JurassicParkTrespasser/jp2_pc/Source/Lib/Renderer/Primitives/P5/DrawSubTriangleTexGourEx.inl

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2018-01-01 22:07:24 +00:00
/***********************************************************************************************
*
* Copyright <20> DreamWorks Interactive, 1997.
*
* Contents:
* Specialized (non-template) versions of the DrawSubtriangle function.
* Optimized for the Pentium Processor
*
***********************************************************************************************
*
* $Log:: /JP2_PC/Source/Lib/Renderer/Primitives/P5/DrawSubTriangleTexGourEx.cpp $
*
* 13 98.08.18 7:44p Mmouni
* Fixed some areas where I was using the wrong type name.
*
* 12 98.08.13 4:26p Mmouni
* Changes for VC++ 5.0sp3 compatibility.
*
* 11 97.10.27 1:22p Mmouni
* Changed unreference locals (preventing internal compiler errors) to typedefs.
*
* 10 97.10.16 2:17p Mmouni
* Now uses inline asm for initial variable copy.
*
* 9 10/10/97 1:47p Mmouni
* All inner loops are now left to right only, and optimized some.
*
* 8 9/29/97 11:54a Mmouni
* Optimized y-loops, and optimized inner loops some.
*
* 7 9/15/97 2:10p Mmouni
* Optimized inner loops (not final yet).
*
* 6 9/01/97 8:03p Rwyatt
* ANDs added to enable tiling
*
* 5 8/15/97 12:48a Rwyatt
* Removed 8 bit terrain primitive and put it into its own file
*
* 4 97/08/12 6:58p Pkeet
* Added special primitives for terrain texturing.
*
* 3 97/07/18 3:30p Pkeet
* Removed use of the 'b_right' parameter from DrawSubTriangle.
*
* 2 7/14/97 12:36p Rwyatt
* Checkled in so Scott can move them....
*
* 1 7/07/97 11:31p Rwyatt
* Initial Implementation of Pentium Specifics
*
***********************************************************************************************
***********************************************************************************************
*
* 6 97/06/14 12:19a Pkeet
* Some changes.
*
* 5 97/06/13 6:42p Pkeet
* Initial pass at the linear versions.
*
* 4 97/06/13 6:29p Pkeet
* Initial pass at perspective corrected, opaque assembly primitive.
*
* 3 97/06/13 5:53p Pkeet
* Initial clumsy attempt to get the perspective, transparent primitive into assembly.
*
* 2 97/06/12 5:56p Pkeet
* Added capability to render only every other scanline and to double the number of scanlines.
*
* 1 97/06/11 10:15p Pkeet
* Initial C++ versions of primitives.
*
**********************************************************************************************/
#include "Common.hpp"
#include "Lib/View/Raster.hpp"
#include "Lib/Renderer/Primitives/DrawTriangle.hpp"
//
// Temporary Globals.
//
// Notes:
// These variables should be arraigned along with the external globals for maximum
// cache efficiency.
//
static fixed fxIntensityTemp;
//*****************************************************************************************
//
// Gouroud shaded transparent perspective correct texture (16 bit dest).
//
void DrawSubtriangle(TTexturePerspTransGour* pscan, CDrawPolygon<TTexturePerspTransGour>* pdtri)
{
typedef TTexturePerspTransGour::TPixel prevent_internal_compiler_errors;
static void* pvLastClut = 0;
static void* pvLastTexture = 0;
fixed fx_inc;
fixed fx_diff;
fixed fx_gour_inc;
float f_inc_uinvz;
float f_inc_vinvz;
float f_inc_invz;
TTexturePerspTransGour* plinc = &pdtri->pedgeBase->lineIncrement;
__asm
{
//
// Do self modifications.
//
mov esi,[pvClutConversion] // Clut conversion pointer.
mov ecx,[pvTextureBitmap] // Texture pointer.
mov ebx,[pvLastClut]
mov eax,[pvLastTexture]
cmp eax,ecx
jne short DO_MODIFY
cmp ebx,esi
je short DONE_WITH_MODIFY
DO_MODIFY:
mov [pvLastClut],esi // Update last clut pointer.
mov [pvLastTexture],ecx // Update last texture pointer.
lea ebx,[esi+1] // Clut pointer plus one.
lea eax,MODIFY_FOR_TEXTURE_POINTER_A
mov [eax-4],ecx
lea eax,MODIFY_FOR_CLUT_POINTER_A
mov [eax-4],esi
lea eax,MODIFY_FOR_CLUT_POINTER_P1_A
mov [eax-4],ebx
lea eax,MODIFY_FOR_TEXTURE_POINTER_B
mov [eax-4],ecx
lea eax,MODIFY_FOR_CLUT_POINTER_B
mov [eax-4],esi
lea eax,MODIFY_FOR_CLUT_POINTER_P1_B
mov [eax-4],ebx
lea eax,MODIFY_FOR_TEXTURE_POINTER_C
mov [eax-4],ecx
lea eax,MODIFY_FOR_CLUT_POINTER_C
mov [eax-4],esi
lea eax,MODIFY_FOR_CLUT_POINTER_P1_C
mov [eax-4],ebx
lea eax,MODIFY_FOR_TEXTURE_POINTER_D
mov [eax-4],ecx
lea eax,MODIFY_FOR_CLUT_POINTER_D
mov [eax-4],esi
lea eax,MODIFY_FOR_CLUT_POINTER_P1_D
mov [eax-4],ebx
lea eax,MODIFY_FOR_TEXTURE_POINTER_E
mov [eax-4],ecx
lea eax,MODIFY_FOR_CLUT_POINTER_E
mov [eax-4],esi
lea eax,MODIFY_FOR_CLUT_POINTER_P1_E
mov [eax-4],ebx
DONE_WITH_MODIFY:
//
// Local copies of edge stepping values.
//
// fx_inc = pdtri->pedgeBase->lineIncrement.fxX;
// fx_diff = pdtri->pedgeBase->lineIncrement.fxXDifference;
// fx_gour_inc = pdtri->pedgeBase->lineIncrement.gourIntensity.fxIntensity;
// f_inc_uinvz = pdtri->pedgeBase->lineIncrement.indCoord.fUInvZ;
// f_inc_vinvz = pdtri->pedgeBase->lineIncrement.indCoord.fVInvZ;
// f_inc_invz = pdtri->pedgeBase->lineIncrement.indCoord.fInvZ;
//
mov eax,[plinc]
mov esi,[pdtri] // Pointer to polygon object.
mov ecx,[pscan] // Pointer to scanline object.
mov ebx,[eax]TTexturePerspTransGour.fxX
mov edx,[eax]TTexturePerspTransGour.fxXDifference
mov fx_inc,ebx
mov fx_diff,edx
mov ebx,[eax]TTexturePerspTransGour.indCoord.fUInvZ
mov edx,[eax]TTexturePerspTransGour.indCoord.fVInvZ
mov f_inc_uinvz,ebx
mov f_inc_vinvz,edx
mov ebx,[eax]TTexturePerspTransGour.indCoord.fInvZ
mov edx,[eax]TTexturePerspTransGour.gourIntensity.fxIntensity
mov f_inc_invz,ebx
mov fx_gour_inc,edx
//
// Iterate through the scanlines that intersect the subtriangle.
//
Y_LOOP:
push ebp // Save ebp.
mov eax,[esi]CDrawPolygonBase.iY
mov edi,[ecx]TTexturePerspTransGour.gourIntensity.fxIntensity.i4Fx
mov ebx,[bEvenScanlinesOnly]
mov [fxIntensityTemp],edi // Set the starting gouraud shading value.
// Check to see if we sould skip this scanline.
and eax,ebx
jnz END_OF_SCANLINE
// Setup for prespective correction and looping.
PERSPECTIVE_SCANLINE_PROLOGUE(TTexturePerspTransGour)
//
// eax = i_pixel
// edi = inner loop count
// ecx,edx,esi = texture values
//
mov ebp,gsGlobals.pvScreen // Pointer the screen.
mov ebx,[i_screen_index] // Load scanline offset.
add ebx,eax // Add scanline offset to i_pixel
mov [i_pixel],eax // Save i_pixel.
mov eax,[u4TextureTileMask] // Load tiling mask.
and edx,eax // Mask for tiling.
lea ebp,[ebp+ebx*2] // Base of span in ebp.
mov [pvBaseOfLine],ebp // Keep pointer to base of span.
mov ebx,[fxIntensityTemp] // Load intensity value.
lea eax,[ebp + edi*2]
// Check alignement.
test eax,3
jz short ALIGNED
// Check for one pixel before starting.
inc edi
jz short FINISH_REMAINDER
//
// Do one pixel for alignment.
//
mov eax,ebx // Copy intensity value.
mov ebp,[w2dDeltaTex]CWalk2D.uVFrac // Load V fraction.
shr eax,8 // Shift intensity value.
add ecx,ebp // Step V fraction.
sbb ebp,ebp // Get borrow from V fraction step.
mov al,[edx + 0xDEADBEEF] // Read texture value.
MODIFY_FOR_TEXTURE_POINTER_A:
test al,al
jz short SKIP_TRANSPARENT
add ebx,[fxDeltaXIntensity] // Step intensity.
add esi,[w2dDeltaTex]CWalk2D.uUFrac // Step U fraction.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
mov cl,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (low).
MODIFY_FOR_CLUT_POINTER_A:
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[pvBaseOfLine] // Load pointer to destination.
mov ch,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (high).
MODIFY_FOR_CLUT_POINTER_P1_A:
and edx,[u4TextureTileMask] // Mask for tiling.
mov [ebp + edi*2 - 2],cx // Store pixel.
jmp short ALIGNED
SKIP_TRANSPARENT:
mov eax,[w2dDeltaTex]CWalk2D.uUFrac // Load U fraction delta.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
add esi,eax // Step U fraction.
mov eax,[fxDeltaXIntensity] // Load intesity delta.
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[u4TextureTileMask] // Load tiling mask.
add ebx,eax // Step intensity.
and edx,ebp // Mask for tiling.
ALIGNED:
// Make sure we have two pixels left.
add edi,2
jg short FINISH_REMAINDER
//
// Do two pixels at a time.
//
INNER_LOOP_2P:
mov eax,ebx // Copy intensity value.
mov ebp,[w2dDeltaTex]CWalk2D.uVFrac // Load V fraction delta.
shr eax,8 // Shift intensity value.
add ecx,ebp // Step V fraction.
sbb ebp,ebp // Get borrow from V fraction step.
mov al,[edx + 0xDEADBEEF] // Read texture value.
MODIFY_FOR_TEXTURE_POINTER_B:
test al,al
jnz short PIXEL1_SOLID
// First pixel is transparent.
add ebx,[fxDeltaXIntensity] // Step intensity.
add esi,[w2dDeltaTex]CWalk2D.uUFrac // Step U fraction.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
mov eax,[u4TextureTileMask] // Load tiling mask.
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[w2dDeltaTex]CWalk2D.uVFrac // Load V fraction delta.
and edx,eax // Mask for tiling.
mov eax,ebx // Copy intensity value.
shr eax,8 // Shift intensity value.
add ecx,ebp // Step V fraction.
sbb ebp,ebp // Get borrow from V fraction step.
mov al,[edx + 0xDEADBEEF] // Read texture value.
MODIFY_FOR_TEXTURE_POINTER_C:
test al,al
jnz short PIXEL1_TRANS_PIXEL2_SOLID
// Both pixels are transparent.
mov eax,[w2dDeltaTex]CWalk2D.uUFrac // Load U fraction step.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
add esi,eax // Step U fraction.
mov eax,[fxDeltaXIntensity] // Load intensity step.
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[u4TextureTileMask] // Load tiling mask.
and edx,ebp // Mask for tiling.
add ebx,eax // Step intensity.
add edi,2
jle short INNER_LOOP_2P
jmp EXIT_INNER_LOOP_2P
PIXEL1_SOLID:
// First pixel is solid.
add ebx,[fxDeltaXIntensity] // Step intensity.
add esi,[w2dDeltaTex]CWalk2D.uUFrac // Step U fraction.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
mov cl,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (low).
MODIFY_FOR_CLUT_POINTER_B:
adc edx,ebp // Integer step plus U frac. carry.
mov ch,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (high).
MODIFY_FOR_CLUT_POINTER_P1_B:
mov eax,[u4TextureTileMask] // Load tiling mask.
mov ebp,[w2dDeltaTex]CWalk2D.uVFrac // Load V fraction delta.
and edx,eax // Mask for tiling.
mov eax,ebx // Copy intensity value.
shr eax,8 // Shift intensity value.
add ecx,ebp // Step V fraction.
sbb ebp,ebp // Get borrow from V fraction step.
mov al,[edx + 0xDEADBEEF] // Read texture value.
MODIFY_FOR_TEXTURE_POINTER_D:
test al,al
jnz short BOTH_SOLID
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
mov eax,[pvBaseOfLine] // Load pointer to destination.
// First pixel is solid, second pixel is transparent.
add ebx,[fxDeltaXIntensity] // Step intensity.
add esi,[w2dDeltaTex]CWalk2D.uUFrac // Step U fraction.
mov [eax + edi*2 - 4],cx // Store first pixel.
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[u4TextureTileMask] // Load tiling mask.
and edx,ebp // Mask for tiling.
add edi,2
jle short INNER_LOOP_2P
jmp EXIT_INNER_LOOP_2P
PIXEL1_TRANS_PIXEL2_SOLID:
// First pixel is transparent, second pixel is solid.
add ebx,[fxDeltaXIntensity] // Step intensity.
add esi,[w2dDeltaTex]CWalk2D.uUFrac // Step U fraction.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[u4TextureTileMask] // Load tiling mask.
and edx,ebp // Mask for tiling.
mov cl,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (low).
MODIFY_FOR_CLUT_POINTER_C:
mov ebp,[pvBaseOfLine] // Load pointer to destination.
mov ch,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (high).
MODIFY_FOR_CLUT_POINTER_P1_C:
mov [ebp + edi*2 - 2],cx // Store second pixel.
add edi,2
jle short INNER_LOOP_2P
jmp short EXIT_INNER_LOOP_2P
BOTH_SOLID:
// Both pixels are solid.
add ebx,[fxDeltaXIntensity] // Step intensity.
add esi,[w2dDeltaTex]CWalk2D.uUFrac // Step U fraction.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
mov [i4_temp_a],ecx // Save V fraction.
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[u4TextureTileMask] // Load tiling mask.
shl ecx,16 // Shift pixel into positon.
and edx,ebp // Mask for tiling.
mov cl,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (low).
MODIFY_FOR_CLUT_POINTER_D:
mov ebp,[pvBaseOfLine] // Load pointer to destination.
mov ch,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (high).
MODIFY_FOR_CLUT_POINTER_P1_D:
rol ecx,16
mov [ebp + edi*2 - 4],ecx // Store 2 pixels.
mov ecx,[i4_temp_a] // Restore V fraction.
add edi,2
jle short INNER_LOOP_2P
EXIT_INNER_LOOP_2P:
// edi is 1 if there is a pixel left.
cmp edi,1
jne short END_OF_SPAN
//
// Finish left over pixel.
//
FINISH_REMAINDER:
mov eax,ebx // Copy intensity value.
mov ebp,[w2dDeltaTex]CWalk2D.uVFrac // Load V fraction.
shr eax,8 // Shift intensity value.
add ecx,ebp // Step V fraction.
sbb ebp,ebp // Get borrow from V fraction step.
mov al,[edx + 0xDEADBEEF] // Read texture value.
MODIFY_FOR_TEXTURE_POINTER_E:
test al,al
jz short SKIP_TRANSPARENT_REMAIN
add ebx,[fxDeltaXIntensity] // Step intensity.
add esi,[w2dDeltaTex]CWalk2D.uUFrac // Step U fraction.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
mov cl,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (low).
MODIFY_FOR_CLUT_POINTER_E:
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[pvBaseOfLine] // Load pointer to destination.
mov ch,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (high).
MODIFY_FOR_CLUT_POINTER_P1_E:
and edx,[u4TextureTileMask] // Mask for tiling.
mov [ebp - 2],cx // Store pixel.
jmp short END_OF_SPAN
SKIP_TRANSPARENT_REMAIN:
mov eax,[w2dDeltaTex]CWalk2D.uUFrac // Load U fraction delta.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
add esi,eax // Step U fraction.
mov eax,[fxDeltaXIntensity] // Load intesity delta.
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[u4TextureTileMask] // Load tiling mask.
add ebx,eax // Step intensity.
and edx,ebp // Mask for tiling.
END_OF_SPAN:
// See if there are any pixels left.
mov [fxIntensityTemp],ebx // Save intensity value.
mov eax,[i_pixel]
cmp eax,0
jz END_OF_SCANLINE
// Do perspective correction and looping.
PERSPECTIVE_SCANLINE_EPILOGUE
END_OF_SCANLINE:
pop ebp
//
// Increment the base edge.
//
mov esi,[pdtri] // Pointer to polygon object.
mov ecx,[pscan] // Pointer to scanline object.
// Step length, line starting address.
mov eax,[esi]CDrawPolygonBase.fxLineLength.i4Fx
mov ebx,[esi]CDrawPolygonBase.iLineStartIndex
add eax,[esi]CDrawPolygonBase.fxDeltaLineLength.i4Fx
add ebx,gsGlobals.u4LinePixels
mov [esi]CDrawPolygonBase.fxLineLength.i4Fx,eax
mov [esi]CDrawPolygonBase.iLineStartIndex,ebx
// Step edge values.
mov eax,[ecx]TTexturePerspTransGour.fxX.i4Fx
mov ebx,[ecx]TTexturePerspTransGour.fxXDifference.i4Fx
fld [ecx]TTexturePerspTransGour.indCoord.fUInvZ
fadd [f_inc_uinvz]
fld [ecx]TTexturePerspTransGour.indCoord.fVInvZ
fadd [f_inc_vinvz]
fld [ecx]TTexturePerspTransGour.indCoord.fInvZ
fadd [f_inc_invz]
mov edx,[ecx]TTexturePerspTransGour.gourIntensity.fxIntensity.i4Fx
mov edi,[fx_diff]
add edx,[fx_gour_inc]
add eax,[fx_inc]
add ebx,edi
jge short NO_UNDERFLOW
// Underflow.
add ebx,0x00010000
mov edi,[fxIModDiv]
add edx,edi
jmp short BORROW_OR_CARRY
NO_UNDERFLOW:
cmp ebx,0x00010000
jl short NO_OVERFLOW
// Overflow.
sub ebx,0x00010000
mov edi,[fxIModDiv]
add edx,edi
jmp short BORROW_OR_CARRY
NO_OVERFLOW:
fstp [ecx]TTexturePerspTransGour.indCoord.fInvZ
fstp [ecx]TTexturePerspTransGour.indCoord.fVInvZ
fstp [ecx]TTexturePerspTransGour.indCoord.fUInvZ
jmp short FINISH_LOOPING
BORROW_OR_CARRY:
fadd [fNegInvZ] // Z V U
fxch st(1) // V Z U
fadd [fNegVInvZ] // V Z U
fxch st(2) // U Z V
fadd [fNegUInvZ] // U Z V
fxch st(1) // Z U V
// Stall (1)
fstp [ecx]TTexturePerspTransGour.indCoord.fInvZ
fstp [ecx]TTexturePerspTransGour.indCoord.fUInvZ
fstp [ecx]TTexturePerspTransGour.indCoord.fVInvZ
FINISH_LOOPING:
// Save values and Y Loop control.
mov [ecx]TTexturePerspTransGour.gourIntensity.fxIntensity.i4Fx,edx
mov [ecx]TTexturePerspTransGour.fxX.i4Fx,eax
mov edx,[esi]CDrawPolygonBase.iY
mov [ecx]TTexturePerspTransGour.fxXDifference.i4Fx,ebx
inc edx
mov ebx,[esi]CDrawPolygonBase.iYTo
mov [esi]CDrawPolygonBase.iY,edx
cmp edx,ebx
jl Y_LOOP
}
}
//*****************************************************************************************
//
// Gouroud shaded perspective correct texture (16 bit dest).
//
void DrawSubtriangle(TTexturePerspGour* pscan, CDrawPolygon<TTexturePerspGour>* pdtri)
{
typedef TTexturePerspGour::TPixel prevent_internal_compiler_errors;
static void* pvLastClut = 0;
static void* pvLastTexture = 0;
fixed fx_inc;
fixed fx_diff;
fixed fx_gour_inc;
float f_inc_uinvz;
float f_inc_vinvz;
float f_inc_invz;
TTexturePerspGour* plinc = &pdtri->pedgeBase->lineIncrement;
__asm
{
//
// Do self modifications.
//
mov edx,[pvClutConversion] // Clut conversion pointer.
mov ecx,[pvTextureBitmap] // Texture pointer.
mov ebx,[pvLastClut]
mov eax,[pvLastTexture]
cmp eax,ecx
jne short DO_MODIFY
cmp ebx,edx
je short DONE_WITH_MODIFY
DO_MODIFY:
mov [pvLastClut],edx // Update last clut pointer.
mov [pvLastTexture],ecx // Update last texture pointer.
mov ebx,edx // Clut pointer plus one.
inc edx
lea eax,MODIFY_FOR_TEXTURE_POINTER_E
mov [eax-4],ecx
lea eax,MODIFY_FOR_CLUT_POINTER_E
mov [eax-4],ebx
lea eax,MODIFY_FOR_CLUT_POINTER_P1_E
mov [eax-4],edx
lea eax,MODIFY_FOR_TEXTURE_POINTER_F
mov [eax-4],ecx
lea eax,MODIFY_FOR_CLUT_POINTER_F
mov [eax-4],ebx
lea eax,MODIFY_FOR_CLUT_POINTER_P1_F
mov [eax-4],edx
lea eax,MODIFY_FOR_TEXTURE_POINTER_G
mov [eax-4],ecx
lea eax,MODIFY_FOR_CLUT_POINTER_G
mov [eax-4],ebx
lea eax,MODIFY_FOR_CLUT_POINTER_P1_G
mov [eax-4],edx
lea eax,MODIFY_FOR_TEXTURE_POINTER_H
mov [eax-4],ecx
lea eax,MODIFY_FOR_CLUT_POINTER_H
mov [eax-4],ebx
lea eax,MODIFY_FOR_CLUT_POINTER_P1_H
mov [eax-4],edx
DONE_WITH_MODIFY:
//
// Local copies of edge stepping values.
//
// fx_inc = pdtri->pedgeBase->lineIncrement.fxX;
// fx_diff = pdtri->pedgeBase->lineIncrement.fxXDifference;
// fx_gour_inc = pdtri->pedgeBase->lineIncrement.gourIntensity.fxIntensity;
// f_inc_uinvz = pdtri->pedgeBase->lineIncrement.indCoord.fUInvZ;
// f_inc_vinvz = pdtri->pedgeBase->lineIncrement.indCoord.fVInvZ;
// f_inc_invz = pdtri->pedgeBase->lineIncrement.indCoord.fInvZ;
//
mov eax,[plinc]
mov esi,[pdtri] // Pointer to polygon object.
mov ecx,[pscan] // Pointer to scanline object.
mov ebx,[eax]TTexturePerspGour.fxX
mov edx,[eax]TTexturePerspGour.fxXDifference
mov fx_inc,ebx
mov fx_diff,edx
mov ebx,[eax]TTexturePerspGour.indCoord.fUInvZ
mov edx,[eax]TTexturePerspGour.indCoord.fVInvZ
mov f_inc_uinvz,ebx
mov f_inc_vinvz,edx
mov ebx,[eax]TTexturePerspGour.indCoord.fInvZ
mov edx,[eax]TTexturePerspGour.gourIntensity.fxIntensity
mov f_inc_invz,ebx
mov fx_gour_inc,edx
//
// Iterate through the scanlines that intersect the subtriangle.
//
Y_LOOP:
push ebp // Save ebp.
mov eax,[esi]CDrawPolygonBase.iY
mov edi,[ecx]TTexturePerspGour.gourIntensity.fxIntensity.i4Fx
mov ebx,[bEvenScanlinesOnly]
mov [fxIntensityTemp],edi // Set the starting gouraud shading value.
// Check to see if we sould skip this scanline.
and eax,ebx
jnz END_OF_SCANLINE
// Setup for prespective correction and looping.
PERSPECTIVE_SCANLINE_PROLOGUE(TTexturePerspGour)
//
// eax = i_pixel
// edi = inner loop count
// ecx,edx,esi = texture values
//
mov ebp,gsGlobals.pvScreen // Pointer the screen.
mov ebx,[i_screen_index] // Load scanline offset.
add ebx,eax // Add scanline offset to i_pixel
mov [i_pixel],eax // Save i_pixel.
mov eax,[u4TextureTileMask] // Load tiling mask.
and edx,eax // Mask for tiling.
lea ebp,[ebp+ebx*2] // Base of span in ebp.
mov [pvBaseOfLine],ebp // Keep pointer to base of span.
mov ebx,[fxIntensityTemp] // Load intensity value.
//-----------------------------------------------------------------------
// Left to right scanline.
lea eax,[ebp + edi*2] // Calculate destination address.
// Check alignement.
test eax,3
jz short ALIGNED
// Check for one pixel before starting.
inc edi
jz short FINISH_REMAINDER
mov eax,ebx // Copy intensity value.
mov ebp,[w2dDeltaTex]CWalk2D.uVFrac // Load V fraction.
shr eax,8 // Shift intensity value.
add ecx,ebp // Step V fraction.
sbb ebp,ebp // Get borrow from V fraction step.
mov al,[edx + 0xDEADBEEF] // Read texture value.
MODIFY_FOR_TEXTURE_POINTER_E:
add ebx,[fxDeltaXIntensity] // Step intensity.
add esi,[w2dDeltaTex]CWalk2D.uUFrac // Step U fraction.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
mov cl,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (low).
MODIFY_FOR_CLUT_POINTER_E:
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[pvBaseOfLine] // Load pointer to destination.
mov ch,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (high).
MODIFY_FOR_CLUT_POINTER_P1_E:
and edx,[u4TextureTileMask] // Mask for tiling.
mov [ebp + edi*2 - 2],cx // Store pixel.
ALIGNED:
// Make sure we have two pixels left.
add edi,2
jg short FINISH_REMAINDER
//
// Do two pixels at a time.
//
INNER_LOOP_2P:
mov eax,ebx // Copy intensity value.
mov ebp,[w2dDeltaTex]CWalk2D.uVFrac // Load V fraction delta.
shr eax,8 // Shift intensity value.
add ecx,ebp // Step V fraction.
sbb ebp,ebp // Get borrow from V fraction step.
mov al,[edx + 0xDEADBEEF] // Read texture value.
MODIFY_FOR_TEXTURE_POINTER_F:
add ebx,[fxDeltaXIntensity] // Step intensity.
add esi,[w2dDeltaTex]CWalk2D.uUFrac // Step U fraction.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
mov cl,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (low).
MODIFY_FOR_CLUT_POINTER_F:
adc edx,ebp // Integer step plus U frac. carry.
mov ch,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (high).
MODIFY_FOR_CLUT_POINTER_P1_F:
mov eax,[u4TextureTileMask] // Load tiling mask.
mov ebp,[w2dDeltaTex]CWalk2D.uVFrac // Load V fraction delta.
and edx,eax // Mask for tiling.
mov eax,ebx // Copy intensity value.
shr eax,8 // Shift intensity value.
add ecx,ebp // Step V fraction.
sbb ebp,ebp // Get borrow from V fraction step.
mov al,[edx + 0xDEADBEEF] // Read texture value.
MODIFY_FOR_TEXTURE_POINTER_G:
add ebx,[fxDeltaXIntensity] // Step intensity.
add esi,[w2dDeltaTex]CWalk2D.uUFrac // Step U fraction.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
mov [i4_temp_a],ecx // Save V fraction.
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[u4TextureTileMask] // Load tiling mask.
shl ecx,16 // Shift pixel into positon.
and edx,ebp // Mask for tiling.
mov cl,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (low).
MODIFY_FOR_CLUT_POINTER_G:
mov ebp,[pvBaseOfLine] // Load pointer to destination.
mov ch,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (high).
MODIFY_FOR_CLUT_POINTER_P1_G:
rol ecx,16
mov [ebp + edi*2 - 4],ecx // Store 2 pixels.
mov ecx,[i4_temp_a] // Restore V fraction.
add edi,2
jle short INNER_LOOP_2P
// edi is 1 if there is a pixel left.
cmp edi,1
jne short END_OF_SPAN
//
// Finish left over pixel.
//
FINISH_REMAINDER:
mov eax,ebx // Copy intensity value.
mov ebp,[w2dDeltaTex]CWalk2D.uVFrac // Load V fraction.
shr eax,8 // Shift intensity value.
add ecx,ebp // Step V fraction.
sbb ebp,ebp // Get borrow from V fraction step.
mov al,[edx + 0xDEADBEEF] // Read texture value.
MODIFY_FOR_TEXTURE_POINTER_H:
add ebx,[fxDeltaXIntensity] // Step intensity.
add esi,[w2dDeltaTex]CWalk2D.uUFrac // Step U fraction.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
mov cl,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (low).
MODIFY_FOR_CLUT_POINTER_H:
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[pvBaseOfLine] // Load pointer to destination.
mov ch,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (high).
MODIFY_FOR_CLUT_POINTER_P1_H:
and edx,[u4TextureTileMask] // Mask for tiling.
mov [ebp - 2],cx // Store pixel.
END_OF_SPAN:
// See if there are any pixels left.
mov [fxIntensityTemp],ebx // Save intensity value.
mov eax,[i_pixel]
cmp eax,0
jz END_OF_SCANLINE
// Do perspective correction and looping.
PERSPECTIVE_SCANLINE_EPILOGUE
END_OF_SCANLINE:
pop ebp
//
// Increment the base edge.
//
mov esi,[pdtri] // Pointer to polygon object.
mov ecx,[pscan] // Pointer to scanline object.
// Step length, line starting address.
mov eax,[esi]CDrawPolygonBase.fxLineLength.i4Fx
mov ebx,[esi]CDrawPolygonBase.iLineStartIndex
add eax,[esi]CDrawPolygonBase.fxDeltaLineLength.i4Fx
add ebx,gsGlobals.u4LinePixels
mov [esi]CDrawPolygonBase.fxLineLength.i4Fx,eax
mov [esi]CDrawPolygonBase.iLineStartIndex,ebx
// Step edge values.
mov eax,[ecx]TTexturePerspGour.fxX.i4Fx
mov ebx,[ecx]TTexturePerspGour.fxXDifference.i4Fx
fld [ecx]TTexturePerspGour.indCoord.fUInvZ
fadd [f_inc_uinvz]
fld [ecx]TTexturePerspGour.indCoord.fVInvZ
fadd [f_inc_vinvz]
fld [ecx]TTexturePerspGour.indCoord.fInvZ
fadd [f_inc_invz]
mov edx,[ecx]TTexturePerspGour.gourIntensity.fxIntensity.i4Fx
mov edi,[fx_diff]
add edx,[fx_gour_inc]
add eax,[fx_inc]
add ebx,edi
jge short NO_UNDERFLOW
// Underflow.
add ebx,0x00010000
mov edi,[fxIModDiv]
add edx,edi
jmp short BORROW_OR_CARRY
NO_UNDERFLOW:
cmp ebx,0x00010000
jl short NO_OVERFLOW
// Overflow.
sub ebx,0x00010000
mov edi,[fxIModDiv]
add edx,edi
jmp short BORROW_OR_CARRY
NO_OVERFLOW:
fstp [ecx]TTexturePerspGour.indCoord.fInvZ
fstp [ecx]TTexturePerspGour.indCoord.fVInvZ
fstp [ecx]TTexturePerspGour.indCoord.fUInvZ
jmp short FINISH_LOOPING
BORROW_OR_CARRY:
fadd [fNegInvZ] // Z V U
fxch st(1) // V Z U
fadd [fNegVInvZ] // V Z U
fxch st(2) // U Z V
fadd [fNegUInvZ] // U Z V
fxch st(1) // Z U V
// Stall (1)
fstp [ecx]TTexturePerspGour.indCoord.fInvZ
fstp [ecx]TTexturePerspGour.indCoord.fUInvZ
fstp [ecx]TTexturePerspGour.indCoord.fVInvZ
FINISH_LOOPING:
// Save values and Y Loop control.
mov [ecx]TTexturePerspGour.gourIntensity.fxIntensity.i4Fx,edx
mov [ecx]TTexturePerspGour.fxX.i4Fx,eax
mov edx,[esi]CDrawPolygonBase.iY
mov [ecx]TTexturePerspGour.fxXDifference.i4Fx,ebx
inc edx
mov ebx,[esi]CDrawPolygonBase.iYTo
mov [esi]CDrawPolygonBase.iY,edx
cmp edx,ebx
jl Y_LOOP
}
}
//*****************************************************************************************
//
// Gouroud shaded transparent linear texture (16 bit dest).
//
void DrawSubtriangle(TTextureLinearTransGour* pscan, CDrawPolygon<TTextureLinearTransGour>* pdtri)
{
typedef TTextureLinearTransGour::TPixel prevent_internal_compiler_errors;
static void* pvLastClut = 0;
static void* pvLastTexture = 0;
static CDrawPolygon<TTextureLinearTransGour>* pdtriGlbl;
static TTextureLinearTransGour* pscanGlbl;
static fixed fx_gour_inc;
TTextureLinearTransGour* plinc = &pdtri->pedgeBase->lineIncrement;
__asm
{
//
// Do self modifications.
//
mov esi,[pvClutConversion] // Clut conversion pointer.
mov ecx,[pvTextureBitmap] // Texture pointer.
mov ebx,[pvLastClut]
mov eax,[pvLastTexture]
cmp eax,ecx
jne short DO_MODIFY
cmp ebx,esi
je short DONE_WITH_MODIFY
DO_MODIFY:
mov [pvLastClut],esi // Update last clut pointer.
mov [pvLastTexture],ecx // Update last texture pointer.
lea ebx,[esi+1] // Clut pointer plus one.
lea eax,MODIFY_FOR_TEXTURE_POINTER_A
mov [eax-4],ecx
lea eax,MODIFY_FOR_CLUT_POINTER_A
mov [eax-4],esi
lea eax,MODIFY_FOR_CLUT_POINTER_P1_A
mov [eax-4],ebx
lea eax,MODIFY_FOR_TEXTURE_POINTER_B
mov [eax-4],ecx
lea eax,MODIFY_FOR_CLUT_POINTER_B
mov [eax-4],esi
lea eax,MODIFY_FOR_CLUT_POINTER_P1_B
mov [eax-4],ebx
lea eax,MODIFY_FOR_TEXTURE_POINTER_C
mov [eax-4],ecx
lea eax,MODIFY_FOR_CLUT_POINTER_C
mov [eax-4],esi
lea eax,MODIFY_FOR_CLUT_POINTER_P1_C
mov [eax-4],ebx
lea eax,MODIFY_FOR_TEXTURE_POINTER_D
mov [eax-4],ecx
lea eax,MODIFY_FOR_CLUT_POINTER_D
mov [eax-4],esi
lea eax,MODIFY_FOR_CLUT_POINTER_P1_D
mov [eax-4],ebx
lea eax,MODIFY_FOR_TEXTURE_POINTER_E
mov [eax-4],ecx
lea eax,MODIFY_FOR_CLUT_POINTER_E
mov [eax-4],esi
lea eax,MODIFY_FOR_CLUT_POINTER_P1_E
mov [eax-4],ebx
DONE_WITH_MODIFY:
mov edi,[plinc] // Pointer to scanline increment.
mov esi,[pdtri] // Pointer to polygon object.
mov eax,[pscan] // Pointer to scanline object.
push ebp // Save ebp.
//
// Local copies of edge stepping values.
//
// fx_inc = pdtri->pedgeBase->lineIncrement.fxX;
// fx_diff = pdtri->pedgeBase->lineIncrement.fxXDifference;
// bf_u_inc = pdtri->pedgeBase->lineIncrement.indCoord.bfU;
// w1d_v_inc = pdtri->pedgeBase->lineIncrement.indCoord.w1dV;
// pdtriGlbl = pdtri;
// pscanGlbl = pscan;
// fx_gour_inc = pdtri->pedgeBase->lineIncrement.gourIntensity.fxIntensity;
//
mov ebx,[edi]TTextureLinearTransGour.fxX
mov ecx,[edi]TTextureLinearTransGour.fxXDifference
mov fx_inc,ebx
mov fx_diff,ecx
mov ebx,[edi]TTextureLinearTransGour.indCoord.bfU.i4Int
mov ecx,[edi]TTextureLinearTransGour.indCoord.bfU.u4Frac
mov bf_u_inc.i4Int,ebx
mov bf_u_inc.u4Frac,ecx
mov ebx,[edi]TTextureLinearTransGour.indCoord.w1dV.bfxValue.i4Int
mov ecx,[edi]TTextureLinearTransGour.indCoord.w1dV.bfxValue.u4Frac
mov w1d_v_inc.bfxValue.i4Int,ebx
mov w1d_v_inc.bfxValue.u4Frac,ecx
mov pdtriGlbl,esi
mov ebx,[edi]TTextureLinearTransGour.gourIntensity.fxIntensity
mov pscanGlbl,eax
mov fx_gour_inc,ebx
//
// Iterate through the scanlines that intersect the subtriangle.
//
Y_LOOP:
mov ebx,[bEvenScanlinesOnly]
mov ebp,[esi]CDrawPolygonBase.iY
// Check for odd scan lines here and skip if even
and ebp,ebx
jnz short END_OF_SCANLINE
mov ebx,[eax]TTextureLinearTransGour.fxX.i4Fx
mov ecx,[esi]CDrawPolygonBase.fxLineLength.i4Fx
mov edi,ebx
add ebx,ecx
sar ebx,16
mov ecx,[esi]CDrawPolygonBase.iLineStartIndex
sar edi,16
mov ebp,gsGlobals.pvScreen
add ecx,ebx
sub edi,ebx
jge short END_OF_SCANLINE // no pixels to draw
mov esi,[eax]TTextureLinearTransGour.indCoord.bfU.u4Frac // UFrac
mov edx,[eax]TTextureLinearTransGour.indCoord.w1dV.bfxValue.i4Int
lea ebp,[ebp + ecx*2]
mov ebx,[eax]TTextureLinearTransGour.indCoord.bfU.i4Int
add edx,ebx // Add integer steps.
mov ecx,[eax]TTextureLinearTransGour.indCoord.w1dV.bfxValue.u4Frac // VFrac
mov ebx,[eax]TTextureLinearTransGour.gourIntensity.fxIntensity.i4Fx
mov eax,[u4TextureTileMask] // Load tiling mask.
mov [pvBaseOfLine],ebp // Save pointer to scanline.
and edx,eax // Mask for tiling.
lea eax,[ebp + edi*2]
// Check alignement.
test eax,3
jz short ALIGNED
// Check for one pixel before starting.
inc edi
jz short FINISH_REMAINDER
//
// Do one pixel for alignment.
//
mov eax,ebx // Copy intensity value.
mov ebp,[w2dDeltaTex]CWalk2D.uVFrac // Load V fraction.
shr eax,8 // Shift intensity value.
add ecx,ebp // Step V fraction.
sbb ebp,ebp // Get borrow from V fraction step.
mov al,[edx + 0xDEADBEEF] // Read texture value.
MODIFY_FOR_TEXTURE_POINTER_A:
test al,al
jz short SKIP_TRANSPARENT
add ebx,[fxDeltaXIntensity] // Step intensity.
add esi,[w2dDeltaTex]CWalk2D.uUFrac // Step U fraction.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
mov cl,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (low).
MODIFY_FOR_CLUT_POINTER_A:
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[pvBaseOfLine] // Load pointer to destination.
mov ch,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (high).
MODIFY_FOR_CLUT_POINTER_P1_A:
and edx,[u4TextureTileMask] // Mask for tiling.
mov [ebp + edi*2 - 2],cx // Store pixel.
jmp short ALIGNED
SKIP_TRANSPARENT:
mov eax,[w2dDeltaTex]CWalk2D.uUFrac // Load U fraction delta.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
add esi,eax // Step U fraction.
mov eax,[fxDeltaXIntensity] // Load intesity delta.
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[u4TextureTileMask] // Load tiling mask.
add ebx,eax // Step intensity.
and edx,ebp // Mask for tiling.
ALIGNED:
// Make sure we have two pixels left.
add edi,2
jg short FINISH_REMAINDER
//
// Do two pixels at a time.
//
INNER_LOOP_2P:
mov eax,ebx // Copy intensity value.
mov ebp,[w2dDeltaTex]CWalk2D.uVFrac // Load V fraction delta.
shr eax,8 // Shift intensity value.
add ecx,ebp // Step V fraction.
sbb ebp,ebp // Get borrow from V fraction step.
mov al,[edx + 0xDEADBEEF] // Read texture value.
MODIFY_FOR_TEXTURE_POINTER_B:
test al,al
jnz short PIXEL1_SOLID
// First pixel is transparent.
add ebx,[fxDeltaXIntensity] // Step intensity.
add esi,[w2dDeltaTex]CWalk2D.uUFrac // Step U fraction.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
mov eax,[u4TextureTileMask] // Load tiling mask.
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[w2dDeltaTex]CWalk2D.uVFrac // Load V fraction delta.
and edx,eax // Mask for tiling.
mov eax,ebx // Copy intensity value.
shr eax,8 // Shift intensity value.
add ecx,ebp // Step V fraction.
sbb ebp,ebp // Get borrow from V fraction step.
mov al,[edx + 0xDEADBEEF] // Read texture value.
MODIFY_FOR_TEXTURE_POINTER_C:
test al,al
jnz short PIXEL1_TRANS_PIXEL2_SOLID
// Both pixels are transparent.
mov eax,[w2dDeltaTex]CWalk2D.uUFrac // Load U fraction step.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
add esi,eax // Step U fraction.
mov eax,[fxDeltaXIntensity] // Load intensity step.
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[u4TextureTileMask] // Load tiling mask.
and edx,ebp // Mask for tiling.
add ebx,eax // Step intensity.
add edi,2
jle short INNER_LOOP_2P
jmp EXIT_INNER_LOOP_2P
PIXEL1_SOLID:
// First pixel is solid.
add ebx,[fxDeltaXIntensity] // Step intensity.
add esi,[w2dDeltaTex]CWalk2D.uUFrac // Step U fraction.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
mov cl,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (low).
MODIFY_FOR_CLUT_POINTER_B:
adc edx,ebp // Integer step plus U frac. carry.
mov ch,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (high).
MODIFY_FOR_CLUT_POINTER_P1_B:
mov eax,[u4TextureTileMask] // Load tiling mask.
mov ebp,[w2dDeltaTex]CWalk2D.uVFrac // Load V fraction delta.
and edx,eax // Mask for tiling.
mov eax,ebx // Copy intensity value.
shr eax,8 // Shift intensity value.
add ecx,ebp // Step V fraction.
sbb ebp,ebp // Get borrow from V fraction step.
mov al,[edx + 0xDEADBEEF] // Read texture value.
MODIFY_FOR_TEXTURE_POINTER_D:
test al,al
jnz short BOTH_SOLID
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
mov eax,[pvBaseOfLine] // Load pointer to destination.
// First pixel is solid, second pixel is transparent.
add ebx,[fxDeltaXIntensity] // Step intensity.
add esi,[w2dDeltaTex]CWalk2D.uUFrac // Step U fraction.
mov [eax + edi*2 - 4],cx // Store first pixel.
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[u4TextureTileMask] // Load tiling mask.
and edx,ebp // Mask for tiling.
add edi,2
jle short INNER_LOOP_2P
jmp EXIT_INNER_LOOP_2P
PIXEL1_TRANS_PIXEL2_SOLID:
// First pixel is transparent, second pixel is solid.
add ebx,[fxDeltaXIntensity] // Step intensity.
add esi,[w2dDeltaTex]CWalk2D.uUFrac // Step U fraction.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[u4TextureTileMask] // Load tiling mask.
and edx,ebp // Mask for tiling.
mov cl,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (low).
MODIFY_FOR_CLUT_POINTER_C:
mov ebp,[pvBaseOfLine] // Load pointer to destination.
mov ch,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (high).
MODIFY_FOR_CLUT_POINTER_P1_C:
mov [ebp + edi*2 - 2],cx // Store second pixel.
add edi,2
jle short INNER_LOOP_2P
jmp short EXIT_INNER_LOOP_2P
BOTH_SOLID:
// Both pixels are solid.
add ebx,[fxDeltaXIntensity] // Step intensity.
add esi,[w2dDeltaTex]CWalk2D.uUFrac // Step U fraction.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
mov [i4_temp_a],ecx // Save V fraction.
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[u4TextureTileMask] // Load tiling mask.
shl ecx,16 // Shift pixel into positon.
and edx,ebp // Mask for tiling.
mov cl,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (low).
MODIFY_FOR_CLUT_POINTER_D:
mov ebp,[pvBaseOfLine] // Load pointer to destination.
mov ch,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (high).
MODIFY_FOR_CLUT_POINTER_P1_D:
rol ecx,16
mov [ebp + edi*2 - 4],ecx // Store 2 pixels.
mov ecx,[i4_temp_a] // Restore V fraction.
add edi,2
jle short INNER_LOOP_2P
EXIT_INNER_LOOP_2P:
// edi is 1 if there is a pixel left.
cmp edi,1
jne short END_OF_SCANLINE
//
// Finish left over pixel.
//
FINISH_REMAINDER:
mov eax,ebx // Copy intensity value.
mov ebp,[pvBaseOfLine] // Load pointer to destination.
shr eax,8 // Shift intensity value.
mov al,[edx + 0xDEADBEEF] // Read texture value.
MODIFY_FOR_TEXTURE_POINTER_E:
test al,al
jz short END_OF_SCANLINE
mov cl,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (low).
MODIFY_FOR_CLUT_POINTER_E:
mov ch,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (high).
MODIFY_FOR_CLUT_POINTER_P1_E:
mov [ebp - 2],cx // Store pixel.
// -------------------------------------------------------------------------
// Increment the base edge.
//
END_OF_SCANLINE:
mov eax,[pscanGlbl]
mov ebp,bf_u_inc.i4Int
// AGI on eax.
mov ecx,[eax]TTextureLinearTransGour.indCoord.bfU.u4Frac
mov edx,[eax]TTextureLinearTransGour.indCoord.bfU.i4Int
mov edi,[eax]TTextureLinearTransGour.indCoord.w1dV.bfxValue.i4Int
mov esi,[eax]TTextureLinearTransGour.indCoord.w1dV.bfxValue.u4Frac
add edi,w1d_v_inc.bfxValue.i4Int
add ecx,bf_u_inc.u4Frac
adc edx,ebp
mov ebp,w1d_v_inc.bfxValue.u4Frac
add esi,ebp
jnc short NO_VFRAC_CARRY
add edi,[eax]TTextureLinearTransGour.indCoord.w1dV.iOffsetPerLine
NO_VFRAC_CARRY:
mov ebp,[eax]TTextureLinearTransGour.gourIntensity.fxIntensity.i4Fx
mov ebx,[eax]TTextureLinearTransGour.fxXDifference
add ebp,[fx_gour_inc]
add ebx,[fx_diff]
jge short NO_UNDERFLOW
// Undeflow of fxXDifference.
add ebx,0x00010000
add edi,w1dNegDV.bfxValue.i4Int
add ecx,bfNegDU.u4Frac
adc edx,bfNegDU.i4Int
add ebp,[fxIModDiv]
add esi,w1dNegDV.bfxValue.u4Frac
jnc short EDGE_DONE
add edi,[eax]TTextureLinearTransGour.indCoord.w1dV.iOffsetPerLine
jmp short EDGE_DONE
NO_UNDERFLOW:
cmp ebx,0x00010000
jl short EDGE_DONE
// Overflow of fxXDifference.
sub ebx,0x00010000
add edi,w1dNegDV.bfxValue.i4Int
add ecx,bfNegDU.u4Frac
adc edx,bfNegDU.i4Int
add ebp,[fxIModDiv]
add esi,w1dNegDV.bfxValue.u4Frac
jnc short EDGE_DONE
add edi,[eax]TTextureLinearTransGour.indCoord.w1dV.iOffsetPerLine
EDGE_DONE:
// Store modified variables and do looping.
mov [eax]TTextureLinearTransGour.gourIntensity.fxIntensity.i4Fx,ebp
mov [eax]TTextureLinearTransGour.fxXDifference,ebx
mov [eax]TTextureLinearTransGour.indCoord.w1dV.bfxValue.u4Frac,esi
mov [eax]TTextureLinearTransGour.indCoord.w1dV.bfxValue.i4Int,edi
mov esi,[pdtriGlbl] // Pointer to polygon object.
mov [eax]TTextureLinearTransGour.indCoord.bfU.u4Frac,ecx
mov [eax]TTextureLinearTransGour.indCoord.bfU.i4Int,edx
// Step length, line starting address.
mov ebx,[esi]CDrawPolygonBase.fxLineLength.i4Fx
mov ecx,[esi]CDrawPolygonBase.iLineStartIndex
add ebx,[esi]CDrawPolygonBase.fxDeltaLineLength.i4Fx
add ecx,gsGlobals.u4LinePixels
mov [esi]CDrawPolygonBase.fxLineLength.i4Fx,ebx
mov [esi]CDrawPolygonBase.iLineStartIndex,ecx
mov ecx,[eax]TTextureLinearTransGour.fxX
mov ebp,[fx_inc]
add ecx,ebp
mov edx,[esi]CDrawPolygonBase.iY
mov [eax]TTextureLinearTransGour.fxX,ecx
inc edx
mov ebx,[esi]CDrawPolygonBase.iYTo
mov [esi]CDrawPolygonBase.iY,edx
cmp edx,ebx
jl Y_LOOP
pop ebp
}
}
//*****************************************************************************************
//
// Gouroud shaded linear texture (16 bit dest).
//
void DrawSubtriangle(TTextureLinearGour* pscan, CDrawPolygon<TTextureLinearGour>* pdtri)
{
typedef TTextureLinearGour::TPixel prevent_internal_compiler_errors;
static void* pvLastClut = 0;
static void* pvLastTexture = 0;
static CDrawPolygon<TTextureLinearGour>* pdtriGlbl;
static TTextureLinearGour* pscanGlbl;
static fixed fx_gour_inc;
TTextureLinearGour* plinc = &pdtri->pedgeBase->lineIncrement;
__asm
{
//
// Do self modifications.
//
mov edx,[pvClutConversion] // Clut conversion pointer.
mov ecx,[pvTextureBitmap] // Texture pointer.
mov ebx,[pvLastClut]
mov eax,[pvLastTexture]
cmp eax,ecx
jne short DO_MODIFY
cmp ebx,edx
je short DONE_WITH_MODIFY
DO_MODIFY:
mov [pvLastClut],edx // Update last clut pointer.
mov [pvLastTexture],ecx // Update last texture pointer.
lea ebx,[edx+1] // Clut pointer plus one.
lea eax,MODIFY_FOR_TEXTURE_POINTER_E
mov [eax-4],ecx
lea eax,MODIFY_FOR_CLUT_POINTER_E
mov [eax-4],edx
lea eax,MODIFY_FOR_CLUT_POINTER_P1_E
mov [eax-4],ebx
lea eax,MODIFY_FOR_TEXTURE_POINTER_F
mov [eax-4],ecx
lea eax,MODIFY_FOR_CLUT_POINTER_F
mov [eax-4],edx
lea eax,MODIFY_FOR_CLUT_POINTER_P1_F
mov [eax-4],ebx
lea eax,MODIFY_FOR_TEXTURE_POINTER_G
mov [eax-4],ecx
lea eax,MODIFY_FOR_CLUT_POINTER_G
mov [eax-4],edx
lea eax,MODIFY_FOR_CLUT_POINTER_P1_G
mov [eax-4],ebx
lea eax,MODIFY_FOR_TEXTURE_POINTER_H
mov [eax-4],ecx
lea eax,MODIFY_FOR_CLUT_POINTER_H
mov [eax-4],edx
lea eax,MODIFY_FOR_CLUT_POINTER_P1_H
mov [eax-4],ebx
DONE_WITH_MODIFY:
mov edi,[plinc] // Pointer to scanline increment.
mov esi,[pdtri] // Pointer to polygon object.
mov eax,[pscan] // Pointer to scanline object.
push ebp // Save ebp.
//
// Local copies of edge stepping values.
//
// fx_inc = pdtri->pedgeBase->lineIncrement.fxX;
// fx_diff = pdtri->pedgeBase->lineIncrement.fxXDifference;
// bf_u_inc = pdtri->pedgeBase->lineIncrement.indCoord.bfU;
// w1d_v_inc = pdtri->pedgeBase->lineIncrement.indCoord.w1dV;
// pdtriGlbl = pdtri;
// pscanGlbl = pscan;
// fx_gour_inc = pdtri->pedgeBase->lineIncrement.gourIntensity.fxIntensity;
//
mov ebx,[edi]TTextureLinearGour.fxX
mov ecx,[edi]TTextureLinearGour.fxXDifference
mov fx_inc,ebx
mov fx_diff,ecx
mov ebx,[edi]TTextureLinearGour.indCoord.bfU.i4Int
mov ecx,[edi]TTextureLinearGour.indCoord.bfU.u4Frac
mov bf_u_inc.i4Int,ebx
mov bf_u_inc.u4Frac,ecx
mov ebx,[edi]TTextureLinearGour.indCoord.w1dV.bfxValue.i4Int
mov ecx,[edi]TTextureLinearGour.indCoord.w1dV.bfxValue.u4Frac
mov w1d_v_inc.bfxValue.i4Int,ebx
mov w1d_v_inc.bfxValue.u4Frac,ecx
mov pdtriGlbl,esi
mov ebx,[edi]TTextureLinearGour.gourIntensity.fxIntensity
mov pscanGlbl,eax
mov fx_gour_inc,ebx
//
// Iterate through the scanlines that intersect the subtriangle.
//
Y_LOOP:
mov ebx,[bEvenScanlinesOnly]
mov ebp,[esi]CDrawPolygonBase.iY
// Check for odd scan lines here and skip if even
and ebp,ebx
jnz short END_OF_SCANLINE
mov ebx,[eax]TTextureLinearGour.fxX.i4Fx
mov ecx,[esi]CDrawPolygonBase.fxLineLength.i4Fx
mov edi,ebx
add ebx,ecx
sar ebx,16
mov ecx,[esi]CDrawPolygonBase.iLineStartIndex
sar edi,16
mov ebp,gsGlobals.pvScreen
add ecx,ebx
sub edi,ebx
jge short END_OF_SCANLINE // no pixels to draw
mov esi,[eax]TTextureLinearGour.indCoord.bfU.u4Frac // UFrac
mov edx,[eax]TTextureLinearGour.indCoord.w1dV.bfxValue.i4Int
lea ebp,[ebp + ecx*2]
mov ebx,[eax]TTextureLinearGour.indCoord.bfU.i4Int
add edx,ebx // Add integer steps.
mov ecx,[eax]TTextureLinearGour.indCoord.w1dV.bfxValue.u4Frac // VFrac
mov [pvBaseOfLine],ebp
mov ebx,[eax]TTextureLinearGour.gourIntensity.fxIntensity.i4Fx
and edx,[u4TextureTileMask] // Mask for tiling.
//-----------------------------------------------------------------------
// Left to right scanline.
lea eax,[ebp + edi*2] // Calculate destination address.
// Check alignement.
test eax,3
jz short ALIGNED
// Check for one pixel before starting.
inc edi
jz short FINISH_REMAINDER
mov eax,ebx // Copy intensity value.
mov ebp,[w2dDeltaTex]CWalk2D.uVFrac // Load V fraction.
shr eax,8 // Shift intensity value.
add ecx,ebp // Step V fraction.
sbb ebp,ebp // Get borrow from V fraction step.
mov al,[edx + 0xDEADBEEF] // Read texture value.
MODIFY_FOR_TEXTURE_POINTER_E:
add ebx,[fxDeltaXIntensity] // Step intensity.
add esi,[w2dDeltaTex]CWalk2D.uUFrac // Step U fraction.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
mov cl,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (low).
MODIFY_FOR_CLUT_POINTER_E:
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[pvBaseOfLine] // Load pointer to destination.
mov ch,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (high).
MODIFY_FOR_CLUT_POINTER_P1_E:
and edx,[u4TextureTileMask] // Mask for tiling.
mov [ebp + edi*2 - 2],cx // Store pixel.
ALIGNED:
// Make sure we have two pixels left.
add edi,2
jg short FINISH_REMAINDER
//
// Do two pixels at a time.
//
INNER_LOOP_2P:
mov eax,ebx // Copy intensity value.
mov ebp,[w2dDeltaTex]CWalk2D.uVFrac // Load V fraction delta.
shr eax,8 // Shift intensity value.
add ecx,ebp // Step V fraction.
sbb ebp,ebp // Get borrow from V fraction step.
mov al,[edx + 0xDEADBEEF] // Read texture value.
MODIFY_FOR_TEXTURE_POINTER_F:
add ebx,[fxDeltaXIntensity] // Step intensity.
add esi,[w2dDeltaTex]CWalk2D.uUFrac // Step U fraction.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
mov cl,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (low).
MODIFY_FOR_CLUT_POINTER_F:
adc edx,ebp // Integer step plus U frac. carry.
mov ch,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (high).
MODIFY_FOR_CLUT_POINTER_P1_F:
mov eax,[u4TextureTileMask] // Load tiling mask.
mov ebp,[w2dDeltaTex]CWalk2D.uVFrac // Load V fraction delta.
and edx,eax // Mask for tiling.
mov eax,ebx // Copy intensity value.
shr eax,8 // Shift intensity value.
add ecx,ebp // Step V fraction.
sbb ebp,ebp // Get borrow from V fraction step.
mov al,[edx + 0xDEADBEEF] // Read texture value.
MODIFY_FOR_TEXTURE_POINTER_G:
add ebx,[fxDeltaXIntensity] // Step intensity.
add esi,[w2dDeltaTex]CWalk2D.uUFrac // Step U fraction.
mov ebp,[w2dDeltaTex+ebp*4+4]CWalk2D.iUVInt // Integer step based on V frac. carry.
mov [i4_temp_a],ecx // Save V fraction.
adc edx,ebp // Integer step plus U frac. carry.
mov ebp,[u4TextureTileMask] // Load tiling mask.
shl ecx,16 // Shift pixel into positon.
and edx,ebp // Mask for tiling.
mov cl,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (low).
MODIFY_FOR_CLUT_POINTER_G:
mov ebp,[pvBaseOfLine] // Load pointer to destination.
mov ch,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (high).
MODIFY_FOR_CLUT_POINTER_P1_G:
rol ecx,16
mov [ebp + edi*2 - 4],ecx // Store 2 pixels.
mov ecx,[i4_temp_a] // Restore V fraction.
add edi,2
jle short INNER_LOOP_2P
// edi is 1 if there is a pixel left.
cmp edi,1
jne short END_OF_SCANLINE
//
// Finish left over pixel.
//
FINISH_REMAINDER:
mov eax,ebx // Copy intensity value.
shr eax,8 // Shift intensity value.
mov al,[edx + 0xDEADBEEF] // Read texture value.
MODIFY_FOR_TEXTURE_POINTER_H:
mov ebp,[pvBaseOfLine] // Load pointer to destination.
mov cl,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (low).
MODIFY_FOR_CLUT_POINTER_H:
mov ch,[eax*2 + 0xDEADBEEF] // Do CLUT lookup (high).
MODIFY_FOR_CLUT_POINTER_P1_H:
mov [ebp - 2],cx // Store pixel.
// -------------------------------------------------------------------------
// Increment the base edge.
//
END_OF_SCANLINE:
mov eax,[pscanGlbl]
mov ebp,bf_u_inc.i4Int
// AGI on eax.
mov ecx,[eax]TTextureLinearGour.indCoord.bfU.u4Frac
mov edx,[eax]TTextureLinearGour.indCoord.bfU.i4Int
mov edi,[eax]TTextureLinearGour.indCoord.w1dV.bfxValue.i4Int
mov esi,[eax]TTextureLinearGour.indCoord.w1dV.bfxValue.u4Frac
add edi,w1d_v_inc.bfxValue.i4Int
add ecx,bf_u_inc.u4Frac
adc edx,ebp
mov ebp,w1d_v_inc.bfxValue.u4Frac
add esi,ebp
jnc short NO_VFRAC_CARRY
add edi,[eax]TTextureLinearGour.indCoord.w1dV.iOffsetPerLine
NO_VFRAC_CARRY:
mov ebp,[eax]TTextureLinearGour.gourIntensity.fxIntensity.i4Fx
mov ebx,[eax]TTextureLinearGour.fxXDifference
add ebp,[fx_gour_inc]
add ebx,[fx_diff]
jge short NO_UNDERFLOW
// Undeflow of fxXDifference.
add ebx,0x00010000
add edi,w1dNegDV.bfxValue.i4Int
add ecx,bfNegDU.u4Frac
adc edx,bfNegDU.i4Int
add ebp,[fxIModDiv]
add esi,w1dNegDV.bfxValue.u4Frac
jnc short EDGE_DONE
add edi,[eax]TTextureLinearGour.indCoord.w1dV.iOffsetPerLine
jmp short EDGE_DONE
NO_UNDERFLOW:
cmp ebx,0x00010000
jl short EDGE_DONE
// Overflow of fxXDifference.
sub ebx,0x00010000
add edi,w1dNegDV.bfxValue.i4Int
add ecx,bfNegDU.u4Frac
adc edx,bfNegDU.i4Int
add ebp,[fxIModDiv]
add esi,w1dNegDV.bfxValue.u4Frac
jnc short EDGE_DONE
add edi,[eax]TTextureLinearGour.indCoord.w1dV.iOffsetPerLine
EDGE_DONE:
// Store modified variables and do looping.
mov [eax]TTextureLinearGour.gourIntensity.fxIntensity.i4Fx,ebp
mov [eax]TTextureLinearGour.fxXDifference,ebx
mov [eax]TTextureLinearGour.indCoord.w1dV.bfxValue.u4Frac,esi
mov [eax]TTextureLinearGour.indCoord.w1dV.bfxValue.i4Int,edi
mov esi,[pdtriGlbl] // Pointer to polygon object.
mov [eax]TTextureLinearGour.indCoord.bfU.u4Frac,ecx
mov [eax]TTextureLinearGour.indCoord.bfU.i4Int,edx
// Step length, line starting address.
mov ebx,[esi]CDrawPolygonBase.fxLineLength.i4Fx
mov ecx,[esi]CDrawPolygonBase.iLineStartIndex
add ebx,[esi]CDrawPolygonBase.fxDeltaLineLength.i4Fx
add ecx,gsGlobals.u4LinePixels
mov [esi]CDrawPolygonBase.fxLineLength.i4Fx,ebx
mov [esi]CDrawPolygonBase.iLineStartIndex,ecx
mov ecx,[eax]TTextureLinearGour.fxX
mov ebp,[fx_inc]
add ecx,ebp
mov edx,[esi]CDrawPolygonBase.iY
mov [eax]TTextureLinearGour.fxX,ecx
inc edx
mov ebx,[esi]CDrawPolygonBase.iYTo
mov [esi]CDrawPolygonBase.iY,edx
cmp edx,ebx
jl Y_LOOP
pop ebp
}
}