mirror of
https://github.com/OpenTrespasser/JurassicParkTrespasser.git
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331 lines
8.0 KiB
C++
331 lines
8.0 KiB
C++
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/***********************************************************************************************
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*
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* Copyright <EFBFBD> DreamWorks Interactive. 1996
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*
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* Contents:
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* Overloaded functions for "Walk.hpp" optimized for the Pentium.
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* Optimized for the AMD K6-3D Processor
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*
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* Bugs:
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*
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* To do:
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* Changed the name of the module to 'TexWalkEx.hpp.' Make functions member functions of
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* CWalk1D and CWalk2D.
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*
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***********************************************************************************************
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*
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* $Log:: /JP2_PC/Source/Lib/Renderer/Primitives/AMDK6/WalkEx.hpp $
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*
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* 4 97.10.27 1:25p Mmouni
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* Initial K6-3D version, copied from the Pentium versions.
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*
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* 8 9/01/97 8:04p Rwyatt
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*
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* 7 8/15/97 2:33a Rwyatt
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* Fixed local variable problem
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*
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* 6 8/15/97 12:58a Rwyatt
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* Removed local floating point constants and used the global ones.
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*
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* 5 1/15/97 1:02p Pkeet
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* Moved the assembly versions of the 2d initializing functions to WalkEx.hpp. Removed fog
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* parameters.
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*
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* 4 8/12/96 7:15p Pkeet
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* Added comments.
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*
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* 3 7/10/96 1:48p Pkeet
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* Added additional comments.
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*
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* 2 7/09/96 6:38p Pkeet
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* Added a '+=' operator for 'CWalk1D.'
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*
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* 1 7/09/96 6:00p Pkeet
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* Initial implementation.
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*
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**********************************************************************************************/
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#ifndef HEADER_LIB_RENDERER_PRIMITIVES_P5_WALKEX_HPP
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#define HEADER_LIB_RENDERER_PRIMITIVES_P5_WALKEX_HPP
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// Make sure this file is being included from 'FixedP.hpp'.
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#ifndef HEADER_LIB_RENDERER_PRIMITIVES_WALK_HPP
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#error The header file Walk.hpp has not been included!
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#endif
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//
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// Global functions.
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//
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//*********************************************************************************************
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//
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inline void operator+=(CWalk1D& w1d_a, const CWalk1D& w1d_b)
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//
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// Adds two CWalk1D parameters together and stores the result in the first parameter.
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//
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// Notes:
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// The assembly version is equivalent to the following 'C' code:
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//
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// w1d_a.bfx.i4Int += w1d_b.bfx.i4Int;
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// if (iAddCarry(w1d_a.bfx.u4Frac, w1d_a.bfx.u4Frac, w1d_b.bfx.u4Frac))
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// w1d_a.bfx.i4Int += w1d_a.iOffsetPerLine;
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//
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//**************************************
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{
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//
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// Register usage:
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//
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// Register Variable
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//
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// ebx w1d_a.bfx.u4Frac
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// ecx w1d_b.bfx.i4Int
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// edi w1d_a
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// esi w1d_b
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//
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__asm
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{
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// Load variables into the registers.
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mov edi, w1d_a
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mov esi, w1d_b
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mov ebx, [edi]CWalk1D.bfxValue.u4Frac
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mov ecx, [edi]CWalk1D.bfxValue.i4Int
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// Add the integer portions together.
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add ecx, [esi]CWalk1D.bfxValue.i4Int
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//
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// Add the fractional portions together, and add an extra step value if a carry
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// results.
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//
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add ebx, [esi]CWalk1D.bfxValue.u4Frac
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jnc short SKIP_STEP_ADD
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add ecx, [edi]CWalk1D.iOffsetPerLine
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SKIP_STEP_ADD:
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// Store the modified variables.
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mov [edi]CWalk1D.bfxValue.u4Frac, ebx
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mov [edi]CWalk1D.bfxValue.i4Int, ecx
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}
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}
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//*********************************************************************************************
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//
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inline void operator+=
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(
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CWalk2D& w2d_a, // First 2D walk parameter, cumulative results stored here.
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const CWalk2D& w2d_b // Second 2D walk parameter.
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)
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//
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// Adds two CWalk2D parameters together and stores the result in the first parameter.
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//
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// Notes:
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// This code demonstrates an implementation Michael Abrash's trick of walking through
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// a 2D texture map with arbitrary widths and heights. The assembly version is equivalent
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// to the following 'C' code:
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//
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// int i_carry = iAddCarry(w2d_a.uVFrac, w2d_a.uVFrac, w2d_b.uVFrac);
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// w2d_a.iUVInt[1] += w2d_b.iUVInt[i_carry + 1] - iAddCarry(w2d_a.uUFrac, w2d_a.uUFrac,
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// w2d_b.uUFrac);
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//
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// The algorithm can be described as follows:
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//
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// 1. Add the fractional components of V together, and store the carry in a register.
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//
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// 2. Add the fractional components of U together, and add the carry of the U
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// additions to the integer UV portion.
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//
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// 3. If there was no carry from the V fraction addition, add the combined integer
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// components of U and V. If there was a carry from the V fraction addition, add
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// the combined integer components of U and V plus a value representing the V line
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// offset.
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//
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//**************************************
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{
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//
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// Register usage:
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//
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// Register Variable
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//
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// eax Temporary
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// ebx w2d_a.uUFrac
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// ecx w2d_a.uVFrac
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// edx w2d_a.iUVInt[1]
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// edi w2d_a
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// esi w2d_b
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//
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__asm
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{
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// Load variables into the registers.
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mov edi, w2d_a
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mov esi, w2d_b
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mov ebx, [edi]CWalk2D.uUFrac
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mov ecx, [edi]CWalk2D.uVFrac
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mov edx, [edi + 4]CWalk2D.iUVInt
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// Add the V fractional values together and store the carry.
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add ecx, [esi]CWalk2D.uVFrac
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sbb eax, eax
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// Add the U fractional values, setting the carry flag.
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add ebx, [esi]CWalk2D.uUFrac
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// Add the integer values from the integer table, and add a possible carry.
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adc edx, [esi + eax*4 + 4]CWalk2D.iUVInt
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// Store the modified variables.
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mov [edi]CWalk2D.uUFrac, ebx
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mov [edi]CWalk2D.uVFrac, ecx
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mov [edi + 4]CWalk2D.iUVInt, edx
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}
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}
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#if VER_ASM
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//*****************************************************************************************
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//
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inline void Initialize
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(
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CWalk2D& rw2d,
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float f_u, // The 'U' component.
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float f_v, // The 'V' component.
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int i_width // The width of the texture map.
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)
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//
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// Sets the fractional and integer parts of the CWalk2D object.
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//
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//**************************************
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{
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const float fFixed16Scale = 65536.0;
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int32 i4_temp;
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__asm
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{
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mov esi, [rw2d]
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fld [fFixed16Scale]
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fmul [f_u]
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fistp [i4_temp]
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fld [fFixed16Scale]
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fmul [f_v]
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mov ecx, [i4_temp]
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sar ecx, 16
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mov edx, [i4_temp]
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fistp [i4_temp]
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shl edx, 16
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mov eax, [i4_temp]
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sar eax, 16
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mov [esi]CWalk2D.uUFrac, edx
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imul [i_width]
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mov ebx, [i4_temp]
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shl ebx, 16
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add eax, ecx
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mov [esi]CWalk2D.uVFrac, ebx
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mov [esi + 4]CWalk2D.iUVInt, eax
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add eax, i_width
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mov [esi]CWalk2D.iUVInt, eax
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}
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}
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//*****************************************************************************************
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//
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inline void InitializePos
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(
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CWalk2D& rw2d,
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float f_u, // The 'U' component.
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float f_v, // The 'V' component.
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int i_width // The width of the texture map.
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)
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//
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// Sets the fractional and integer parts of the CWalk2D object.
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//
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//**************************************
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{
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#define iBITS_ACCURACY 11
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const float fFastFixed16Conversion = float(1 << (23 - iBITS_ACCURACY));
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int32 i4_temp_a;
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int32 i4_temp_b;
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__asm
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{
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mov esi, [rw2d]
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fld [fFastFixed16Conversion]
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fld st(0)
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fadd [f_u]
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fstp float ptr[i4_temp_a]
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mov ecx, [i4_temp_a]
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fadd [f_v]
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sar ecx, iBITS_ACCURACY
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fstp [i4_temp_b]
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and ecx, 0x007FFFFF >> iBITS_ACCURACY
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mov edx, [i4_temp_a]
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shl edx, 32 - iBITS_ACCURACY
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mov eax, [i4_temp_b]
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sar eax, iBITS_ACCURACY
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and eax, 0x007FFFFF >> iBITS_ACCURACY
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mov [esi]CWalk2D.uUFrac, edx
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imul [i_width]
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mov ebx, [i4_temp_b]
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shl ebx, 32 - iBITS_ACCURACY
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add eax, ecx
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mov [esi]CWalk2D.uVFrac, ebx
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mov [esi + 4]CWalk2D.iUVInt, eax
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//add eax, i_width
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//mov [esi]CWalk2D.iUVInt, eax
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}
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}
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#endif // VER_ASM
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//
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// Additional notes.
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//
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/**********************************************************************************************
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*
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* This function is included only to illustrate how the 'C' versions of the overloaded '+='
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* operators for CWalk1D and CWalk2D classes work. Reference is made in the notes of these
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* respective functions to this 'iAddCarry' function.
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*
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* inline int iAddCarry(uint& u_result, uint i_a, uint i_b)
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* {
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* // Add the two values together.
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* u_result = i_a + i_b;
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*
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* // Return -1 if a carry is present.
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* if ((u_result < i_a) || (u_result < i_b))
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* return -1;
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*
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* // Return 0 if there is no carry.
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* return 0;
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* }
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*
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**********************************************************************************************/
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#endif
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