;THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX ;SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO ;END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ;ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS ;IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS ;SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE ;FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE ;CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS ;AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. ;COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. align 4 TopOfLoop4: add ebx, DU1 add ebp, DV1 add ecx, DZ1 ; Done with ebx, ebp, ecx until next iteration push ebx push ecx push ebp push edi ; Find fixed U1 mov eax, ebx PDIV mov ebx, eax ; ebx = U1 until pop's ; Find fixed V1 mov eax, ebp PDIV mov ebp, eax ; ebp = V1 until pop's mov ecx, U0 ; ecx = U0 until pop's mov edi, V0 ; edi = V0 until pop's ; Make ESI = V0:U0 in 6:10,6:10 format mov eax, ecx shr eax, 6 mov esi, edi shl esi, 10 mov si, ax ; Make EDX = DV:DU in 6:10,6:10 format mov eax, ebx sub eax, ecx sar eax, NBITS+6 mov edx, ebp sub edx, edi shl edx, 10-NBITS ; EDX = V1-V0/ 4 in 6:10 int:frac mov dx, ax ; put delta u in low word ; Save the U1 and V1 so we don't have to divide on the next iteration mov U0, ebx mov V0, ebp pop edi ; Restore EDI before using it ; LIGHTING CODE mov ebx, _fx_l mov ebp, _fx_dl_dx1 REPT (1 SHL (NBITS-2)) REPT 2 mov eax, esi ; get u,v shr eax, 26 ; shift out all but int(v) shld ax,si,6 ; shift in u, shifting up v add esi, edx ; inc u,v mov al, es:[eax] ; get pixel from source bitmap mov ah, bh ; form lighting table lookup value add ebx, ebp ; update lighting value mov cl, fs:[eax] ; xlat thru lighting table into dest buffer ; eax = 0 ; ebx = l in fixed 24.8 (really 8.8) ; ecx = (dv << 16) | du (in fixed 8.8) ; edx = free ; esi = ptr to source bitmap ; edi = destination ptr ; ebp = dldx (in fixed 24.8) (really 8.8) ; MEM [0..3] = (u<<16) | v (in fixed 8.8) ; Code for 8-bit destination, lighting mov al, [0] ; get u mov ah, [2] ; get v add [0], ecx ; inc u,v mov al, [esi+eax] ; get source pixel mov ah, bh ; form lighting lookup value mov al, FadeTable[eax] ; get lit pixel mov ah, [edi] ; get prev pixel mov al, Transparent[eax] ; get transluscent pixel value mov [edi], al ; write pixel to frame buffer inc edi ; inc dest add ebx, ebp ; inc lighting value ; Code for 8-bit destination, no lighting mov al, [0] ; get u mov ah, [2] ; get v add [0], ecx ; inc u,v mov al, [esi+eax] ; get source pixel mov [edi], al ; write pixel to frame buffer inc edi ; inc dest add ebx, ebp ; inc dl ; old way mov eax,ebp ; clear for add ebp,edx ; update v coordinate shr eax,26 ; shift in v coordinate shld eax,ebx,6 ; shift in u coordinate while shifting up v coordinate add ebx,ecx ; update u coordinate mov al,[esi+eax] ; get pixel from source bitmap mov [edi],al inc edi ; Code for 15-bit destination, with fade table in hardware mov al, ch ; get u,v mov ah, dh ; mov al, es:[eax] mov ah, bh mov [edi], ax ; write pixel to frame buffer add edi, 2 add ecx, esi bswap esi add edx, esi bswap esi add ebx, ebp ; Code for 15-bit destination, with RGB 15 bit in hardware... mov al, ch ; get u,v mov ah, dh ; mov al, es:[eax] mov ah, bh mov ax, gs:[eax*2] mov [edi], ax ; write pixel to frame buffer add edi, 2 add ecx, esi bswap esi add edx, esi bswap esi add ebx, ebp mov eax, esi ; get u,v shr eax, 26 ; shift out all but int(v) shld ax,si,6 ; shift in u, shifting up v add esi, edx ; inc u,v mov al, es:[eax] ; get pixel from source bitmap mov ah, bh ; form lighting table lookup value esi, ebp esi, ebp, ; Do odd pixel mov eax, esi ; get u,v shr eax, 26 ; shift out all but int(v) shld ax,si,6 ; shift in u, shifting up v add esi, edx ; inc u,v mov al, es:[eax] ; get pixel from source bitmap mov ah, bh ; form lighting table lookup value add ebx, ebp ; update lighting value mov ch, fs:[eax] ; xlat thru lighting table into dest buffer ror ecx, 16 ; move to next double dest pixel position ENDM mov [edi],ecx ; Draw 4 pixels to display add edi,4 ENDM ; LIGHTING CODE mov _fx_l, ebx pop ebp pop ecx pop ebx dec _loop_count jnz TopOfLoop4 mov eax, esi ; get u,v shr eax, 26 ; shift out all but int(v) shld ax,si,6 ; shift in u, shifting up v add esi, edx ; inc u,v mov al, es:[eax] ; get pixel from source bitmap cmp al,255 je skipa1 mov ah, bh ; form lighting table lookup value add ebx, ebp ; update lighting value mov al, fs:[eax] ; xlat thru lighting table into dest buffer mov [edi],al mov eax, esi ; get u,v shr eax, 26 ; shift out all but int(v) shld ax,si,6 ; shift in u, shifting up v add esi, edx ; inc u,v mov al, es:[eax] ; get pixel from source bitmap mov ah, bh ; form lighting table lookup value add ebx, ebp ; update lighting value mov al, fs:[eax] ; xlat thru lighting table into dest buffer mov ah, [edi] ; get pixel already drawn here mov al, gs:[eax] ; lookup in translation table mov [edi],al ; write pixel ; Code for 8-bit destination, lighting, transluscency mov dx, [edi] mov al, [0] ; get u mov ah, [2] ; get v add [0], ecx ; inc u,v mov al, [esi+eax] ; get source pixel mov ah, bh ; form lighting lookup value mov al, FadeTable[eax] ; get lit pixel mov ah, dl ; get prev pixel add ebx, ebp ; inc lighting value mov dl, TransTable[eax] ; get transluscent pixel value mov al, [0] ; get u mov ah, [2] ; get v add [0], ecx ; inc u,v mov al, [esi+eax] ; get source pixel mov ah, bh ; form lighting lookup value mov al, FadeTable[eax] ; get lit pixel mov ah, dh ; get prev pixel add ebx, ebp ; inc lighting value mov dh, TransTable[eax] ; get transluscent pixel value mov [edi], dx ; write 2 pixels to frame buffer inc edi ; move to next pixel inc edi ; move to next pixel ; compute v coordinate mov eax,ebp ; get v cdq idiv ecx ; eax = (v/z) and eax,3fh ; mask with height-1 mov ebx,eax ; compute u coordinate mov eax,esi ; get u cdq idiv ecx ; eax = (u/z) shl eax,26 shld ebx,eax,6 ; ebx = v*64+u ; read 1 pixel movzx eax,byte ptr es:[ebx] ; get pixel from source bitmap ; LIGHTING CODE mov ebx, _fx_l ; get temp copy of lighting value mov ah, bh ; get lighting level add ebx, _fx_dl_dx ; update lighting value mov al, fs:[eax] ; xlat pixel thru lighting tables mov _fx_l, ebx ; save temp copy of lighting value mov [edi],al inc edi ; update deltas add ebp,_fx_dv_dx add esi,_fx_du_dx add ecx,_fx_dz_dx xchg esi, ebx dec _loop_count jns tmap_loop fix fixdiv(fix a,fix b); #pragma aux fixdiv parm [eax] [ebx] modify exact [eax edx] = \ "cdq " \ "idiv ebx" \ fix u = u0; fix v = v0; fix z = z0; fix l = l0; for ( x=x1; x<=x2; x++ ) { if ( z < zbuffer[x] ) { zbuffer[x] = z; color = bitmap[(u/z)&63][(v/z)&63]; if ( color != xparent ) { color = LightingTable[color][f2i(l)&31]; pixel[x] = color; } } u += du; v += dv; z += dz; l += dl; } ;================ PERSPECTIVE TEXTURE MAP INNER LOOPS ======================== ; ; Usage in loop: ; eax division, pixel value ; ebx source pixel pointer ; ecx z ; edx division ; ebp v ; esi u ; edi destination pixel pointer rept niters mov eax, [_fx_z] ; get z-value cmp zbuffer[edi], eax ; check if closer jge skip1 ; don't do if z farther away mov zbuffer[edi], eax ; update z-buffer mov eax,[_fx_v] ; get v cdq ; sign extend into edx:eax idiv [_fx_z] ; eax = (v/z) and eax,63 ; mask with height-1 mov ebx,eax ; start build bitmap address mov eax,[_fx_u] ; get u cdq ; sign extend into edx:eax idiv [_fx_z] ; eax = (u/z) shl eax,26 ; continue building bitmap address shld ebx,eax,6 ; ebx = v*64+u mov al,byte ptr es:[ebx] ; get pixel from source bitmap cmp al,255 ; check if it's transparent je skip1 ; don't write if transparent mov bx, [_fx_l] ; get lighting value mov bl, al ; build lighting table lookup index mov al, lighting[ebx] ; lookup lighting value mov video[edi],al ; write the pixel skip1: inc edi ; go to next pixel address add [_fx_l],[_fx_dl_dx] ; increment lighting add [_fx_u],[_fx_du_dx] ; increment u add [_fx_v],[_fx_dv_dx] ; incrememt v add [_fx_z],[_fx_dz_dx] ; increment z je _div_0_abort ; would be dividing by 0, so abort endm mov eax, F1_0 mov ebx, [z] mov edx,eax sar edx,16 shl eax,16 idiv ebx "imul edx" \ "shrd eax,edx,16"; // assume 8.12 fixed point rept niters mov eax, [_fx_z] ; get z-value cmp zbuffer[edi], eax ; check if closer jge skip1 ; don't do if z farther away mov zbuffer[edi], eax ; update z-buffer mov eax,[_fx_v] ; get v cdq idiv eax, [z] mov ebx,eax ; start build bitmap address mov eax,[_fx_u] ; get u imul eax, [z] shl eax,26 ; continue building bitmap address shld ebx,eax,6 ; ebx = v*64+u mov al,byte ptr es:[ebx] ; get pixel from source bitmap cmp al,255 ; check if it's transparent je skip1 ; don't write if transparent mov bx, [_fx_l] ; get lighting value mov bl, al ; build lighting table lookup index mov al, lighting[ebx] ; lookup lighting value mov video[edi],al ; write the pixel skip1: inc edi ; go to next pixel address add [_fx_l],[_fx_dl_dx] ; increment lighting add [_fx_u],[_fx_du_dx] ; increment u add [_fx_v],[_fx_dv_dx] ; incrememt v add [_fx_z],[_fx_dz_dx] ; increment z je _div_0_abort ; would be dividing by 0, so abort endm ;================ PERSPECTIVE TEXTURE MAP INNER LOOPS ======================== ; ; Usage in loop: ; eax division, pixel value ; ebx source pixel pointer ; ecx z ; edx division ; ebp v ; esi u ; edi destination pixel pointer rept niters cmp zbuffer[edi], ecx ; check if closer jge skip1 ; don't do if z farther away mov zbuffer[edi], ecx ; update z-buffer mov eax,[_fx_v] ; get v mov edx,[_fx_u] ; get u idiv ecx ; eax = (v/z) and eax,63 ; mask with height-1 mov ebx,eax ; start build bitmap address mov eax,[_fx_u] ; get u cdq ; sign extend into edx:eax idiv ecx ; eax = (u/z) shl eax,26 ; continue building bitmap address shld ebx,eax,6 ; ebx = v*64+u mov al,byte ptr es:[ebx] ; get pixel from source bitmap cmp al,255 ; check if it's transparent je skip1 ; don't write if transparent mov bx, [_fx_l] ; get lighting value mov bl, al ; build lighting table lookup index mov al, lighting[ebx] ; lookup lighting value mov video[edi],al ; write the pixel skip1: inc edi ; go to next pixel address add [_fx_l],[_fx_dl_dx] ; increment lighting add [_fx_u],[_fx_du_dx] ; increment u add [_fx_v],[_fx_dv_dx] ; incrememt v add ecx,[_fx_dz_dx] ; increment z je _div_0_abort ; would be dividing by 0, so abort endm