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Regard whitespace Rev 5152 → Rev 5153

/programs/develop/libraries/TinyGL/asm_fork/ztriangle.asm
0,0 → 1,344
 
INTERP_Z equ 1
 
macro DRAW_INIT
{
if TGL_FEATURE_RENDER_BITS eq 24
mov ecx,[p2]
mov eax,[ecx+offs_zbup_r]
shr eax,8
mov [colorR],eax ;colorR=p2.r>>8
mov eax,[ecx+offs_zbup_g]
shr eax,8
mov [colorG],eax ;colorG=p2.g>>8
mov eax,[ecx+offs_zbup_b]
shr eax,8
mov [colorB],eax ;colorB=p2.b>>8
else
; color=RGB_TO_PIXEL(p2->r,p2->g,p2->b);
end if
}
 
macro PUT_PIXEL _a
{
; zz=z >> ZB_POINT_Z_FRAC_BITS;
; if (zz >= pz[_a]) {
if TGL_FEATURE_RENDER_BITS eq 24
; pp[3 * _a]=colorR;
; pp[3 * _a + 1]=colorG;
; pp[3 * _a + 2]=colorB;
; pz[_a]=zz;
else
; pp[_a]=color;
; pz[_a]=zz;
end if
; }
; z+=dzdx;
}
 
align 4
proc ZB_fillTriangleFlat, zb:dword, p0:dword, p1:dword, p2:dword
locals
if TGL_FEATURE_RENDER_BITS eq 24
colorR db ?
colorG db ?
colorB db ? ;unsigned char
else
color dd ? ;int
end if
include 'ztriangle.inc'
ret
endp
 
;
; Smooth filled triangle.
; The code below is very tricky :)
;
 
INTERP_Z equ 1
INTERP_RGB equ 1
 
macro DRAW_INIT
{
if TGL_FEATURE_RENDER_BITS eq 16
; _drgbdx=((drdx / (1<<6)) << 22) & 0xFFC00000;
; _drgbdx|=(dgdx / (1<<5)) & 0x000007FF;
; _drgbdx|=((dbdx / (1<<7)) << 12) & 0x001FF000;
end if
}
 
macro PUT_PIXEL _a
{
; zz=z >> ZB_POINT_Z_FRAC_BITS;
if TGL_FEATURE_RENDER_BITS eq 24
; if (zz >= pz[_a]) {
; pp[3 * _a]=or1 >> 8;
; pp[3 * _a + 1]=og1 >> 8;
; pp[3 * _a + 2]=ob1 >> 8;
; pz[_a]=zz;
; }
; z+=dzdx;
; og1+=dgdx;
; or1+=drdx;
; ob1+=dbdx;
elseif TGL_FEATURE_RENDER_BITS eq 16
; if (zz >= pz[_a]) {
; tmp=rgb & 0xF81F07E0;
; pp[_a]=tmp | (tmp >> 16);
; pz[_a]=zz;
; }
; z+=dzdx;
; rgb=(rgb+drgbdx) & ( ~ 0x00200800);
else
; if (zz >= pz[_a]) {
; pp[_a] = RGB_TO_PIXEL(or1, og1, ob1);
; pz[_a]=zz;
; }
; z+=dzdx;
; og1+=dgdx;
; or1+=drdx;
; ob1+=dbdx;
end if
}
 
macro DRAW_LINE
{
if TGL_FEATURE_RENDER_BITS eq 16
; register unsigned short *pz;
; register PIXEL *pp;
; register unsigned int tmp,z,zz,rgb,drgbdx;
; register int n;
; n=(x2 >> 16) - x1;
; pp=pp1+x1;
; pz=pz1+x1;
; z=z1;
; rgb=(r1 << 16) & 0xFFC00000;
; rgb|=(g1 >> 5) & 0x000007FF;
; rgb|=(b1 << 5) & 0x001FF000;
; drgbdx=_drgbdx;
; while (n>=3) {
; PUT_PIXEL(0);
; PUT_PIXEL(1);
; PUT_PIXEL(2);
; PUT_PIXEL(3);
; pz+=4;
; pp+=4;
; n-=4;
; }
; while (n>=0) {
; PUT_PIXEL(0);
; pz+=1;
; pp+=1;
; n-=1;
; }
end if
if TGL_FEATURE_RENDER_BITS eq 24
; register unsigned short *pz;
; register PIXEL *pp;
; register unsigned int s,t,z,zz;
; register int n,dsdx,dtdx;
; float sz,tz,fz,zinv;
; n=(x2>>16)-x1;
; fz=(float)z1;
; zinv=1.0 / fz;
; pp=(pp1 + x1 * PSZB);
; pz=pz1+x1;
; z=z1;
; sz=sz1;
; tz=tz1;
; while (n>=(NB_INTERP-1)) {
; {
; float ss,tt;
; ss=(sz * zinv);
; tt=(tz * zinv);
; s=(int) ss;
; t=(int) tt;
; dsdx= (int)( (dszdx - ss*fdzdx)*zinv );
; dtdx= (int)( (dtzdx - tt*fdzdx)*zinv );
; fz+=fndzdx;
; zinv=1.0 / fz;
; }
; PUT_PIXEL(0);
; PUT_PIXEL(1);
; PUT_PIXEL(2);
; PUT_PIXEL(3);
; PUT_PIXEL(4);
; PUT_PIXEL(5);
; PUT_PIXEL(6);
; PUT_PIXEL(7);
; pz+=NB_INTERP;
; pp=(pp + NB_INTERP * PSZB);
; n-=NB_INTERP;
; sz+=ndszdx;
; tz+=ndtzdx;
; }
; {
; float ss,tt;
; ss=(sz * zinv);
; tt=(tz * zinv);
; s=(int) ss;
; t=(int) tt;
; dsdx= (int)( (dszdx - ss*fdzdx)*zinv );
; dtdx= (int)( (dtzdx - tt*fdzdx)*zinv );
; }
; while (n>=0) {
; PUT_PIXEL(0);
; pz+=1;
; pp=(PIXEL *)((char *)pp + PSZB);
; n-=1;
; }
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'
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
proc ZB_fillTriangleMappingPerspective, zb:dword, p0:dword, p1:dword, p2:dword
locals
; PIXEL *texture;
; float fdzdx,fndzdx,ndszdx,ndtzdx;
include 'ztriangle.inc'
ret
endp
 
end if
 
if 0
 
; slow but exact version (only there for reference, incorrect for 24
; bits)
 
INTERP_Z equ 1
INTERP_STZ equ 1
 
macro DRAW_INIT
{
; texture=zb->current_texture;
}
 
macro PUT_PIXEL _a
{
; float zinv;
; int s,t;
; zz=z >> ZB_POINT_Z_FRAC_BITS;
; if (zz >= pz[_a]) {
; zinv= 1.0 / (float) z;
; s= (int) (sz * zinv);
; t= (int) (tz * zinv);
; pp[_a]=texture[((t & 0x3FC00000) | s) >> 14];
; pz[_a]=zz;
; }
; z+=dzdx;
; sz+=dszdx;
; tz+=dtzdx;
}
 
align 4
proc ZB_fillTriangleMappingPerspective, zb:dword, p0:dword, p1:dword, p2:dword
locals
texture dd ? ;PIXEL*
include 'ztriangle.inc'
ret
endp
 
end if