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/programs/develop/libraries/TinyGL/asm_fork/zmath.asm
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; Some simple mathematical functions. Don't look for some logic in
; the function names :-)
 
; ******* Gestion des matrices 4x4 ******
 
align 4
proc gl_M4_Id uses eax ecx edi, a:dword
mov edi,[a]
add edi,4
mov ecx,14
mov eax,0.0
rep stosd
mov eax,1.0
stosd
mov edi,[a]
stosd
add edi,16
stosd
add edi,16
stosd
ret
endp
 
align 4
proc gl_M4_IsId uses ebx ecx, a:dword
mov eax,[a]
xor ebx,ebx
xor ecx,ecx
.cycle_01:
fld dword[eax]
cmp ecx,ebx
je .once
ftst ;ñðàâíåíèå ñ 0.0
fstsw ax
sahf
je @f
jmp .not_1 ;åñëè äèàãîíàëüíûå ÷èñëà íå ðàâíû 0.0 ìàòðèöà íå åäèíè÷íàÿ
.once:
fld1
fcomp st1 ;ñðàâíåíèå ñ 1.0
fstsw ax
test ah,0x40
je .not_1 ;åñëè íå ðàâíî 1.0 ìàòðèöà íå åäèíè÷íàÿ
@@:
add eax,4
inc ebx
btr ebx,2
jnc .cycle_01
inc ecx
bt ecx,2 ;ïðîâåðÿåì ðàâåíñòâî ecx==4
jnc .cycle_01
 
mov eax,1
jmp @f
.not_1:
xor eax,eax
@@:
ret
endp
 
align 4
proc gl_M4_Mul, c:dword,a:dword,b:dword
pushad
mov edx,[c]
xor eax,eax
.cycle_0: ;i
xor ebx,ebx
.cycle_1: ;j
finit
fldz ;sum=0
xor ecx,ecx
M4_reg edi,[a],eax,0
.cycle_2: ;k
fld dword[edi]
add edi,4
M4_reg esi,[b],ecx,ebx
fmul dword[esi]
fadd st0,st1 ;sum += a[i][k] * b[k][j]
inc ecx
cmp ecx,4
jl .cycle_2
fstp dword[edx] ;c[i][j] = sum
add edx,4
inc ebx
cmp ebx,4
jl .cycle_1
inc eax
cmp eax,4
jl .cycle_0
finit
if DEBUG ;gl_M4_Mul
stdcall dbg_print,f_m4m,txt_nl
stdcall gl_print_matrix,[c],4
stdcall dbg_print,txt_sp,txt_nl
end if
popad
ret
endp
 
; c=c*a
align 4
proc gl_M4_MulLeft, c:dword,b:dword
locals
i dd ?
a M4
endl
pushad
mov ecx,16
mov esi,[c]
mov edi,ebp
sub edi,sizeof.M4
rep movsd ;êîïèðîâàíèå ìàòðèö [a]=[c]
 
mov edx,[c]
mov dword[i],0
.cycle_0: ;i
xor ebx,ebx
.cycle_1: ;j
finit
fldz ;sum=0
xor ecx,ecx
mov eax,ebp
sub eax,sizeof.M4
M4_reg edi,eax,dword[i],0
.cycle_2: ;k
fld dword[edi]
add edi,4
M4_reg esi,[b],ecx,ebx
fmul dword[esi]
fadd st0,st1 ;sum += a[i][k] * b[k][j]
inc ecx
add eax,4
cmp ecx,4
jl .cycle_2
fstp dword[edx] ;c[i][j] = sum
add edx,4
inc ebx
cmp ebx,4
jl .cycle_1
inc dword[i]
cmp dword[i],4
jl .cycle_0
finit
if DEBUG ;gl_M4_MulLeft
stdcall dbg_print,f_m4ml,txt_nl
stdcall gl_print_matrix,[c],4
stdcall dbg_print,txt_sp,txt_nl
end if
popad
ret
endp
 
align 4
proc gl_M4_Move uses ecx edi esi, a:dword,b:dword
mov edi,[a]
mov esi,[b]
mov ecx,sizeof.M4/4
rep movsd
ret
endp
 
align 4
proc gl_MoveV3 uses edi esi, a:dword,b:dword
mov edi,[a]
mov esi,[b]
movsd
movsd
movsd
ret
endp
 
;void gl_MulM4V3(V3 *a,M4 *b,V3 *c)
;{
; a->X=b->m[0][0]*c->X+b->m[0][1]*c->Y+b->m[0][2]*c->Z+b->m[0][3];
; a->Y=b->m[1][0]*c->X+b->m[1][1]*c->Y+b->m[1][2]*c->Z+b->m[1][3];
; a->Z=b->m[2][0]*c->X+b->m[2][1]*c->Y+b->m[2][2]*c->Z+b->m[2][3];
;}
 
;void gl_MulM3V3(V3 *a,M4 *b,V3 *c)
;{
; a->X=b->m[0][0]*c->X+b->m[0][1]*c->Y+b->m[0][2]*c->Z;
; a->Y=b->m[1][0]*c->X+b->m[1][1]*c->Y+b->m[1][2]*c->Z;
; a->Z=b->m[2][0]*c->X+b->m[2][1]*c->Y+b->m[2][2]*c->Z;
;}
 
;void gl_M4_MulV4(V4 *a,M4 *b,V4 *c)
;{
; a->X=b->m[0][0]*c->X+b->m[0][1]*c->Y+b->m[0][2]*c->Z+b->m[0][3]*c->W;
; a->Y=b->m[1][0]*c->X+b->m[1][1]*c->Y+b->m[1][2]*c->Z+b->m[1][3]*c->W;
; a->Z=b->m[2][0]*c->X+b->m[2][1]*c->Y+b->m[2][2]*c->Z+b->m[2][3]*c->W;
; a->W=b->m[3][0]*c->X+b->m[3][1]*c->Y+b->m[3][2]*c->Z+b->m[3][3]*c->W;
;}
 
; transposition of a 4x4 matrix
align 4
proc gl_M4_Transpose uses eax ecx edx, a:dword, b:dword
mov eax,[a]
mov ecx,[b]
 
mov edx,[ecx]
mov [eax],edx
mov edx,[ecx+0x10]
mov [eax+0x4],edx
mov edx,[ecx+0x20]
mov [eax+0x8],edx
mov edx,[ecx+0x30]
mov [eax+0x0c],edx
 
mov edx,[ecx+0x4]
mov [eax+0x10],edx
mov edx,[ecx+0x14]
mov [eax+0x14],edx
mov edx,[ecx+0x24]
mov [eax+0x18],edx
mov edx,[ecx+0x34]
mov [eax+0x1c],edx
 
mov edx,[ecx+0x8]
mov [eax+0x20],edx
mov edx,[ecx+0x18]
mov [eax+0x24],edx
mov edx,[ecx+0x28]
mov [eax+0x28],edx
mov edx,[ecx+0x38]
mov [eax+0x2c],edx
 
mov edx,[ecx+0x0c]
mov [eax+0x30],edx
mov edx,[ecx+0x1c]
mov [eax+0x34],edx
mov edx,[ecx+0x2c]
mov [eax+0x38],edx
mov edx,[ecx+0x3c]
mov [eax+0x3c],edx
ret
endp
 
;/* inversion of an orthogonal matrix of type Y=M.X+P */
;void gl_M4_InvOrtho(M4 *a,M4 b)
;{
; int i,j;
; float s;
; for(i=0;i<3;i++)
; for(j=0;j<3;j++) a->m[i][j]=b.m[j][i];
; a->m[3][0]=0.0; a->m[3][1]=0.0; a->m[3][2]=0.0; a->m[3][3]=1.0;
; for(i=0;i<3;i++) {
; s=0;
; for(j=0;j<3;j++) s-=b.m[j][i]*b.m[j][3];
; a->m[i][3]=s;
; }
;}
 
;/* Inversion of a general nxn matrix.
; Note : m is destroyed */
 
align 4
proc Matrix_Inv uses ecx, r:dword, m:dword, n:dword ;(float *r,float *m,int n)
; int i,j,k,l;
; float max,tmp,t;
 
; /* identitée dans r */
; for(i=0;i<n*n;i++) r[i]=0;
; for(i=0;i<n;i++) r[i*n+i]=1;
; for(j=0;j<n;j++) {
; /* recherche du nombre de plus grand module sur la colonne j */
; max=m[j*n+j];
; k=j;
; for(i=j+1;i<n;i++)
; if (fabs(m[i*n+j])>fabs(max)) {
; k=i;
; max=m[i*n+j];
; }
 
; /* non intersible matrix */
; if (max==0) return 1;
 
; /* permutation des lignes j et k */
; if (k!=j) {
; for(i=0;i<n;i++) {
; tmp=m[j*n+i];
; m[j*n+i]=m[k*n+i];
; m[k*n+i]=tmp;
;
; tmp=r[j*n+i];
; r[j*n+i]=r[k*n+i];
; r[k*n+i]=tmp;
; }
; }
 
; /* multiplication de la ligne j par 1/max */
; max=1/max;
; for(i=0;i<n;i++) {
; m[j*n+i]*=max;
; r[j*n+i]*=max;
; }
 
; for(l=0;l<n;l++) if (l!=j) {
; t=m[l*n+j];
; for(i=0;i<n;i++) {
; m[l*n+i]-=m[j*n+i]*t;
; r[l*n+i]-=r[j*n+i]*t;
; }
; }
; }
 
; return 0;
ret
endp
 
; inversion of a 4x4 matrix
 
align 4
proc gl_M4_Inv uses eax ecx edi esi, a:dword, b:dword
locals
tmp M4
endl
mov esi,[b]
mov edi,ebp
sub edi,sizeof.M4 ;edi = &tmp
mov ecx,16
rep movsd
sub edi,sizeof.M4 ;edi = &tmp
stdcall Matrix_Inv,[a],edi,4 ;ïîðòèò eax ïîòîìó â uses åñòü eax
ret
endp
 
align 4
proc gl_M4_Rotate uses eax ecx, a:dword,t:dword,u:dword
locals
s dd ? ;float
c dd ? ;float
v dd ? ;int
w dd ? ;int
endl
mov eax,[u]
inc eax
mov dword [v],eax
cmp dword [v],2
jle @f
mov dword [v],0
@@:
mov eax,[v]
inc eax
mov dword [w],eax
cmp dword [w],2
jle @f
mov dword [w],0
@@:
fld dword [t]
fsin
fstp dword [s]
fld dword [t]
fcos
fstp dword [c]
 
stdcall gl_M4_Id,[a]
 
M4_reg ecx,[a],[v],[v]
mov eax,[c]
mov [ecx],eax
 
M4_reg ecx,[a],[v],[w]
fld dword [s]
fchs
fstp dword [ecx]
 
M4_reg ecx,[a],[w],[v]
mov eax,[s]
mov [ecx],eax
 
M4_reg ecx,[a],[w],[w]
mov eax,[c]
mov [ecx],eax
 
ret
endp
 
; inverse of a 3x3 matrix
;void gl_M3_Inv(M3 *a,M3 *m)
;{
; float det;
 
; det = m->m[0][0]*m->m[1][1]*m->m[2][2]-m->m[0][0]*m->m[1][2]*m->m[2][1]-
; m->m[1][0]*m->m[0][1]*m->m[2][2]+m->m[1][0]*m->m[0][2]*m->m[2][1]+
; m->m[2][0]*m->m[0][1]*m->m[1][2]-m->m[2][0]*m->m[0][2]*m->m[1][1];
 
; a->m[0][0] = (m->m[1][1]*m->m[2][2]-m->m[1][2]*m->m[2][1])/det;
; a->m[0][1] = -(m->m[0][1]*m->m[2][2]-m->m[0][2]*m->m[2][1])/det;
; a->m[0][2] = -(-m->m[0][1]*m->m[1][2]+m->m[0][2]*m->m[1][1])/det;
; a->m[1][0] = -(m->m[1][0]*m->m[2][2]-m->m[1][2]*m->m[2][0])/det;
; a->m[1][1] = (m->m[0][0]*m->m[2][2]-m->m[0][2]*m->m[2][0])/det;
; a->m[1][2] = -(m->m[0][0]*m->m[1][2]-m->m[0][2]*m->m[1][0])/det;
 
; a->m[2][0] = (m->m[1][0]*m->m[2][1]-m->m[1][1]*m->m[2][0])/det;
; a->m[2][1] = -(m->m[0][0]*m->m[2][1]-m->m[0][1]*m->m[2][0])/det;
; a->m[2][2] = (m->m[0][0]*m->m[1][1]-m->m[0][1]*m->m[1][0])/det;
;}
 
; vector arithmetic
 
;int gl_V3_Norm(V3 *a)
;{
; float n;
; n=sqrt(a->X*a->X+a->Y*a->Y+a->Z*a->Z);
; if (n==0) return 1;
; a->X/=n;
; a->Y/=n;
; a->Z/=n;
; return 0;
;}
 
macro gl_V3_New p_mem, x, y, z
{
mov dword[p_mem],x
mov dword[p_mem+4],y
mov dword[p_mem+8],z
}
 
macro gl_V4_New p_mem, x, y, z, w
{
mov dword[p_mem],x
mov dword[p_mem+4],y
mov dword[p_mem+8],z
mov dword[p_mem+12],w
}