mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-12-16 03:42:35 +03:00
c64bf3d60e
git-svn-id: svn://kolibrios.org@6108 a494cfbc-eb01-0410-851d-a64ba20cac60
490 lines
10 KiB
NASM
490 lines
10 KiB
NASM
;
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; Макрос DRAW_LINE имеет параметр code, от которого зависит
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; будет ли включен код или объявлены переменные.
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; В версии на C++ параметра code нет, потому что там переменные
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; можно ставить в любом месте функции, в asm версии такое не проходит.
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;
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INTERP_Z equ 1
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macro DRAW_INIT
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{
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if TGL_FEATURE_RENDER_BITS eq 24
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mov ecx,[p2]
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mov eax,[ecx+offs_zbup_r]
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mov [colorR],ah ;colorR=p2.r>>8
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mov eax,[ecx+offs_zbup_g]
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mov [colorG],ah ;colorG=p2.g>>8
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mov eax,[ecx+offs_zbup_b]
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mov [colorB],ah ;colorB=p2.b>>8
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;else
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; color=RGB_TO_PIXEL(p2->r,p2->g,p2->b);
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end if
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}
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macro PUT_PIXEL _a
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{
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local .end_0
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mov eax,[z]
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shr eax, ZB_POINT_Z_FRAC_BITS
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mov [zz],eax
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mov ebx,[pz]
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cmp ax,word[ebx+2*_a] ;if (zz >= pz[_a])
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jl .end_0
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;edi = pp
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mov word[ebx+2*_a],ax ;пишем в буфер глубины новое значение
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if TGL_FEATURE_RENDER_BITS eq 24
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mov cl,[colorR]
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mov ch,[colorG]
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mov word[edi+3*_a],cx
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mov cl,[colorB]
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mov byte[edi+3*_a +2],cl
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;else
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; pp[_a]=color;
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end if
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.end_0:
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mov eax,[dzdx]
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add [z],eax
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}
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align 4
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proc ZB_fillTriangleFlat, zb:dword, p0:dword, p1:dword, p2:dword
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locals
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if TGL_FEATURE_RENDER_BITS eq 24
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colorR db ?
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colorG db ?
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colorB db ? ;unsigned char
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else
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color dd ? ;int
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end if
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include 'ztriangle.inc'
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;
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; Smooth filled triangle.
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; The code below is very tricky :)
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;
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INTERP_Z equ 1
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INTERP_RGB equ 1
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macro DRAW_INIT
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{
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if TGL_FEATURE_RENDER_BITS eq 16
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; _drgbdx=((drdx / (1<<6)) << 22) & 0xFFC00000;
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; _drgbdx|=(dgdx / (1<<5)) & 0x000007FF;
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; _drgbdx|=((dbdx / (1<<7)) << 12) & 0x001FF000;
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end if
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}
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macro PUT_PIXEL _a
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{
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local .end_0
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mov eax,[z]
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shr eax,ZB_POINT_Z_FRAC_BITS
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mov [zz],eax
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mov ebx,[pz]
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cmp ax,word[ebx+2*_a] ;if (zz >= pz[_a])
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jl .end_0
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;edi = pp
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mov word[ebx+2*_a],ax ;пишем в буфер глубины новое значение
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if TGL_FEATURE_RENDER_BITS eq 24
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mov ecx,[og1]
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mov eax,[or1]
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mov cl,ah
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mov word[edi+3*_a],cx
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mov eax,[ob1]
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mov byte[edi+3*_a +2],ah
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end if
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if TGL_FEATURE_RENDER_BITS eq 16
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; tmp=rgb & 0xF81F07E0;
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; pp[_a]=tmp | (tmp >> 16);
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;else
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; pp[_a] = RGB_TO_PIXEL(or1, og1, ob1);
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end if
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.end_0:
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mov eax,[dzdx]
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add [z],eax
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if TGL_FEATURE_RENDER_BITS eq 16
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; rgb=(rgb+drgbdx) & ( ~ 0x00200800);
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end if
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if TGL_FEATURE_RENDER_BITS <> 16
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mov eax,[dgdx]
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add [og1],eax
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mov eax,[drdx]
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add [or1],eax
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mov eax,[dbdx]
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add [ob1],eax
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end if
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}
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macro DRAW_LINE code
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{
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local .cycle_0
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local .cycle_1
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if TGL_FEATURE_RENDER_BITS eq 16
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if code eq 0
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tmp dd ? ;uint
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rgb dd ? ;uint
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drgbdx dd ? ;uint
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end if
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if code eq 1
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mov eax,[x2]
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sar eax,16
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sub eax,[x1]
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mov [n],eax ;n = (x2 >> 16) - x1
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mov edi,[pp1]
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add edi,[x1] ;pp = pp1 + x1
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mov eax,[pz1]
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add eax,[x1]
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mov [pz],eax ;pz = pz1 + x1
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mov eax,[z1]
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mov [z],eax ;z = z1
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mov eax,[r1]
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shl eax,16
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and eax,0xFFC00000
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mov [rgb],eax ;rgb = (r1 << 16) & 0xFFC00000
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mov eax,[g1]
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shr eax,5
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and eax,0x000007FF
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or [rgb],eax ;rgb |= (g1 >> 5) & 0x000007FF
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mov eax,[b1]
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shl eax,5
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and eax,0x001FF000
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or [rgb],eax ;rgb |= (b1 << 5) & 0x001FF000
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mov eax,[_drgbdx]
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mov [drgbdx],eax ;drgbdx = _drgbdx
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align 4
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.cycle_0: ;while (n>=3)
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cmp dword[n],3
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jl .cycle_1
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PUT_PIXEL 0
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PUT_PIXEL 1
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PUT_PIXEL 2
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PUT_PIXEL 3
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add dword[pz],8
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add edi,4*3
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sub [n],4
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jmp .cycle_0
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.cycle_1: ;while (n>=0)
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cmp dword[n],0
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jl .cycle_1_end
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PUT_PIXEL 0
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add dword[pz],2
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add edi,3
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dec dword[n]
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jmp .cycle_1
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.cycle_1_end:
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end if
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end if
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}
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align 4
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proc ZB_fillTriangleSmooth, zb:dword, p0:dword, p1:dword, p2:dword
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locals
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if TGL_FEATURE_RENDER_BITS eq 16
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_drgbdx dd ? ;int
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end if
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include 'ztriangle.inc'
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align 4
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proc ZB_setTexture uses eax ebx, zb:dword, texture:dword
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mov eax,[zb]
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mov ebx,[texture]
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mov dword[eax+offs_zbuf_current_texture],ebx
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ret
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endp
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INTERP_Z equ 1
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INTERP_ST equ 1
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macro DRAW_INIT
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{
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mov eax,[zb]
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mov eax,[eax+offs_zbuf_current_texture]
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mov [texture],eax
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}
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macro PUT_PIXEL _a
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{
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local .end_0
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mov eax,[z]
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shr eax,ZB_POINT_Z_FRAC_BITS
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mov [zz],eax
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mov ebx,[pz]
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cmp ax,word[ebx+2*_a] ;if (zz >= pz[_a])
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jl .end_0
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;edi = pp
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mov word[ebx+2*_a],ax ;пишем в буфер глубины новое значение
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if TGL_FEATURE_RENDER_BITS eq 24
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mov ebx,[t]
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and ebx,0x3fc00000
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or ebx,[s]
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shr ebx,14
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imul ebx,3
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add ebx,[texture] ;ptr = texture + (((t & 0x3fc00000) | s) >> 14) * 3
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mov ax,word[ebx]
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mov word[edi+3*_a],ax ;pp[3 * _a]= ptr[0,1]
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mov al,byte[ebx+2]
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mov byte[edi+3*_a +2],al ;pp[3 * _a + 2]= ptr[2]
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else
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; pp[_a]=texture[((t & 0x3FC00000) | s) >> 14];
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end if
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.end_0:
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mov eax,[dzdx]
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add [z],eax
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mov eax,[dsdx]
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add [s],eax
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mov eax,[dtdx]
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add [t],eax
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}
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align 4
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proc ZB_fillTriangleMapping, zb:dword, p0:dword, p1:dword, p2:dword
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locals
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texture dd ? ;PIXEL*
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include 'ztriangle.inc'
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;
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; Texture mapping with perspective correction.
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; We use the gradient method to make less divisions.
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; TODO: pipeline the division
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;
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if 1
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INTERP_Z equ 1
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INTERP_STZ equ 1
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NB_INTERP equ 8
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macro DRAW_INIT
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{
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mov eax,[zb]
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mov eax,[eax+offs_zbuf_current_texture]
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mov [texture],eax
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mov dword[esp-4],NB_INTERP
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fild dword[esp-4]
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fild dword[dzdx]
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fst dword[fdzdx] ;fdzdx = (float)dzdx
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fmul st0,st1
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fstp dword[fndzdx] ;fndzdx = NB_INTERP * fdzdx
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fld dword[fdzdx]
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fmul st0,st1
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fstp dword[ndszdx] ;ndszdx = NB_INTERP * dszdx
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fmul dword[dtzdx]
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fstp dword[ndtzdx] ;ndtzdx = NB_INTERP * dtzdx
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}
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macro PUT_PIXEL _a
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{
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local .end_0
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mov eax,[z]
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shr eax,ZB_POINT_Z_FRAC_BITS
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mov [zz],eax
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mov ebx,[pz]
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cmp ax,word[ebx+2*_a] ;if (zz >= pz[_a])
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jl .end_0
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;edi = pp
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mov word[ebx+2*_a],ax ;пишем в буфер глубины новое значение
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if TGL_FEATURE_RENDER_BITS eq 24
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mov ebx,[t]
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and ebx,0x3fc00000
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mov eax,[s]
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and eax,0x003fc000
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or ebx,eax
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shr ebx,14
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imul ebx,3
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add ebx,[texture] ;ptr = texture + (((t & 0x3fc00000) | (s & 0x003FC000)) >> 14) * 3
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mov ax,word[ebx]
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mov word[edi+3*_a],ax ;pp[3 * _a]= ptr[0,1]
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mov al,byte[ebx+2]
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mov byte[edi+3*_a +2],al ;pp[3 * _a + 2]= ptr[2]
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else
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; pp[_a]=*(PIXEL *)((char *)texture+
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; (((t & 0x3FC00000) | (s & 0x003FC000)) >> (17 - PSZSH)));
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end if
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.end_0:
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mov eax,[dzdx]
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add [z],eax
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mov eax,[dsdx]
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add [s],eax
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mov eax,[dtdx]
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add [t],eax
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}
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DRAW_LINE_M equ 1
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macro DRAW_LINE code
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{
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if TGL_FEATURE_RENDER_BITS eq 24
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if code eq 0
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s dd ? ;uint
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t dd ? ;uint
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n1 dd ? ;int - длинна горизонтальной линии в пикселях
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dsdx dd ? ;int
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dtdx dd ? ;int
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fz dd ? ;float
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zinv dd ? ;float
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end if
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if code eq 1
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mov eax,[x2]
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sar eax,16
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sub eax,[x1]
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mov [n1],eax ;n1 = (x2 >> 16) - x1
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fld1
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fild dword[z1]
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fst dword[fz] ;fz = (float)z1
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;fld1
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fdivp
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fstp dword[zinv] ;zinv = 1.0 / fz
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mov edi,[x1]
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imul edi,PSZB
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add edi,[pp1] ;pp = (pp1 + x1 * PSZB)
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mov eax,[pz1]
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add eax,[x1]
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mov [pz],eax ;pz = pz1 + x1
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mov eax,[z1]
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mov [z],eax ;z = z1
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mov eax,[sz1]
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mov [s_z],eax ;sz = sz1
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mov eax,[tz1]
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mov [t_z],eax ;tz = tz1
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align 4
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.cycle_2: ;while (n1>=(NB_INTERP-1))
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cmp dword[n1],NB_INTERP-1
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jl .cycle_2_end
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fld dword[zinv]
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fld st0
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fmul dword[s_z] ;ss = (sz * zinv)
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fist dword[s] ;s = (int) ss
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fmul dword[fdzdx]
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fchs
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fadd dword[dszdx]
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fmul dword[zinv]
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fistp dword[dsdx] ;dsdx = (int)( (dszdx - ss*fdzdx)*zinv )
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fmul dword[t_z] ;tt = (tz * zinv)
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fist dword[t] ;t = (int) tt
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fmul dword[fdzdx]
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fchs
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fadd dword[dtzdx]
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fmul dword[zinv]
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fistp dword[dtdx] ;dtdx = (int)( (dtzdx - tt*fdzdx)*zinv )
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fld1
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fld dword[fz]
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fadd dword[fndzdx]
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fst dword[fz] ;fz += fndzdx
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;fld1
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fdivp
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fstp dword[zinv] ;zinv = 1.0 / fz
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PUT_PIXEL 0
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PUT_PIXEL 1
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PUT_PIXEL 2
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PUT_PIXEL 3
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PUT_PIXEL 4
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PUT_PIXEL 5
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PUT_PIXEL 6
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PUT_PIXEL 7
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add dword[pz],2*NB_INTERP ;pz += NB_INTERP
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add edi,NB_INTERP*PSZB ;pp += NB_INTERP * PSZB
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sub dword[n1],NB_INTERP ;n1 -= NB_INTERP
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fld dword[ndszdx]
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fadd dword[s_z]
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fstp dword[s_z] ;s_z += ndszdx
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fld dword[ndtzdx]
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fadd dword[t_z]
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fstp dword[t_z] ;tz += ndtzdx
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jmp .cycle_2
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.cycle_2_end:
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fld dword[zinv]
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fld st0
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fmul dword[s_z] ;ss = (sz * zinv)
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fist dword[s] ;s = (int) ss
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fmul dword[fdzdx]
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fchs
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fadd dword[dszdx]
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fmul dword[zinv]
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fistp dword[dsdx] ;dsdx = (int)( (dszdx - ss*fdzdx)*zinv )
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fmul dword[t_z] ;tt = (tz * zinv)
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fist dword[t] ;t = (int) tt
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fmul dword[fdzdx]
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fchs
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fadd dword[dtzdx]
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fmul dword[zinv]
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fistp dword[dtdx] ;dtdx = (int)( (dtzdx - tt*fdzdx)*zinv )
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align 4
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.cycle_3: ;while (n1>=0)
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cmp dword[n1],0
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jl .cycle_3_end
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PUT_PIXEL 0
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add dword[pz],2 ;pz += 1
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add edi,PSZB ;pp += PSZB
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dec dword[n1]
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jmp .cycle_3
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.cycle_3_end:
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end if
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end if
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}
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align 4
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proc ZB_fillTriangleMappingPerspective, zb:dword, p0:dword, p1:dword, p2:dword
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locals
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texture dd ? ;PIXEL *
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fdzdx dd ? ;float
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fndzdx dd ? ;float
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ndszdx dd ? ;float
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ndtzdx dd ? ;float
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include 'ztriangle.inc'
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end if
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if 0
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; slow but exact version (only there for reference, incorrect for 24
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; bits)
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INTERP_Z equ 1
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INTERP_STZ equ 1
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macro DRAW_INIT
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{
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mov eax,[zb]
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mov eax,[eax+offs_zbuf_current_texture]
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mov [texture],eax
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}
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macro PUT_PIXEL _a
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{
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local .end_0
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; int s,t;
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mov eax,[z]
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shr eax,ZB_POINT_Z_FRAC_BITS
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mov [zz],eax
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mov ebx,[pz]
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cmp ax,word[ebx+2*_a] ;if (zz >= pz[_a])
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jl .end_0
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;edi = pp
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mov word[ebx+2*_a],ax ;пишем в буфер глубины новое значение
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fild dword[z]
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fld dword[s_z]
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fdiv st0,st1
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;fistp dword[...s...] ;s = (int) (s_z / (float) z)
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; t= (int) (t_z / (float) z);
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; pp[_a]=texture[((t & 0x3FC00000) | s) >> 14];
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.end_0:
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mov eax,[dzdx]
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add [z],eax
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fld dword[dszdx]
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fadd dword[s_z]
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fstp dword[s_z]
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fld dword,[dtzdx]
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fadd dword[t_z]
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fstp dword[t_z]
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}
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align 4
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proc ZB_fillTriangleMappingPerspective, zb:dword, p0:dword, p1:dword, p2:dword
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locals
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texture dd ? ;PIXEL*
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include 'ztriangle.inc'
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end if
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