mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-12-22 22:56:53 +03:00
efabe7d047
git-svn-id: svn://kolibrios.org@1416 a494cfbc-eb01-0410-851d-a64ba20cac60
1087 lines
22 KiB
NASM
1087 lines
22 KiB
NASM
;
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; Fisheye Raycasting Engine Etc. FREE3D for MENUETOS by Dieter Marfurt
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; Version 0.4 (requires some texture-files to compile (see Data Section))
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; dietermarfurt@angelfire.com - www.melog.ch/mos_pub/
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; Don't hit me - I'm an ASM-Newbie... since years :)
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;
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; Compile with FASM for Menuet (requires .INC files - see DATA Section)
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;
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; Willow - greatly srinked code size by using GIF texture and FPU to calculate sine table
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;
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; !!!! Don't use GIF_LITE.INC in your apps - it's modified for FREE3D !!!!
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;
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; Heavyiron - new 0-function of drawing window from kolibri (do not work correctly with menuet)
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TEX_SIZE equ 64*64*4
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ceil = sinus+16*1024
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wall = ceil+TEX_SIZE*1
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wall2 = ceil+TEX_SIZE*2
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wall3 = ceil+TEX_SIZE*3
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wall4 = ceil+TEX_SIZE*4
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wall5 = ceil+TEX_SIZE*5
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wall6 = ceil+TEX_SIZE*6
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wall7 = ceil+TEX_SIZE*7
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APP_MEM equ 0x200000
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use32
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org 0x0
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db 'MENUET01' ; 8 byte id
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dd 0x01 ; header version
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dd START ; start of code
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dd I_END ; size of image
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dd APP_MEM;0x100000 ; memory for app
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dd APP_MEM;0x100000 ; esp
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dd 0x0 , 0x0 ; I_Param , I_Icon
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include 'lang.inc'
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include '..\..\..\macros.inc'
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COLOR_ORDER equ OTHER
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include 'gif_lite.inc'
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START: ; start of execution
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mov esi,textures
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mov edi,ceil-8
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call ReadGIF
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mov esi,sinus
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mov ecx,360*10
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fninit
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fld [sindegree]
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.sinlp:
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fst st1
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fsin
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fmul [sindiv]
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fistp dword[esi]
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add esi,4
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fadd [sininc]
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loop .sinlp
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call draw_window ; at first, draw the window
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call draw_stuff
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gamestart:
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; ******* MOUSE CHECK *******
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; mov eax,37 ; check mouse (use mouse over window to navigate)
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; mov ebx,2 ; check mousebuttons
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; mcall
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; cmp eax,0 ; only use mouse when button down
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; je noneed ; deactivated cause of disappear-bug etc.
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mov eax,37
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mov ebx,1 ; check mouseposition
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mcall
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mov ebx,eax
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shr eax,16
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and eax,0x0000FFFF ; mousex
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and ebx,0x0000FFFF ; mousey
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cmp eax,5 ; mouse out of window ?
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jb check_refresh ; it will prevent an app-crash
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cmp ebx,22
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jb check_refresh
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cmp eax, 640
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jg check_refresh
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cmp ebx,501
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jg check_refresh
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cmp eax,315 ; navigating?
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jb m_left
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cmp eax,325 ;
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jg m_right
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continue:
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cmp ebx,220 ;
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jb s_up
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cmp ebx,260 ;
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jg s_down
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; ******* END OF MOUSE CHECK *******
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check_refresh:
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; mov eax,23 ; wait for system event with 10 ms timeout
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; mov ebx,1 ; thats max 100 FPS
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mov eax,11 ; ask no wait for full speed
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mcall
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cmp eax,1 ; window redraw request ?
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je red2
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cmp eax,2 ; key in buffer ?
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je key2
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cmp eax,3 ; button in buffer ?
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je button2
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mov edi,[mouseya] ; check flag if a refresh has to be done
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cmp edi,1
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jne gamestart
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mov [mouseya],dword 0
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call draw_stuff
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jmp gamestart
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; END OF MAINLOOP
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red2: ; redraw
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call draw_window
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call draw_stuff
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jmp gamestart
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key2: ; key
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mov eax,2
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mcall
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cmp al,1
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je gamestart ; keybuffer empty
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cmp ah,27 ; esc=End App
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je finish
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cmp ah,178 ; up
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je s_up
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cmp ah,177 ; down
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je s_down
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cmp ah,176 ; left
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je s_left
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cmp ah,179 ; right
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je s_right
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jmp gamestart ; was any other key
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s_up: ; walk forward (key or mouse)
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mov eax,[vpx]
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mov ebx,[vpy]
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mov ecx,[vheading]
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mov edi,[sinus+ecx*4]
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mov edx,[vheading]
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; imul edx,4
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; add edx,sinus
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; add edx,3600
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lea edx, [sinus+3600+edx*4]
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cmp edx,eosinus ;cosinus taken from (sinus plus 900) mod 3600
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jb ok200
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sub edx,14400
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ok200:
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mov esi,[edx]
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; sal esi,1 ; edit walking speed here
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; sal edi,1
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add eax,edi ; newPx
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add ebx,esi ; newPy
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mov edi,eax ; newPx / ffff
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mov esi,ebx ; newPy / ffff
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sar edi,16
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sar esi,16
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mov ecx,esi
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sal ecx,5 ; equal *32
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; add ecx,edi
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; add ecx,grid
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lea ecx, [grid+ecx+edi]
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cmp [ecx],byte 0 ; collision check
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jne cannotwalk0
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mov [vpx],eax
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mov [vpy],ebx
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mov [mouseya],dword 1 ; set refresh flag
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cannotwalk0:
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jmp check_refresh
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s_down: ; walk backward
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mov eax,[vpx]
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mov ebx,[vpy]
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mov ecx,[vheading]
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mov edi,[sinus+ecx*4]
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mov edx,[vheading]
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; imul edx,4
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; add edx,sinus
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; add edx,3600
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lea edx, [sinus+3600+edx*4]
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cmp edx,eosinus ;cosinus taken from (sinus plus 900) mod 3600
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jb ok201
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sub edx,14400
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ok201:
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mov esi,[edx]
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; sal esi,1 ; edit walking speed here
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; sal edi,1
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sub eax,edi ; newPx
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sub ebx,esi ; newPy
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mov edi,eax ; newPx / ffff
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mov esi,ebx ; newPy / ffff
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sar edi,16
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sar esi,16
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mov ecx,esi
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sal ecx,5
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; add ecx,edi
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; add ecx,grid
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lea ecx, [grid+ecx+edi]
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cmp [ecx],byte 0
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jne cannotwalk1
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mov [vpx],eax
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mov [vpy],ebx
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mov [mouseya],dword 1
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cannotwalk1:
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jmp check_refresh
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s_left: ; turn left (key)
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mov edi,[vheading] ; heading
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add edi,50
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cmp edi,3600
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jb ok_heading0
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sub edi,3600
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ok_heading0:
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mov [vheading],edi
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mov [mouseya],dword 1
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jmp check_refresh
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s_right: ; turn right
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mov edi,[vheading]
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sub edi,50
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cmp edi,-1
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jg ok_heading1
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add edi,3600
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ok_heading1:
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mov [vheading],edi
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mov [mouseya],dword 1
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jmp check_refresh
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m_left: ; turn left (mouse)
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mov edi,[vheading] ; heading
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mov ecx,315
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sub ecx,eax
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sar ecx,2
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add edi,ecx
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cmp edi,3600
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jb ok_heading2
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sub edi,3600
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ok_heading2:
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mov [vheading],edi
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mov [mouseya],dword 1
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jmp continue ; allow both: walk and rotate
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m_right: ; turn right
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mov edi,[vheading]
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sub eax,325
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sar eax,2
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sub edi,eax
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cmp edi,-1
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jg ok_heading3
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add edi,3600
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ok_heading3:
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mov [vheading],edi
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mov [mouseya],dword 1
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jmp continue
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button2: ; button
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mov eax,17 ; get id
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mcall
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cmp ah,1 ; button id=1 ?
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jne gamestart
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; eo GAME mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
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finish:
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mov eax,-1 ; close this program
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mcall
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; *********************************************
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; ******* WINDOW DEFINITIONS AND DRAW ********
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; *********************************************
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draw_window:
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mov eax,12 ; function 12:tell os about windowdraw
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mov ebx,1 ; 1, start of draw
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mcall
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; DRAW WINDOW
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mov eax,0 ; function 0 : define and draw window
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mov ebx,50*65536+649 ; [x start] *65536 + [x size]
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mov ecx,50*65536+506 ; [y start] *65536 + [y size]
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mov edx,0x74ffffff ; color of work area RRGGBB,8->color gl
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mov edi,title
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mcall
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mov eax,12 ; function 12:tell os about windowdraw
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mov ebx,2 ; 2, end of draw
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mcall
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ret
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; *********************************************
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; ******* COMPUTE 3D-VIEW ********
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; *********************************************
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draw_stuff:
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mov [step1],dword 1
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;mov [step64],dword 64
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mov esi,[vheading]
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add esi,320
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mov [va],esi
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mov eax,[vheading]
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sub eax,320
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mov [vacompare],eax
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;------------------------------------ CAST 640 PIXEL COLUMNS ---------------
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; FOR A=320+heading to -319+heading step -1 (a is stored in [va])
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;---------------------------------------------------------------------------
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; mov edx,5
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mov [vx1],dword 0 ;5 ;edx ; init x1 ... pixelcolumn
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for_a:
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mov edx,[vx1]
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mov [vx1b],edx
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sub [vx1b],dword 320
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mov edx,[va] ; a2
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cmp edx,-1 ; a2 is a mod 3600
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jg ok1
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add edx,3600
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ok1:
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cmp edx,3600
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jb ok2
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sub edx,3600
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ok2:
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; get stepx and stepy
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; mov ecx,edx
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; imul ecx,4
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; add ecx,sinus ; pointer to stepx
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lea ecx, [sinus+edx*4]
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mov esi,[ecx]
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sar esi,4 ; accuracy
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mov [vstepx],esi ; store stepx
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; mov esi,edx
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; imul esi,4
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; add esi,sinus ; pointer to stepy
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; add esi,3600
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lea esi, [sinus+3600+edx*4]
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cmp esi,eosinus ;cosinus taken from ((sinus plus 900) mod 3600)
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jb ok202
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sub esi,14400
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ok202:
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mov ecx,[esi]
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sar ecx,4
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mov [vstepy],ecx ; store stepy
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mov eax,[vpx] ; get Camera Position
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mov ebx,[vpy]
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mov [vxx],eax ; init caster position
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mov [vyy],ebx
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mov edi,0 ; init L (number of raycsting-steps)
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mov [step1],dword 1 ; init Caster stepwidth for L
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; raycast a pixel column.................................
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raycast:
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add edi,[step1] ; count caster steps
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;jmp nodouble ; use this to prevent blinking/wobbling textures: much slower!
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cmp edi,32
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je double
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cmp edi,512
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je double
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cmp edi,1024
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je double
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jmp nodouble
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double:
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mov edx,[step1]
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sal edx,1
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mov [step1],edx
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mov edx,[vstepx]
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sal edx,1
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mov [vstepx],edx
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mov edx,[vstepy]
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sal edx,1
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mov [vstepy],edx
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nodouble:
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mov eax,32000 ; 3600 ; determine Floors Height based on distance
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mov edx,0
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mov ebx,edi
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div ebx
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mov esi,eax
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mov [vdd],esi
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mov edx,260
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sub edx,esi
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mov [vh],edx
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cmp edx,22
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jb no_nu_pixel
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cmp edx,259
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jg no_nu_pixel ; draw only new pixels
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cmp edx,[h_old]
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je no_nu_pixel
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mov eax,[vxx] ; calc floor pixel
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mov ebx,[vyy]
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and eax,0x0000FFFF
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and ebx,0x0000FFFF
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shr eax,10
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shr ebx,10 ; pixel coords inside Texture x,y 64*64
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mov [xfrac],eax
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mov [yfrac],ebx
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; plot floor pixel !!!!
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mov [vl],edi ; save L
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mov [ytemp],esi ; remember L bzw. H
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mov edi,[yfrac] ; get pixel color of this floor pixel
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sal edi,8
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mov esi,[xfrac]
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sal esi,2
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; add edi,esi
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; add edi,wall ; in fact its floor, just using the wall texture :)
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lea edi, [wall+edi+esi]
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mov edx,[edi]
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mov [remesi],esi
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;**** calculate pixel adress:****
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mov esi,[ytemp]
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add esi,240
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imul esi,1920
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; add esi,[vx1]
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; add esi,[vx1]
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; add esi,[vx1]
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; add esi,0x80000
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mov eax, [vx1]
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lea eax, [eax+eax*2]
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lea esi, [0x80000+eax+esi]
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cmp esi,0x80000+1920*480
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jg foff0
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cmp esi,0x80000
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jb foff0
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; now we have the adress of the floor-pixel color in edi
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; and the adress of the pixel in the image in esi
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mov edx,[edi]
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;******************** custom distance DARKEN Floor
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mov eax,[vdd]
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; jmp nodark0 ; use this to deactivate darkening floor (a bit faster)
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cmp eax,80
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jg nodark0
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; split rgb
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mov [blue],edx
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and [blue],dword 255
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shr edx,8
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mov [green],edx
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and [green],dword 255
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shr edx,8
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mov [red],edx
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and [red],dword 255
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mov eax,81 ; darkness parameter
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sub eax,[vdd]
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sal eax,1
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; reduce rgb
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sub [red],eax
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cmp [red], dword 0
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jg notblack10
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mov [red],dword 0
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notblack10:
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sub [green],eax
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cmp [green],dword 0
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jg notblack20
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mov [green],dword 0
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notblack20:
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mov edx,[blue]
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sub [blue],eax
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cmp [blue],dword 0
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jg notblack30
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mov [blue],dword 0
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notblack30:
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shl dword [red],16 ; reassemble rgb
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shl dword [green],8
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mov edx,[red]
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or edx,[green]
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or edx,[blue]
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nodark0:
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; eo custom darken floor
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mov eax,edx
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mov [esi],eax ; actually draw the floor pixel
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; paint "forgotten" pixels
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mov edx,[lasty]
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sub edx,1920
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cmp esi,edx
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je foff0
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mov [esi+1920],eax
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sub edx,1920
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cmp esi,edx
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je foff0
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mov [edx+1920],eax
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sub edx,1920
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cmp esi,edx
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je foff0
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mov [edx+1920],eax
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foff0:
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mov [lasty],esi
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;**** end of draw floor pixel ****
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mov esi,[remesi]
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mov edi,[vl] ; restore L
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no_nu_pixel:
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mov esi,[vh]
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mov [h_old],esi
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mov eax,[vxx]
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mov ebx,[vyy]
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add eax,[vstepx] ; casting...
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add ebx,[vstepy]
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mov [vxx],eax
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mov [vyy],ebx
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sar eax,16
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sar ebx,16
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mov [vpxi],eax ; casters position in Map Grid
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mov [vpyi],ebx
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mov edx,ebx
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; imul edx,32
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shl edx,5
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; add edx,grid
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; add edx,eax
|
|
lea edx, [grid+edx+eax]
|
|
|
|
cmp [edx],byte 0 ; raycaster reached a wall? (0=no)
|
|
jne getout
|
|
cmp edi,10000 ; limit view range
|
|
jb raycast
|
|
;................................................
|
|
getout:
|
|
mov eax,[edx] ; store Grid Wall Value for Texture Selection
|
|
mov [vk],eax
|
|
|
|
call blur ; deactivate this (blurs the near floor) : a bit faster
|
|
|
|
; simply copy floor to ceil pixel column here
|
|
;jmp nocopy ; use this for test purposes
|
|
|
|
pusha
|
|
mov eax,0x80000+1920*240
|
|
mov ebx,0x80000+1920*240
|
|
|
|
copyfloor:
|
|
sub eax,1920
|
|
add ebx,1920
|
|
|
|
; mov ecx,0
|
|
; add ecx,[vx1]
|
|
; add ecx,[vx1]
|
|
; add ecx,[vx1]
|
|
mov ecx, [vx1]
|
|
lea ecx, [ecx+ecx*2]
|
|
|
|
; mov edx,ecx
|
|
; add ecx,eax
|
|
; add edx,ebx
|
|
lea edx, [ecx+ebx]
|
|
add ecx,eax
|
|
|
|
mov esi,[edx]
|
|
mov [ecx],esi
|
|
|
|
cmp eax,0x80000
|
|
jg copyfloor
|
|
|
|
popa
|
|
; *** end of copy floor to ceil
|
|
;nocopy:
|
|
;__________________________________________________________________________
|
|
|
|
|
|
; draw this pixelrows wall
|
|
mov [vl],edi
|
|
|
|
mov edi,260
|
|
sub edi,[vdd]
|
|
cmp edi,0
|
|
jg ok3
|
|
xor edi,edi
|
|
ok3:
|
|
mov [vbottom],edi ; end wall ceil (or window top)
|
|
|
|
mov esi,262
|
|
add esi,[vdd] ; start wall floor
|
|
|
|
xor edi,edi
|
|
|
|
; somethin is wrong with xfrac,so recalc...
|
|
|
|
mov eax,[vxx]
|
|
and eax,0x0000FFFF
|
|
shr eax,10
|
|
mov [xfrac],eax
|
|
|
|
mov eax,[vyy]
|
|
and eax,0x0000FFFF
|
|
shr eax,10
|
|
mov [yfrac],eax
|
|
|
|
pixelrow:
|
|
|
|
; find each pixels color:
|
|
|
|
add edi,64
|
|
sub esi,1
|
|
cmp esi, 502 ; dont calc offscreen-pixels
|
|
jg speedup
|
|
|
|
xor edx,edx
|
|
mov eax, edi
|
|
mov ebx,[vdd]
|
|
; add ebx,[vdd]
|
|
add ebx, ebx
|
|
div ebx
|
|
and eax,63
|
|
mov [ytemp],eax ; get y of texture for wall
|
|
|
|
mov eax,[xfrac]
|
|
add eax,[yfrac]
|
|
|
|
and eax,63
|
|
mov [xtemp],eax ; get x of texture for wall
|
|
|
|
; now prepare to plot that wall-pixel...
|
|
mov [remedi],edi
|
|
|
|
mov edi,[ytemp]
|
|
sal edi,8
|
|
mov edx,[xtemp]
|
|
sal edx,2
|
|
add edi,edx
|
|
|
|
mov eax,[vk] ; determine which texture should be used
|
|
and eax,255
|
|
|
|
cmp eax,1
|
|
jne checkmore1
|
|
add edi,ceil
|
|
jmp foundtex
|
|
checkmore1:
|
|
|
|
cmp eax,2
|
|
jne checkmore2
|
|
add edi,wall
|
|
jmp foundtex
|
|
checkmore2:
|
|
|
|
cmp eax,3
|
|
jne checkmore3
|
|
add edi,wall2
|
|
jmp foundtex
|
|
checkmore3:
|
|
|
|
cmp eax,4
|
|
jne checkmore4
|
|
add edi,wall3
|
|
jmp foundtex
|
|
checkmore4:
|
|
|
|
cmp eax,5
|
|
jne checkmore5
|
|
add edi,wall4
|
|
jmp foundtex
|
|
checkmore5:
|
|
|
|
cmp eax,6
|
|
jne checkmore6
|
|
add edi,wall5
|
|
jmp foundtex
|
|
checkmore6:
|
|
|
|
cmp eax,7
|
|
jne checkmore7
|
|
add edi,wall6
|
|
jmp foundtex
|
|
checkmore7:
|
|
|
|
cmp eax,8
|
|
jne checkmore8
|
|
add edi,wall7
|
|
jmp foundtex
|
|
checkmore8:
|
|
|
|
foundtex:
|
|
|
|
mov edx,[edi] ; get pixel color inside texture
|
|
|
|
; ***pseudoshade south-west
|
|
jmp east ; activate this for southwest pseudoshade : a bit slower + blink-bug
|
|
mov edi,[yfrac]
|
|
mov [pseudo],dword 0 ; store flag for custom distance darkening
|
|
cmp edi,[xfrac]
|
|
jge east
|
|
and edx,0x00FEFEFE
|
|
shr edx,1
|
|
mov [pseudo],dword 1
|
|
east:
|
|
|
|
call dark_distance ; deactivate wall distance darkening: a bit faster
|
|
|
|
; ******* DRAW WALL PIXEL *******
|
|
mov eax,esi
|
|
; sub eax,22
|
|
lea eax, [esi-22]
|
|
imul eax,1920
|
|
; add eax,[vx1]
|
|
; add eax,[vx1]
|
|
; add eax,[vx1]
|
|
; add eax,0x80000
|
|
mov ebx, [vx1]
|
|
lea ebx, [ebx+ebx*2]
|
|
lea eax, [eax+0x80000+ebx]
|
|
|
|
cmp eax,0x80000+1920*480
|
|
jg dont_draw
|
|
cmp eax,0x80000
|
|
jb dont_draw
|
|
mov [eax],edx ; actually set the pixel in the image
|
|
; *** eo draw wall pixel
|
|
dont_draw:
|
|
mov edi,[remedi]
|
|
speedup:
|
|
cmp esi,[vbottom] ; end of this column?
|
|
jg pixelrow
|
|
|
|
mov edi,[vl] ; restoring
|
|
mov eax,[vx1] ; inc X1
|
|
add eax,1
|
|
mov [vx1],eax
|
|
|
|
;*** NEXT A ***
|
|
mov esi,[va]
|
|
sub esi,1
|
|
mov [va],esi
|
|
cmp esi,[vacompare]
|
|
jg for_a
|
|
;*** EO NEXT A ***
|
|
;---------------------------------------------------------------------------
|
|
|
|
|
|
; **** put image !!!!!****
|
|
; ***********************
|
|
mov eax,7
|
|
mov ebx,0x80000
|
|
mov ecx,640*65536+480
|
|
xor edx,edx
|
|
mcall
|
|
|
|
ret
|
|
|
|
blur:
|
|
|
|
pusha
|
|
mov eax,0x080000+360*1920
|
|
|
|
copyfloor2:
|
|
add eax,1920
|
|
; mov ebx,eax
|
|
; add ebx,[vx1]
|
|
; add ebx,[vx1]
|
|
; add ebx,[vx1]
|
|
mov ebx,[vx1]
|
|
lea ebx, [ebx+ebx*2]
|
|
add ebx, eax
|
|
|
|
|
|
mov ecx,[ebx-15]
|
|
and ecx,0x00FEFEFE
|
|
shr ecx,1
|
|
mov edx,[ebx-12]
|
|
and edx,0x00FEFEFE
|
|
shr edx,1
|
|
add edx,ecx
|
|
and edx,0x00FEFEFE
|
|
shr edx,1
|
|
|
|
mov ecx,[ebx-9]
|
|
and ecx,0x00FEFEFE
|
|
shr ecx,1
|
|
add edx,ecx
|
|
|
|
and edx,0x00FEFEFE
|
|
shr edx,1
|
|
|
|
mov ecx,[ebx-6]
|
|
and ecx,0x00FEFEFE
|
|
shr ecx,1
|
|
add edx,ecx
|
|
|
|
and edx,0x00FEFEFE
|
|
shr edx,1
|
|
|
|
mov ecx,[ebx-3]
|
|
and ecx,0x00FEFEFE
|
|
shr ecx,1
|
|
add edx,ecx
|
|
|
|
and edx,0x00FEFEFE
|
|
shr edx,1
|
|
|
|
mov ecx,[ebx]
|
|
and ecx,0x00FEFEFE
|
|
shr ecx,1
|
|
add edx,ecx
|
|
|
|
mov [ebx],edx
|
|
|
|
cmp eax,0x80000+478*1920
|
|
jb copyfloor2
|
|
|
|
popa
|
|
|
|
ret
|
|
|
|
|
|
|
|
; ******* Darken by Distance *******
|
|
dark_distance:
|
|
|
|
; color must be in edx, wall height in [vdd]
|
|
|
|
mov eax,[vdd]
|
|
cmp eax,50
|
|
jg nodark
|
|
; split rgb
|
|
|
|
mov [blue],edx
|
|
and [blue],dword 255
|
|
|
|
shr edx,8
|
|
mov [green],edx
|
|
and [green],dword 255
|
|
|
|
shr edx,8
|
|
mov [red],edx
|
|
and [red],dword 255
|
|
|
|
mov eax,51 ; darkness parameter
|
|
sub eax,[vdd]
|
|
cmp [pseudo],dword 1
|
|
je isdarkside
|
|
sal eax,2
|
|
isdarkside:
|
|
|
|
; reduce rgb
|
|
sub [red],eax
|
|
cmp [red], dword 0
|
|
jg notblack10b
|
|
mov [red],dword 0
|
|
notblack10b:
|
|
|
|
sub [green],eax
|
|
cmp [green],dword 0
|
|
jg notblack20b
|
|
mov [green],dword 0
|
|
notblack20b:
|
|
|
|
mov edx,[blue]
|
|
sub [blue],eax
|
|
cmp [blue],dword 0
|
|
jg notblack30b
|
|
mov [blue],dword 0
|
|
notblack30b:
|
|
|
|
shl dword [red],16 ; reassemble rgb
|
|
shl dword [green],8
|
|
mov edx,[red]
|
|
or edx,[green]
|
|
or edx,[blue]
|
|
mov eax,edx
|
|
|
|
nodark:
|
|
|
|
ret
|
|
|
|
|
|
; DATA AREA
|
|
|
|
;ceil=ceil
|
|
;wall=wall floor
|
|
;2 corner stone
|
|
;3 leaf mosaic
|
|
;4 closed window
|
|
;5 greek mosaic
|
|
;6 old street stones
|
|
;7 maya wall
|
|
|
|
grid: ; 32*32 Blocks, Map: 0 = Air, 1 to 8 = Wall
|
|
db 2,1,2,1,2,1,2,1,2,1,2,1,1,1,1,1,1,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
|
|
db 1,0,0,0,1,0,0,0,0,0,0,3,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8
|
|
db 5,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8
|
|
db 1,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,1,0,0,0,0,3,3,3,3,0,0,0,0,0,0,8
|
|
db 5,0,1,2,3,4,5,6,7,8,2,1,3,3,3,0,5,0,2,1,2,3,0,0,0,0,0,0,0,0,0,8
|
|
db 1,0,0,0,0,0,0,0,0,0,2,3,0,0,0,0,5,0,0,0,0,3,0,0,0,0,0,0,0,0,0,8
|
|
db 5,0,0,0,1,0,0,4,0,0,0,1,0,0,0,0,5,0,0,0,0,3,3,0,3,3,0,0,0,0,0,8
|
|
db 1,1,0,1,1,1,1,4,1,0,1,3,0,0,0,0,5,2,1,2,0,3,0,0,0,3,0,0,0,0,0,8
|
|
db 5,0,0,0,1,0,0,0,0,0,0,1,0,3,3,3,5,0,0,0,0,3,0,0,0,3,0,0,0,0,0,8
|
|
db 1,0,0,0,1,0,0,5,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,0,0,3,0,0,0,0,0,8
|
|
db 5,0,0,0,0,0,0,5,0,0,0,1,0,0,0,0,5,0,0,0,0,3,0,0,0,0,0,0,0,0,0,8
|
|
db 1,4,4,4,4,4,4,4,4,4,4,3,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,8,8
|
|
db 2,2,2,2,2,2,8,8,8,8,8,8,8,8,8,0,0,0,6,6,0,7,7,7,7,7,7,7,7,7,8,8
|
|
db 1,0,0,0,1,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,1
|
|
db 5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,2,2,2,2,0,0,0,0,3,3,3,3,3,1
|
|
db 1,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,6,0,0,0,0,2,0,0,0,0,3,0,0,0,0,1
|
|
db 5,0,2,3,2,3,2,3,2,3,2,1,0,0,0,0,6,0,2,2,0,2,0,0,0,0,3,0,5,5,0,1
|
|
db 1,0,0,0,0,0,0,4,0,0,0,3,0,0,0,0,6,0,0,2,0,2,0,2,0,0,3,0,0,0,0,1
|
|
db 5,0,0,0,1,0,0,4,0,0,0,1,0,0,0,0,6,0,0,2,2,2,0,2,0,0,3,3,3,3,0,1
|
|
db 1,1,0,1,1,1,1,4,1,0,1,3,7,7,7,0,6,0,0,0,0,0,0,2,0,0,0,0,0,3,0,1
|
|
db 5,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,6,0,0,0,0,2,2,2,0,0,0,0,0,3,0,1
|
|
db 1,0,0,0,1,0,0,5,0,0,0,3,0,0,0,0,6,0,0,0,0,2,0,0,0,0,0,0,0,0,0,1
|
|
db 5,0,0,0,0,0,0,5,0,0,0,1,0,0,0,0,6,0,5,1,0,2,0,0,4,4,0,4,4,0,0,1
|
|
db 1,4,1,4,1,4,1,4,1,4,1,3,0,0,0,0,6,0,0,5,0,2,0,0,0,4,0,4,0,0,0,1
|
|
db 1,0,0,0,0,0,0,4,0,0,0,3,0,3,3,3,6,0,0,1,0,1,0,0,4,4,0,4,4,0,0,1
|
|
db 5,0,0,0,1,0,0,4,0,0,0,1,0,0,0,0,6,0,0,5,0,1,0,4,4,0,0,0,4,4,0,1
|
|
db 1,1,0,1,1,1,1,4,1,0,1,3,0,0,0,0,6,0,0,1,0,1,0,4,0,0,0,0,0,4,0,1
|
|
db 5,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,6,0,0,5,0,1,0,4,0,0,0,0,0,4,0,1
|
|
db 1,0,0,0,1,0,0,5,0,0,0,3,0,0,0,0,6,1,5,1,0,1,0,4,4,0,0,0,4,4,0,1
|
|
db 5,0,0,0,0,0,0,5,0,0,0,0,0,0,1,1,0,0,0,0,0,1,0,0,4,4,4,4,4,0,0,1
|
|
db 1,4,1,4,1,4,1,4,1,4,1,3,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1
|
|
db 2,1,2,1,2,1,2,1,2,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
|
|
|
|
vpx:
|
|
dd 0x0001FFFF ; initial player position * 0xFFFF
|
|
vpy:
|
|
dd 0x0001FFFF
|
|
|
|
title db 'FISHEYE RAYCASTING ENGINE ETC. FREE3D',0
|
|
|
|
sindegree dd 0.0
|
|
sininc dd 0.0017453292519943295769236907684886
|
|
sindiv dd 6553.5
|
|
textures:
|
|
file 'texture.gif'
|
|
|
|
align 4
|
|
|
|
col1:
|
|
dd ?;-
|
|
; misc raycaster vars:
|
|
vxx:
|
|
dd ?;-
|
|
vyy:
|
|
dd ?;-
|
|
vl:
|
|
dd ?;-
|
|
vstepx:
|
|
dd ?;-
|
|
vstepy:
|
|
dd ?;-
|
|
vxxint:
|
|
dd ?;-
|
|
vyyint:
|
|
dd ?;-
|
|
vk:
|
|
dd ?;-
|
|
va:
|
|
dd ?;-
|
|
va2:
|
|
dd ?;-
|
|
vdd:
|
|
dd ?;-
|
|
vx1:
|
|
dd ?;-
|
|
vx1b:
|
|
dd ?;-
|
|
vh:
|
|
dd ?;-
|
|
vdt:
|
|
dd ?;-
|
|
vheading: ; initial heading: 0 to 3599
|
|
dd ?;-
|
|
vacompare:
|
|
dd ?;-
|
|
vpxi:
|
|
dd ?;-
|
|
vpyi:
|
|
dd ?;-
|
|
wtolong:
|
|
dw ?,?;-,?;-
|
|
|
|
xtemp:
|
|
dd ?;-
|
|
ytemp:
|
|
dd ?;-
|
|
xfrac:
|
|
dd ?;-
|
|
yfrac:
|
|
dd ?;-
|
|
h_old:
|
|
dd ?;-
|
|
vbottom:
|
|
dd ?;-
|
|
mouseya:
|
|
dd ?;-
|
|
remeax:
|
|
dd ?;-
|
|
remebx:
|
|
dd ?;-
|
|
remecx:
|
|
dd ?;-
|
|
remedx:
|
|
dd ?;-
|
|
remedi:
|
|
dd ?;-
|
|
remesi:
|
|
dd ?;-
|
|
red:
|
|
dd ?;-
|
|
green:
|
|
dd ?;-
|
|
blue:
|
|
dd ?;-
|
|
pseudo:
|
|
dd ?;-
|
|
step1:
|
|
dd ?;-
|
|
step64:
|
|
dd ?;-
|
|
lasty:
|
|
dd ?;-
|
|
|
|
I_END:
|
|
IncludeUGlobals
|
|
sinus rd 360*10
|
|
eosinus:
|