;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_p2.asm $ ; $Revision: 1.5 $ ; $Author: mike $ ; $Date: 1994/11/30 00:56:58 $ ; ; Perspective texture mapper with scan doubling inner loop. ; ; $Log: tmap_p2.asm $ ; Revision 1.5 1994/11/30 00:56:58 mike ; optimization. ; ; Revision 1.4 1994/11/12 16:41:07 mike ; jae -> ja. ; ; Revision 1.3 1994/03/14 15:44:42 mike ; streamline code. ; ; Revision 1.2 1994/01/14 14:02:02 mike ; *** empty log message *** ; ; .386 public asm_tmap_scanline_per_doubled_ include tmap_inc.asm extern _fx_l:dword extern _fx_dl_dx:dword extern _dither_intensity_lighting:dword extern _Lighting_on:dword,_per2_flag:dword _DATA SEGMENT DWORD PUBLIC USE32 'DATA' align 4 extrn _pixel_data_selector:word, _gr_fade_table_selector:word extrn _fx_u:dword extrn _fx_v:dword extrn _fx_z:dword extrn _fx_du_dx:dword extrn _fx_dv_dx:dword extrn _fx_dz_dx:dword extrn _fx_y:dword extrn _fx_xleft:dword extrn _fx_xright:dword extrn _pixptr:dword extrn _x:dword extrn _loop_count:dword ; ----------^^ These are passed in by the C caller ^^---------- ;---------- local variables align 4 req_base dd ? req_size dd ? U0 dd ? U1 dd ? V0 dd ? V1 dd ? temp dd ? num_left_over dd ? DU1 dd ? DV1 dd ? DZ1 dd ? _fx_dl_dx1 dd ? _fx_dl_dx2 dd ? _DATA ENDS DGROUP GROUP _DATA wnr macro ofs, reg push edi add edi, _bytes_per_row mov ofs[edi], reg pop edi endm _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 ; _z fixed point initial z coordinate ; _du_dx fixed point du/dx ; _dv_dx fixed point dv/dx ; _dz_dx fixed point dz/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; ; } TMAP_NORMAL MACRO LOCAL NoLight1,skip1 xchg ebx, esi ; 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 ; esi = v*64+u ; read 1 pixel mov al,es:[ebx] ; get pixel from source bitmap cmp _Lighting_on, 0 je NoLight1 ;LIGHTING CODE mov ebx, _fx_l ; get temp copy of lighting value mov ah, bh ; get lighting level and eax, 0fffh add ebx, _fx_dl_dx1 ; update lighting value mov al, fs:[eax] ; xlat pixel thru lighting tables mov _fx_l, ebx ; save temp copy of lighting value ;DITHERING CODE mov ebx, _fx_dl_dx1 xchg ebx, _fx_dl_dx2 mov _fx_dl_dx1, ebx NoLight1: ; write 1 pixel cmp al,255 je skip1 mov [edi],al wnr 0, al skip1: inc edi ; update deltas add ebp,_fx_dv_dx add esi,_fx_du_dx add ecx,_fx_dz_dx xchg esi, ebx ENDM asm_tmap_scanline_per_doubled_: push es push fs pusha ;---------------------------- setup for loop --------------------------------- ; 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 mov es,_pixel_data_selector ; selector[0*2] mov fs,_gr_fade_table_selector ; selector[1*2] ; fs = bmd_fade_table ; set edi = address of first pixel to modify mov edi,_fx_y cmp edi,_window_bottom ja _none_to_do imul edi,_bytes_per_row mov eax,_fx_xleft sar eax,16 jns eax_ok sub eax,eax eax_ok: 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 ;-------------------------- setup for dithering ----------------------------- ; lighting values are passed in fixed point, but need to be in 8 bit integer, 8 bit fraction so we can easily ; get the integer by reading %bh sar _fx_l, 8 sar _fx_dl_dx,8 jns dl_dx_ok inc _fx_dl_dx ; round towards 0 for negative deltas dl_dx_ok: ; do dithering, use lighting values which are .5 less than and .5 more than actual value mov ebx,80h ; assume dithering on test _dither_intensity_lighting,-1 jne do_dither sub ebx,ebx ; no dithering do_dither: mov eax,_fx_dl_dx add eax,ebx ; add 1/2 mov _fx_dl_dx1,eax sub eax,ebx sub eax,ebx mov _fx_dl_dx2,eax mov ebx,_fx_xleft shr ebx,16 xor ebx,_fx_y and ebx,1 jne dith_1 xchg eax,_fx_dl_dx1 dith_1: mov _fx_dl_dx2,eax ; set initial values mov ebx,_fx_u mov ebp,_fx_v mov ecx,_fx_z test _per2_flag,-1 je tmap_loop cmp _Lighting_on, 0 je tmap_loop_fast_nolight jmp tmap_loop_fast ;================ PERSPECTIVE TEXTURE MAP INNER LOOPS ======================== ; ; Usage in loop: eax division, pixel value ; ebx u ; ecx z ; edx division ; ebp v ; esi source pixel pointer ; edi destination pixel pointer ;-------------------- NORMAL PERSPECTIVE TEXTURE MAP LOOP ----------------- align 4 tmap_loop: TMAP_NORMAL dec _loop_count jns tmap_loop align 4 _none_to_do: popa pop fs pop es ret ;-------------------------- PER/4 TMAPPER ---------------- ; ; x = x1 ; U0 = u/w; V0 = v/w; ; while ( 1 ) ; u += du_dx*4; v+= dv_dx*4 ; U1 = u/w; V1 = v/w; ; DUDX = (U1-U0)/4; DVDX = (V1-V0)/4; ; ; ; Pixel 0 ; pixels = texmap[V0*64+U0]; ; U0 += DUDX; V0 += DVDX ; ; Pixel 1 ; pixels = (pixels<<8)+texmap[V0*64+U0]; ; U0 += DUDX; V0 += DVDX ; ; Pixel 2 ; pixels = (pixels<<8)+texmap[V0*64+U0]; ; U0 += DUDX; V0 += DVDX ; ; Pixel 3 ; pixels = (pixels<<8)+texmap[V0*64+U0]; ; ; screen[x] = pixel ; x += 4; ; U0 = U1; V0 = V1 NBITS = 3 ZSHIFT = 3 PDIV MACRO ; Returns EAX/ECX in 16.16 format in EAX. Trashes EDX ; sig bits 6.3 cdq shld edx,eax, ZSHIFT shl eax, ZSHIFT idiv ecx ; eax = (v/z) shl eax, 16-ZSHIFT ENDM tmap_loop_fast: align 4 NotDwordAligned1: test edi, 11b jz DwordAligned1 xchg ebx, esi ; 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 ; esi = v*64+u ; read 1 pixel mov al,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_dx1 ; update lighting value and eax, 0fffh ; make sure no garbage in EAX mov al, fs:[eax] ; xlat pixel thru lighting tables mov _fx_l, ebx ; save temp copy of lighting value ;DITHERING CODE mov ebx, _fx_dl_dx1 xchg ebx, _fx_dl_dx2 mov _fx_dl_dx1, ebx ; write 1 pixel cmp al,255 je skip2 mov [edi],al wnr 0, al skip2: 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 NotDwordAligned1 jmp _none_to_do DwordAligned1: mov eax, _loop_count inc eax mov num_left_over, eax shr eax, NBITS cmp eax, 0 je tmap_loop mov _loop_count, eax ; _loop_count = pixels / NPIXS lea eax, [eax*8] sub num_left_over, eax ; num_left_over = obvious ; compute initial v coordinate mov eax,ebp ; get v PDIV mov V0, eax ; compute initial u coordinate mov eax,ebx ; get u PDIV mov U0, eax ; Set deltas to NPIXS pixel increments mov eax, _fx_du_dx lea eax, [eax*8] mov DU1, eax mov eax, _fx_dv_dx lea eax, [eax*8] mov DV1, eax mov eax, _fx_dz_dx lea eax, [eax*8] mov DZ1, eax 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 mov ebp, _bytes_per_row REPT (1 SHL (NBITS-2)) local skip3 REPT 2 ; Do even pixel ;-ORIGINAL- mov eax, esi ; get u,v ;-ORIGINAL- shr eax, 26 ; shift out all but int(v) ;-ORIGINAL- shld ax,si,6 ; shift in u, shifting up v ;-ORIGINAL- mov al, es:[eax] ; get pixel from source bitmap ;-ORIGINAL- add esi, edx ; inc u,v ;-ORIGINAL- mov ah, bh ; form lighting table lookup value ;-ORIGINAL- add ebx, _fx_dl_dx1 ; update lighting value ;-ORIGINAL- and eax, 0fffh ; SAFETY CHECK on lighting value ;-ORIGINAL- mov cl, fs:[eax] ; xlat thru lighting table into dest buffer ;-ORIGINAL- ror ecx, 8 ; move to next dest pixel position ;-ORIGINAL- ;-ORIGINAL-; Do odd pixel ;-ORIGINAL- mov eax, esi ; get u,v ;-ORIGINAL- shr eax, 26 ; shift out all but int(v) ;-ORIGINAL- shld ax,si,6 ; shift in u, shifting up v ;-ORIGINAL- mov al, es:[eax] ; get pixel from source bitmap ;-ORIGINAL- add esi, edx ; inc u,v ;-ORIGINAL- mov ah, bh ; form lighting table lookup value ;-ORIGINAL- add ebx, _fx_dl_dx2 ; update lighting value ;-ORIGINAL- and eax, 0fffh ; SAFETY CHECK on lighting value ;-ORIGINAL- mov cl, fs:[eax] ; xlat thru lighting table into dest buffer ;-ORIGINAL- ror ecx, 8 ; move to next dest pixel position 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 and ah,0fh add ebx, _fx_dl_dx1 ; update lighting value mov cl, fs:[eax] ; xlat thru lighting table into dest buffer ; 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 and ah, 0fh add ebx, _fx_dl_dx2 ; 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 cmp ecx,-1 je skip3 mov [edi],ecx ; Draw 4 pixels to display mov [edi+ebp], ecx skip3: add edi,4 ENDM ; LIGHTING CODE mov _fx_l, ebx pop ebp pop ecx pop ebx dec _loop_count jnz TopOfLoop4 EndOfLoop4: cmp num_left_over, 0 je _none_to_do DoEndPixels: add ebx, DU1 add ebp, DV1 add ecx, DZ1 push edi ; use edi as a temporary variable ; 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 pop edi ; Restore EDI before using it mov ecx, num_left_over ; LIGHTING CODE mov ebx, _fx_l ;** mov ebp, _fx_dl_dx1 mov ebp, _bytes_per_row ITERATION = 0 REPT (1 SHL (NBITS-1)) local skip4,skip6 ; Do even 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 mov al, es:[eax] ; get pixel from source bitmap add esi, edx ; inc u,v mov ah, bh ; form lighting table lookup value add ebx, _fx_dl_dx1 ; update lighting value and ah,0fh mov al, fs:[eax] ; xlat thru lighting table into dest buffer cmp al,255 je skip4 mov [edi+ITERATION], al ; write pixel mov [edi+ebp+ITERATION], al skip4: dec ecx jz _none_to_do ITERATION = ITERATION + 1 ; 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 mov al, es:[eax] ; get pixel from source bitmap add esi, edx ; inc u,v mov ah, bh ; form lighting table lookup value add ebx, _fx_dl_dx2 ; update lighting value and ah, 0fh ; SAFETY CHECK on lighting value mov al, fs:[eax] ; xlat thru lighting table into dest buffer cmp al,255 je skip6 mov [edi+ITERATION], al ; write pixel mov [edi+ebp+ITERATION], al skip6: dec ecx jz _none_to_do ITERATION = ITERATION + 1 ENDM ; Should never get here!!!! int 3 jmp _none_to_do tmap_loop_fast_nolight: align 4 NotDwordAligned1_nolight: test edi, 11b jz DwordAligned1_nolight xchg ebx, esi ; 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 ; esi = v*64+u ; read 1 pixel mov al,es:[ebx] ; get pixel from source bitmap ; write 1 pixel cmp al,255 je skip7 mov [edi],al mov edx,_bytes_per_row mov [edi+edx], al skip7: 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 NotDwordAligned1_nolight jmp _none_to_do DwordAligned1_nolight: mov eax, _loop_count inc eax mov num_left_over, eax shr eax, NBITS cmp eax, 0 je tmap_loop mov _loop_count, eax ; _loop_count = pixels / NPIXS ;OPshl eax, NBITS lea eax, [eax*8] sub num_left_over, eax ; num_left_over = obvious ; compute initial v coordinate mov eax,ebp ; get v PDIV mov V0, eax ; compute initial u coordinate mov eax,ebx ; get u PDIV mov U0, eax ; Set deltas to NPIXS pixel increments mov eax, _fx_du_dx ;OPshl eax, NBITS lea eax, [eax*8] mov DU1, eax mov eax, _fx_dv_dx ;OPshl eax, NBITS lea eax, [eax*8] mov DV1, eax mov eax, _fx_dz_dx ;OPshl eax, NBITS lea eax, [eax*8] mov DZ1, eax align 4 TopOfLoop4_nolight: 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 REPT (1 SHL (NBITS-2)) local skip8 REPT 4 ; Do 1 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 mov cl, es:[eax] ; load into buffer register add esi, edx ; inc u,v ror ecx, 8 ; move to next dest pixel ENDM cmp ecx,-1 je skip8 mov [edi],ecx ; Draw 4 pixels to display mov ebp, _bytes_per_row mov [edi+ebp], ecx skip8: add edi,4 ENDM pop ebp pop ecx pop ebx dec _loop_count jnz TopOfLoop4_nolight EndOfLoop4_nolight: cmp num_left_over, 0 je _none_to_do DoEndPixels_nolight: add ebx, DU1 add ebp, DV1 add ecx, DZ1 push edi ; use edi as a temporary variable ; 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 pop edi ; Restore EDI before using it mov ecx, num_left_over mov ebp,_bytes_per_row ITERATION = 0 REPT (1 SHL NBITS) local skip9 ; Do 1 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 mov al, es:[eax] ; load into buffer register add esi, edx ; inc u,v cmp al,255 je skip9 mov [edi+ITERATION], al ; write pixel mov [edi+ebp+ITERATION], al skip9: dec ecx jz _none_to_do ITERATION = ITERATION + 1 ENDM ; Should never get here!!!!! int 3 jmp _none_to_do _TEXT ends end