Subversion Repositories Kolibri OS

Compare Revisions

Regard whitespace Rev 8061 → Rev 8062

/programs/develop/libraries/TinyGL/asm_fork/vertex.asm
58,8 → 58,7
mov dword[q+8],ecx
mov esi,[p]
add esi,4
mov edi,ebp
sub edi,16 ;edi = &q[3]
lea edi,[ebp-16] ;edi = &q[3]
mov ecx,4
rep movsd
;mov edi,ebp
144,8 → 143,7
stdcall gl_print_matrix,dword[edx+GLContext.matrix_stack_ptr],4
end if
; precompute inverse modelview
mov ebx,ebp
sub ebx,sizeof.M4
lea ebx,[ebp-sizeof.M4]
stdcall gl_M4_Inv, ebx,dword[edx+GLContext.matrix_stack_ptr]
if DEBUG ;tmp
stdcall dbg_print,txt_sp,txt_nl
152,8 → 150,7
stdcall gl_print_matrix,ebx,4
end if
push ebx
mov ebx,edx
add ebx,GLContext.matrix_model_view_inv
lea ebx,[edx+GLContext.matrix_model_view_inv]
stdcall gl_M4_Transpose, ebx
if DEBUG ;context.matrix_model_view_inv
stdcall dbg_print,txt_sp,txt_nl
162,8 → 159,7
jmp .end_if_0
align 4
@@:
mov ecx,edx
add ecx,GLContext.matrix_model_projection
lea ecx,[edx+GLContext.matrix_model_projection]
; precompute projection matrix
stdcall gl_M4_Mul, ecx,dword[edx+GLContext.matrix_stack_ptr+4],dword[edx+GLContext.matrix_stack_ptr]
 
192,8 → 188,7
.end_if_0:
 
; test if the texture matrix is not Identity
mov eax,edx
add eax,GLContext.matrix_stack_ptr+8
lea eax,[edx+GLContext.matrix_stack_ptr+8]
stdcall gl_M4_IsId,eax
xor eax,1
mov dword[edx+GLContext.apply_texture_matrix],eax
265,9 → 260,9
; eye coordinates needed for lighting
mov ebx,dword[eax+GLContext.matrix_stack_ptr]
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]
fld dword[edx+GLVertex.coord+offs_X]
fld dword[edx+GLVertex.coord+offs_Y]
fld dword[edx+GLVertex.coord+offs_Z]
 
mov ecx,4
.cycle_0:
280,7 → 275,7
fmul st0,st2 ;st0 *= v.coord.Z
fadd dword[ebx+12] ;st0 += m[3]
faddp ;st0 = v.ec.X
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+GLVertex.ec] ;v.ec.X = v.coord.X * m[0] + v.coord.Y * m[1] + v.coord.Z * m[2] + m[3]
add ebx,16 ;следущая строка матрицы
add edx,4 ;следущая координата вектора
loop .cycle_0
295,10 → 290,10
mov ebx,dword[eax+GLContext.matrix_stack_ptr+4]
mov edx,[v]
 
fld dword[edx+offs_vert_ec+offs_X]
fld dword[edx+offs_vert_ec+offs_Y]
fld dword[edx+offs_vert_ec+offs_Z]
fld dword[edx+offs_vert_ec+offs_W]
fld dword[edx+GLVertex.ec+offs_X]
fld dword[edx+GLVertex.ec+offs_Y]
fld dword[edx+GLVertex.ec+offs_Z]
fld dword[edx+GLVertex.ec+offs_W]
 
mov ecx,4
.cycle_1:
313,7 → 308,7
fld dword[ebx+12] ;st0 = m[3]
fmul st0,st2 ;st0 *= v.ec.W
faddp ;st0 = v.pc.X
fstp dword[edx+offs_vert_pc] ;v.pc.X = v.ec.X * m[0] + v.ec.Y * m[1] + v.ec.Z * m[2] + v.ec.W * m[3]
fstp dword[edx+GLVertex.pc] ;v.pc.X = v.ec.X * m[0] + v.ec.Y * m[1] + v.ec.Z * m[2] + v.ec.W * m[3]
add ebx,16 ;следущая строка матрицы
add edx,4 ;следущая координата вектора
loop .cycle_1
326,10 → 321,8
ffree st0
fincstp
 
mov ebx,eax
add ebx,GLContext.matrix_model_view_inv
mov edi,eax
add edi,GLContext.current_normal
lea ebx,[eax+GLContext.matrix_model_view_inv]
lea edi,[eax+GLContext.current_normal]
mov edx,[v]
 
fld dword[edi] ;edi = &n
336,7 → 329,7
fld dword[edi+offs_Y]
fld dword[edi+offs_Z]
 
add edx,offs_vert_normal
add edx,GLVertex.normal
 
fld dword[ebx] ;st0 = m[0]
fmul st0,st3 ;st0 *= n.X
376,16 → 369,14
.els_0:
; no eye coordinates needed, no normal
; NOTE: W = 1 is assumed
mov ebx,eax
add ebx,GLContext.matrix_model_projection
lea ebx,[eax+GLContext.matrix_model_projection]
 
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]
fld dword[edx+GLVertex.coord+offs_X]
fld dword[edx+GLVertex.coord+offs_Y]
fld dword[edx+GLVertex.coord+offs_Z]
 
mov esi,edx
add esi,offs_vert_pc
lea esi,[edx+GLVertex.pc]
 
fld dword[ebx] ;st0 = m[0]
fmul st0,st3 ;st0 *= v.coord.X
449,13 → 440,13
if DEBUG ;gl_vertex_transform
stdcall dbg_print,f_vt,txt_nl
mov edx,[v]
add edx,offs_vert_pc
add edx,GLVertex.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
stdcall gl_clipcode, dword[edx+GLVertex.pc+offs_X], dword[edx+GLVertex.pc+offs_Y],\
dword[edx+GLVertex.pc+offs_Z], dword[edx+GLVertex.pc+offs_W]
mov dword[edx+GLVertex.clip_code],eax
popad
ret
endp
503,8 → 494,7
 
mov esi,[p]
add esi,4
mov edi,ebx
add edi,offs_vert_coord ;edi = &v.coord
lea edi,[ebx+GLVertex.coord] ;edi = &v.coord
mov ecx,4
rep movsd
 
517,10 → 507,8
jmp @f
align 4
.els_0:
mov esi,edx
add esi,GLContext.current_color
mov edi,ebx
add edi,offs_vert_color ;edi = &v.color
lea esi,[edx+GLContext.current_color]
lea edi,[ebx+GLVertex.color] ;edi = &v.color
mov ecx,4
rep movsd
@@:
530,25 → 518,21
je @f
cmp dword[edx+GLContext.apply_texture_matrix],0
je .els_1
mov eax,edx
add eax,GLContext.current_tex_coord
lea eax,[edx+GLContext.current_tex_coord]
push eax ;&context.current_tex_coord
mov eax,ebx
add eax,offs_vert_tex_coord
lea eax,[ebx+GLVertex.tex_coord]
stdcall gl_M4_MulV4, eax, dword[edx+GLContext.matrix_stack_ptr+8]
jmp @f
align 4
.els_1:
mov esi,edx
add esi,GLContext.current_tex_coord
mov edi,ebx
add edi,offs_vert_tex_coord
lea esi,[edx+GLContext.current_tex_coord]
lea edi,[ebx+GLVertex.tex_coord]
mov ecx,4
rep movsd
@@:
 
; precompute the mapping to the viewport
cmp dword[ebx+offs_vert_clip_code],0
cmp dword[ebx+GLVertex.clip_code],0
jne @f
stdcall gl_transform_to_viewport, edx,ebx
@@:
555,7 → 539,7
 
; edge flag
mov eax,[edx+GLContext.current_edge_flag]
mov dword[ebx+offs_vert_edge_flag],eax ;v.edge_flag = context.current_edge_flag
mov dword[ebx+GLVertex.edge_flag],eax ;v.edge_flag = context.current_edge_flag
 
cmp dword[edx+GLContext.begin_type],GL_POINTS
jne @f
585,8 → 569,7
cmp dword[n],1
jne .els_2
mov esi,[edx+GLContext.vertex]
mov edi,esi
add edi,2*sizeof.GLVertex
lea edi,[esi+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
594,12 → 577,9
.els_2:
cmp dword[n],2
jne .end_f ;else if (n == 2)
mov eax,[edx+GLContext.vertex]
push eax
mov edi,eax
add eax,sizeof.GLVertex
mov esi,eax
stdcall gl_draw_line, edx, eax
mov edi,[edx+GLContext.vertex]
lea esi,[edi+sizeof.GLVertex]
stdcall gl_draw_line, edx, esi, edi
mov ecx,(sizeof.GLVertex)/4 ;((...)/4) что-бы использовать movsd вместо movsb
rep movsd ;context.vertex[0] = context.vertex[1]
mov dword[n],1
662,12 → 642,10
jne .end_f
mov eax,[edx+GLContext.vertex]
mov [esp-12],eax
add eax,sizeof.GLVertex
mov [esp-8],eax
mov edi,eax
add eax,sizeof.GLVertex
mov [esp-4],eax
mov esi,eax
lea edi,[eax+sizeof.GLVertex]
mov [esp-8],edi
lea esi,[edi+sizeof.GLVertex]
mov [esp-4],esi
sub esp,12
stdcall gl_draw_triangle, edx ;v0,v1,v2
mov ecx,(sizeof.GLVertex)/4 ;((...)/4) что-бы использовать movsd вместо movsb
682,15 → 660,15
jne .end_f
mov eax,[edx+GLContext.vertex]
add eax,2*sizeof.GLVertex
mov dword[eax+offs_vert_edge_flag],0 ;context.vertex[2].edge_flag = 0
mov dword[eax+GLVertex.edge_flag],0 ;context.vertex[2].edge_flag = 0
push eax
sub eax,sizeof.GLVertex
push eax
sub eax,sizeof.GLVertex
stdcall gl_draw_triangle, edx,eax ;v0,v1,v2
mov dword[eax+offs_vert_edge_flag],0 ;context.vertex[0].edge_flag = 0
mov dword[eax+GLVertex.edge_flag],0 ;context.vertex[0].edge_flag = 0
add eax,2*sizeof.GLVertex
mov dword[eax+offs_vert_edge_flag],1 ;context.vertex[2].edge_flag = 1
mov dword[eax+GLVertex.edge_flag],1 ;context.vertex[2].edge_flag = 1
add eax,sizeof.GLVertex
push eax
sub eax,sizeof.GLVertex