st0 = m[0]
fmul st0,st3 ;st0 *= v.coord.X
fld dword[ebx+4] ;st0 = m[1]
fmul st0,st3 ;st0 *= v.coord.Y
fld dword[ebx+8] ;st0 = m[2]
fmul st0,st3 ;st0 *= v.coord.Z
fadd dword[ebx+12] ;st0 += m[3]
fadd st0,st1 ;st0 += v.coord.Z * m[2]
fadd st0,st2 ;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]
ffree st0
fincstp
ffree st0
fincstp
add ebx,16 ;следущая строка матрицы
add edx,4 ;следущая координата вектора
loop .cycle_0
 
; projection coordinates
mov ebx,dword[eax+offs_cont_matrix_stack_ptr+4]
mov edx,[v]
finit
fld dword[edx+offs_vert_ec+offs_X]
fld dword[edx+offs_vert_ec+offs_Y]
fld dword[edx+offs_vert_ec+offs_Z]
 
mov ecx,4
.cycle_1:
fld dword[ebx] ;st0 = m[0]
fmul st0,st3 ;st0 *= v.ec.X
fld dword[ebx+4] ;st0 = m[1]
fmul st0,st3 ;st0 *= v.ec.Y
fld dword[ebx+8] ;st0 = m[2]
fmul st0,st3 ;st0 *= v.ec.Z
fadd dword[ebx+12] ;st0 += m[3]
fadd st0,st1 ;st0 += v.ec.Z * m[2]
fadd st0,st2 ;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]
ffree st0
fincstp
ffree st0
fincstp
add ebx,16 ;следущая строка матрицы
add edx,4 ;следущая координата вектора
loop .cycle_1
 
mov ebx,eax
add ebx,offs_cont_matrix_model_view_inv
mov edi,eax
add edi,offs_cont_current_normal
mov edx,[v]
finit
fld dword[edi+offs_X]
fld dword[edi+offs_Y]
fld dword[edi+offs_Z]
 
mov ecx,3
.cycle_2:
fld dword[ebx] ;st0 = m[0]
fmul st0,st3 ;st0 *= n.X
fld dword[ebx+4] ;st0 = m[1]
fmul st0,st3 ;st0 *= n.Y
fld dword[ebx+8] ;st0 = m[2]
fmul st0,st3 ;st0 *= n.Z
fadd st0,st1 ;st0 += n.Z * m[2]
fadd st0,st2 ;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]
ffree st0
fincstp
ffree st0
fincstp
add ebx,16 ;следущая строка матрицы
add edx,4 ;следущая координата вектора
loop .cycle_2
 
cmp dword[eax+offs_cont_normalize_enabled],0
je .end_els
;stdcall gl_V3_Norm(&v->normal)
jmp .end_els
.els_0:
; no eye coordinates needed, no normal
; NOTE: W = 1 is assumed
mov ebx,eax
add ebx,offs_cont_matrix_model_projection
 
;;;mov edx,[v]
finit
fld dword[edx+offs_vert_coord+offs_X]
fld dword[edx+offs_vert_coord+offs_Y]
fld dword[edx+offs_vert_coord+offs_Z]
 
mov esi,edx
add esi,offs_vert_pc
 
fld dword[ebx] ;st0 = m[0]
fmul st0,st3 ;st0 *= v.coord.X
fld dword[ebx+4] ;st0 = m[1]
fmul st0,st3 ;st0 *= v.coord.Y
fld dword[ebx+8] ;st0 = m[2]
fmul st0,st3 ;st0 *= v.coord.Z
fadd dword[ebx+12] ;st0 += m[3]
fadd st0,st1 ;st0 += v.coord.Z * m[2]
fadd st0,st2 ;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]
ffree st0
fincstp
ffree st0
fincstp
fld dword[ebx+16] ;st0 = m[4]
fmul st0,st3 ;st0 *= v.coord.X
fld dword[ebx+20] ;st0 = m[5]
fmul st0,st3 ;st0 *= v.coord.Y
fld dword[ebx+24] ;st0 = m[6]
fmul st0,st3 ;st0 *= v.coord.Z
fadd dword[ebx+28] ;st0 += m[7]
fadd st0,st1 ;st0 += v.coord.Z * m[6]
fadd st0,st2 ;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]
ffree st0
fincstp
ffree st0
fincstp
fld dword[ebx+32] ;st0 = m[8]
fmul st0,st3 ;st0 *= v.coord.X
fld dword[ebx+36] ;st0 = m[9]
fmul st0,st3 ;st0 *= v.coord.Y
fld dword[ebx+40] ;st0 = m[10]
fmul st0,st3 ;st0 *= v.coord.Z
fadd dword[ebx+44] ;st0 += m[11]
fadd st0,st1 ;st0 += v.coord.Z * m[10]
fadd st0,st2 ;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]
 
cmp dword[eax+offs_cont_matrix_model_projection_no_w_transform],0
je .els_1
;if (context.matrix_model_projection_no_w_transform)
mov ebx,dword[ebx+60] ;ebx = m[15]
mov dword[esi+12],ebx ;v.pc.W = m[15]
jmp .end_els
.els_1:
ffree st0
fincstp
ffree st0
fincstp
fld dword[ebx+48] ;st0 = m[12]
fmul st0,st3 ;st0 *= v.coord.X
fld dword[ebx+52] ;st0 = m[13]
fmul st0,st3 ;st0 *= v.coord.Y
fld dword[ebx+56] ;st0 = m[14]
fmul st0,st3 ;st0 *= v.coord.Z
fadd dword[ebx+60] ;st0 += m[15]
fadd st0,st1 ;st0 += v.coord.Z * m[14]
fadd st0,st2 ;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]
.end_els:
if DEBUG ;gl_vertex_transform
stdcall dbg_print,f_vt,txt_nl
mov edx,[v]
add edx,offs_vert_pc
stdcall gl_print_matrix,edx,1
end if
mov edx,[v]
stdcall gl_clipcode, dword[edx+offs_vert_pc+offs_X], dword[edx+offs_vert_pc+offs_Y],\
dword[edx+offs_vert_pc+offs_Z], dword[edx+offs_vert_pc+offs_W]
mov dword[edx+offs_vert_clip_code],eax
popad
ret
endp
 
align 4
proc glopVertex, context:dword, p:dword
locals
;ebx = GLVertex * v
n dd ? ;ebp-4
endl
pushad
mov edx,[context]
 
; assert(c->in_begin != 0);
 
mov ecx,[edx+offs_cont_vertex_n]
mov [n],ecx
inc dword[edx+offs_cont_vertex_cnt]
 
; quick fix to avoid crashes on large polygons
mov ecx,[edx+offs_cont_vertex_max]
cmp dword[n],ecx
jl @f
shl dword[edx+offs_cont_vertex_max],1 ; just double size
imul ecx,2*sizeof.GLVertex
stdcall gl_malloc,ecx
cmp eax,0
jne .no_err
;gl_fatal_error("unable to allocate GLVertex array.\n");
.no_err:
mov edi,eax
mov ebx,eax
mov esi,[edx+offs_cont_vertex]
mov ecx,[n]
imul ecx,(sizeof.GLVertex)/4 ;((...)/4) что-бы использовать movsd вместо movsb
rep movsd
stdcall gl_free,dword[edx+offs_cont_vertex]
mov dword[edx+offs_cont_vertex],ebx
@@:
; new vertex entry
mov ebx,[n]
imul ebx,sizeof.GLVertex
add ebx,[edx+offs_cont_vertex]
inc dword[n]
 
mov esi,[p]
add esi,4
mov edi,ebx
add edi,offs_vert_coord ;edi = &v.coord
mov ecx,4
rep movsd
 
stdcall gl_vertex_transform, edx, ebx
 
; color
 
cmp dword[edx+offs_cont_lighting_enabled],0
je .els_0
stdcall gl_shade_vertex, edx,ebx
jmp @f
.els_0:
mov eax,[edx+offs_cont_current_color]
mov [ebx+offs_vert_color],eax
@@:
 
; tex coords
cmp dword[edx+offs_cont_texture_2d_enabled],0
je @f
cmp dword[edx+offs_cont_apply_texture_matrix],0
je .els_1
; gl_M4_MulV4(&v->tex_coord, c->matrix_stack_ptr[2], &c->current_tex_coord);
jmp @f
.els_1:
mov eax,[edx+offs_cont_current_tex_coord]
mov [ebx+offs_vert_tex_coord],eax
@@:
 
; precompute the mapping to the viewport
cmp dword[ebx+offs_vert_clip_code],0
jne @f
stdcall gl_transform_to_viewport, edx,ebx
@@:
 
; edge flag
mov eax,[edx+offs_cont_current_edge_flag]
mov dword[ebx+offs_vert_edge_flag],eax ;v.edge_flag = context.current_edge_flag
 
cmp dword[edx+offs_cont_begin_type],GL_POINTS
jne @f
stdcall gl_draw_point, edx, dword[edx+offs_cont_vertex] ;dword[edx+...] = &context.vertex[0]
mov dword[n],0
jmp .end_f
@@:
cmp dword[edx+offs_cont_begin_type],GL_LINES
jne @f
cmp dword[n],2
jne .end_f
mov eax,[edx+offs_cont_vertex]
push eax
add eax,sizeof.GLVertex
push eax
stdcall gl_draw_line, edx
xor eax,eax
mov dword[n],eax
jmp .end_f
@@:
cmp dword[edx+offs_cont_begin_type],GL_LINE_STRIP
je .li_loop
cmp dword[edx+offs_cont_begin_type],GL_LINE_LOOP
jne @f
.li_loop:
cmp dword[n],1
jne .els_2
mov esi,[edx+offs_cont_vertex]
mov edi,esi
add edi,2*sizeof.GLVertex
mov ecx,(sizeof.GLVertex)/4 ;((...)/4) что-бы использовать movsd вместо movsb
rep movsd ;context.vertex[2] = context.vertex[0]
jmp .end_f
.els_2:
cmp dword[n],2
jne .end_f ;else if (n == 2)
mov eax,[edx+offs_cont_vertex]
push eax
add eax,sizeof.GLVertex
push eax
stdcall gl_draw_line, edx
mov edi,[edx+offs_cont_vertex]
mov esi,edi
add esi,sizeof.GLVertex
mov ecx,(sizeof.GLVertex)/4 ;((...)/4) что-бы использовать movsd вместо movsb
rep movsd ;context.vertex[0] = context.vertex[1]
mov dword[n],1
jmp .end_f
@@:
cmp dword[edx+offs_cont_begin_type],GL_TRIANGLES
jne @f
cmp dword[n],3
jne .end_f
; gl_draw_triangle(c, &c->vertex[0], &c->vertex[1], &c->vertex[2]);
xor eax,eax
mov dword[n],eax
jmp .end_f
@@:
cmp dword[edx+offs_cont_begin_type],GL_TRIANGLE_STRIP
jne @f
; if (c->vertex_cnt >= 3) {
; if (n == 3)
; n = 0;
; /* needed to respect triangle orientation */
; switch(c->vertex_cnt & 1) {
; case 0:
; gl_draw_triangle(c,&c->vertex[2],&c->vertex[1],&c->vertex[0]);
; break;
; default:
; case 1:
; gl_draw_triangle(c,&c->vertex[0],&c->vertex[1],&c->vertex[2]);
; break;
; }
; }
jmp .end_f
@@:
cmp dword[edx+offs_cont_begin_type],GL_TRIANGLE_FAN
jne @f
cmp dword[n],2
jne .end_f
; gl_draw_triangle(c, &c->vertex[0], &c->vertex[1], &c->vertex[2]);
; c->vertex[1] = c->vertex[2];
mov dword[n],2
jmp .end_f
@@:
cmp dword[edx+offs_cont_begin_type],GL_QUADS
jne @f
cmp dword[n],4
jne .end_f
; c->vertex[2].edge_flag = 0;
; gl_draw_triangle(c, &c->vertex[0], &c->vertex[1], &c->vertex[2]);
; c->vertex[2].edge_flag = 1;
; c->vertex[0].edge_flag = 0;
; gl_draw_triangle(c, &c->vertex[0], &c->vertex[2], &c->vertex[3]);
xor eax,eax
mov dword[n],eax
jmp .end_f
@@:
cmp dword[edx+offs_cont_begin_type],GL_QUAD_STRIP
jne @f
cmp dword[n],2
jne .end_f
; gl_draw_triangle(c, &c->vertex[0], &c->vertex[1], &c->vertex[2]);
; gl_draw_triangle(c, &c->vertex[1], &c->vertex[3], &c->vertex[2]);
; for (i = 0; i < 2; i++)
; c->vertex[i] = c->vertex[i + 2];
mov dword[n],2
jmp .end_f
@@:
cmp dword[edx+offs_cont_begin_type],GL_POLYGON
jne @f
;...
jmp .end_f
@@:
; default:
; gl_fatal_error("glBegin: type %x not handled\n", c->begin_type);
; }
.end_f:
 
mov ecx,[n]
mov [edx+offs_cont_vertex_n],ecx
popad
ret
endp
 
align 4
proc glopEnd uses eax ebx, context:dword, p:dword
mov eax,[context]
; assert(c->in_begin == 1);
 
cmp dword[eax+offs_cont_begin_type],GL_LINE_LOOP
jne .else_i
cmp dword[eax+offs_cont_vertex_cnt],3
jl .end_i
mov ebx,[eax+offs_cont_vertex]
push ebx
add ebx,2*sizeof.GLVertex
push ebx
stdcall gl_draw_line, eax
jmp .end_i
.else_i:
cmp dword[eax+offs_cont_begin_type],GL_POLYGON
jne .end_i
mov ebx,dword[eax+offs_cont_vertex_cnt]
@@: ;while (ebx >= 3)
cmp ebx,3
jl .end_i
dec ebx
; gl_draw_triangle(c, &c->vertex[i], &c->vertex[0], &c->vertex[i - 1]);
jmp @b
.end_i:
mov dword[eax+offs_cont_in_begin],0
ret
endp