;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. ; ; $Source: f:/miner/source/texmap/rcs/tmap_16l.asm $ ; $Revision: 1.4 $ ; $Author: mike $ ; $Date: 1994/11/30 00:56:39 $ ; ; inner loop of 16 bit per pixel lighted texture mapper ; ; $Log: tmap_16l.asm $ ; Revision 1.4 1994/11/30 00:56:39 mike ; optimization. ; ; Revision 1.3 1994/11/12 16:39:31 mike ; jae to ja. ; ; Revision 1.2 1993/11/22 10:24:32 mike ; *** empty log message *** ; ; Revision 1.1 1993/09/08 17:29:20 mike ; Initial revision ; ; ; .386 public asm_tmap_scanline_lin_16l_ include tmap_inc.asm _DATA SEGMENT DWORD PUBLIC USE32 'DATA' extrn _fx_u:dword extrn _fx_v:dword extrn _fx_du_dx:dword extrn _fx_dv_dx:dword extrn _fx_y:dword extrn _fx_xleft:dword extrn _fx_xright:dword extrn _pixptr:dword extrn _x:dword extrn _loop_count:dword extrn _fx_rgb:dword extrn _fx_drgb_dx:dword extrn _fx_r:dword extrn _fx_g:dword extrn _fx_b:dword extrn _fx_dr_dx:dword extrn _fx_dg_dx:dword extrn _fx_db_dx:dword _DATA ENDS DGROUP GROUP _DATA _TEXT SEGMENT PARA PUBLIC USE32 'CODE' ASSUME DS:_DATA ASSUME CS:_TEXT ; -------------------------------------------------------------------------------------------------- ; Enter: ; _xleft fixed point left x coordinate ; _xright fixed point right x coordinate ; _y fixed point y coordinate ; _pixptr address of source pixel map ; _u fixed point initial u coordinate ; _v fixed point initial v coordinate ; _du_dx fixed point du/dx ; _dv_dx fixed point dv/dx ; for (x = (int) xleft; x <= (int) xright; x++) { ; _setcolor(read_pixel_from_tmap(srcb,((int) (u/z)) & 63,((int) (v/z)) & 63)); ; _setpixel(x,y); ; ; u += du_dx; ; v += dv_dx; ; z += dz_dx; ; } align 4 asm_tmap_scanline_lin_rgb_: pusha ; Setup for loop: _loop_count iterations = (int) xright - (int) xleft ; esi source pixel pointer = pixptr ; edi initial row pointer = y*320+x ; set esi = pointer to start of texture map data mov esi,_pixptr ; set edi = address of first pixel to modify mov edi,_fx_y cmp edi,_window_bottom ja _none_to_do sub edi,_window_top imul edi,_bytes_per_row mov eax,_fx_xleft sar eax,16 jns eax_ok sub eax,eax eax_ok: sub eax,_window_left add edi,eax add edi,eax add edi,write_buffer ; set _loop_count = # of iterations mov eax,_fx_xright sar eax,16 cmp eax,_window_right jb eax_ok1 mov eax,_window_right eax_ok1: cmp eax,_window_left ja eax_ok2 mov eax,_window_left eax_ok2: mov ebx,_fx_xleft sar ebx,16 sub eax,ebx js _none_to_do cmp eax,_window_width jbe _ok_to_do mov eax,_window_width _ok_to_do: mov _loop_count,eax ; edi destination pixel pointer mov ebx,_fx_u mov ebp,_fx_v shl ebx,10 shl ebp,10 shl _fx_du_dx,10 shl _fx_dv_dx,10 ; rgb values are passed in the following peculiar, confidential, trade secreted, copyrighted, patented format: ; [ 5 bits ] [ 5 bits ] [ 5 bits ] [ 5 bits ] [ 2 bits ] [ 5 bits ] [ 5 bits ] ; red int red frac blue int blue frac unused green int green frac ; The reason they are stored in the order red, blue, green is to optimize the process of packing together the three 5 bit ; values for red, green, blue in the conventional manner, suitable for an inverse table lookup ; convert fixed point values in _fx_dr_dx, _fx_dg_dx, _fx_db_dx to _fx_drgb_dx ;** int 3 mov eax,_fx_dg_dx ; get green value sar eax,11 ; after shift, low order 10 bits are what we want jns dgok1 inc eax dgok1: shrd ecx,eax,10 ; shift green 5i.5f into destination shr ecx,2 ; shift in two don't care bits mov eax,_fx_db_dx sar eax,11 jns dbok1 inc eax dbok1: shrd ecx,eax,10 mov eax,_fx_dr_dx sar eax,11 jns drok1 inc eax drok1: shrd ecx,eax,10 ; now %ecx is correct! mov _fx_drgb_dx,ecx ; convert fixed point values in _fx_r, _fx_g, _fx_b to _fx_rgb (which is the above peculiar format) mov eax,_fx_g ; get green value sar eax,11 ; after shift, low order 10 bits are what we want jns rok1 sub eax,eax rok1: shrd ecx,eax,10 ; shift green 5i.5f into destination shr ecx,2 ; shift in two don't care bits mov eax,_fx_b sar eax,11 jns bok1 sub eax,eax bok1: shrd ecx,eax,10 mov eax,_fx_r sar eax,11 jns gok1 sub eax,eax gok1: shrd ecx,eax,10 ; now %ecx is correct! ;** mov ecx,_fx_rgb _size = (_end1 - _start1)/(num_iters-1) mov eax,num_iters-1 sub eax,_loop_count jns itsok int 3 itsok: imul eax,eax,dword ptr _size add eax,offset _start1 ;** dec edi ; inc edi moved before write to separate instructions jmp eax align 4 _start1: ; usage: ; eax work ; ebx u coordinate ; ecx rgb (actually rbg, each i5.f5 with 2 bits between blue and green) ; edx work ; ebp v coordinate ; esi pointer to source bitmap ; edi write address ; do all but the last pixel in the unwound loop, last pixel done separately because less work is needed rept num_iters-1 ; interpolate the rgb values sub eax,eax mov edx,ecx ; note, these are in order red, blue, green add ecx,_fx_drgb_dx and edx,11111000001111100000001111100000b ; preserve ri, bi, gi, strip out fractional portions and 2 extra bits shld eax,edx,15 ; shift in ri, bi or ax,dx ; mask in gi ; do the regular texture mapper linear interpolation to get the pixel from the source bitmap sub edx,edx shld edx,ebp,6 ; shift in v coordinate add ebp,_fx_dv_dx ; update v coordinate shld edx,ebx,6 ; shift in u coordinate while shifting up v coordinate add ebx,_fx_du_dx ; update u coordinate mov ax,[esi+2*edx] ; get pixel from source bitmap ; get color value based on looked up value from texture map (%al) and light value (%ah) mov al,_pixel_average[eax] ; get color value based on palette light and color ; write the pixel mov [edi],ax add edi,2 endm _end1: ; now do the leftover pixel ; interpolate the rgb values sub eax,eax mov edx,ecx ; note, these are in order red, blue, green and edx,11111000001111100000001111100000b ; preserve ri, bi, gi, strip out fractional portions and 2 extra bits shld eax,edx,15 ; shift in ri, bi or ax,dx ; mask in gi mov ah,_rgb_to_palette[eax] ; get color value for 15 bit rgb value ; do the regular texture mapper linear interpolation to get the pixel from the source bitmap sub edx,edx shld edx,ebp,6 ; shift in v coordinate shld edx,ebx,6 ; shift in u coordinate while shifting up v coordinate mov al,[esi+edx] ; get pixel from source bitmap ; get color value based on looked up value from texture map (%al) and light value (%ah) mov al,_pixel_average[eax] ; get color value based on palette light and color ; write the pixel mov [edi],al _none_to_do: popa ret ; -- Code to get rgb 5 bits integer, 5 bits fraction value into 5 bits integer (for each gun) ; suitable for inverse color lookup ;**__test: ;** int 3 ;**; rrrrrfffffrrrrrfffffxxbbbbbfffff ;** mov eax,11111001001010101110101101110111b ;** and eax,11111000001111100000001111100000b ;** shld ebx,eax,15 ;** or bx,ax _TEXT ends end