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https://github.com/OpenTrespasser/JurassicParkTrespasser.git
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633 lines
18 KiB
C++
633 lines
18 KiB
C++
/***********************************************************************************************
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*
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* Copyright © DreamWorks Interactive, 1997.
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*
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* Contents:
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* Specialized (non-template) versions of the DrawSubtriangle function.
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* Optimized for the AMD K6-3D Processor
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*
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***********************************************************************************************
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*
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* $Log:: /JP2_PC/Source/Lib/Renderer/Primitives/AMDK6/DrawSubTriangleBumpTblEx.cpp $
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*
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* 6 97.11.04 10:59p Mmouni
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* Linear version of primitives now use 3dx/mmx.
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*
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* 5 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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* 6 97/10/12 21:40 Speter
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* Changed BumpLookup.au1CosToIntensity to au1IntensityTrans.
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*
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* 5 9/01/97 8:02p Rwyatt
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* ANDs added to enable tiling
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*
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* 4 97/07/18 3:29p Pkeet
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* Removed use of the 'b_right' parameter from DrawSubTriangle.
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*
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* 3 97/07/16 15:49 Speter
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* Commented out redundant static delcarations now that all DrawSubTriangles are included into
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* one file (now just declared in DrawSubTriangleEx.cpp.)
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*
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* 2 7/14/97 12:36p Rwyatt
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* Checkled in so Scott can move them....
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*
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* 2 7/14/97 12:36p Rwyatt
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* Checkled in so Scott can move them....
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*
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* 1 7/07/97 7:26p Rwyatt
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* Initial Implementation of Pentium Specific bump mapping
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*
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***********************************************************************************************
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***********************************************************************************************
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*
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* 2 6/19/97 2:53p Mlange
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* Moved Profile.hpp to Lib/Sys.
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*
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* 1 97/06/14 6:46p Pkeet
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* Initial version.
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*
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* 17 97/06/12 5:56p Pkeet
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* Added capability to render only every other scanline and to double the number of scanlines.
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*
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* 16 97/06/11 4:58p Pkeet
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* Added opaque versions of the optimized copy primitives.
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*
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* 15 6/11/97 4:11p Rwyatt
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* Removed 3 AGIs and 2 PRO stalls from the perspective primitive. These stalls were costing
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* about 40 clocks and the net result is 50% speed increase!!!!!!!!
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*
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* 14 6/11/97 2:45p Rwyatt
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* Removed 2 AGI stalls from the linear copy
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*
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* 13 6/11/97 2:04a Rwyatt
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* Slight;y optimized, need to run through V-Tune so we can spot any stalls
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*
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* 12 6/10/97 10:02p Rwyatt
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* Blazing linear transparent copy
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*
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* 11 6/10/97 4:34p Rwyatt
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* Slightly optimized perspective copy primitive
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*
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* 10 97/06/10 2:27p Pkeet
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* Moved the bumpmap routines into a seperate module.
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*
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* 9 97/06/10 1:20p Pkeet
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* Added initial assembly optimizations for bumpmap linear routines.
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*
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* 8 97/06/10 12:53p Pkeet
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* Fixed bug in bumpmap assembly.
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*
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* 7 97/06/10 10:51a Pkeet
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* Added initial assembly optimization passes for perspective corrected bumpmapping for both
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* transparent and non-transparent versions.
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*
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* 6 97/06/09 6:38p Pkeet
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* Algorithmic optimizations.
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*
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* 5 97/06/08 4:16p Pkeet
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* Added perspective correction bump map primitives.
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*
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* 4 97/06/06 8:51p Pkeet
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* Added linear.
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*
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* 3 97/06/06 6:44p Pkeet
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* Moved the inner loop to self-modifying code.
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*
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* 2 97/06/06 4:36p Pkeet
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* It works again.
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*
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* 1 97/06/04 6:46p Pkeet
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* Initial specialized version of DrawSubTriangle.
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*
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**********************************************************************************************/
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#include "Common.hpp"
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#include "Lib/Sys/Profile.hpp"
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#include "Lib/View/Raster.hpp"
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#include "Lib/Renderer/Primitives/DrawTriangle.hpp"
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//
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// Temporary Globals.
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//
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// Notes:
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// These variables should be arraigned along with the external globals for maximum
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// cache efficiency.
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//
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// Try to make variabels that would be local static so I do not need to use EBP to reference them.
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// Variables that must be static can be force referenced by ESP if required.
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// Note: the following static variables are declared in DrawSubTriangleBumpEx.cpp, which is
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// included before me. These should be made global instead.
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extern uint32 u4ClutIndex;
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// Declared in DrawSubTriangleEx.cpp. Should be moved and renamed.
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/*
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static int i_x_from;
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static int i_x_to;
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static int i_screen_index;
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static int i_pixel;
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*/
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//*****************************************************************************************
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//
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// Bumpmapped and Perspective correct for 16 bit screen.
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//
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void DrawSubtriangle(TBumpPerspTbl* pscan, CDrawPolygon<TBumpPerspTbl>* pdtri)
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{
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//
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// Do self-modifications here.
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//
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uint32 u4_table_address = (uint32)au1IntensityTrans;
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__asm
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{
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mov eax, [au1SubBumpToIntensity] // Load the pointer to the angle to intensity lookup table.
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mov ebx, [pvClutConversion] // Clut conversion pointer.
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mov ecx, [pvTextureBitmap]
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mov edx, dword ptr[u4_table_address]
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mov [MODIFY_FOR_ANGLETOINTENSITY-4], eax
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mov [MODIFY_FOR_CLUT_CONVERSION-4], ebx
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mov [MODIFY_FOR_TEXTUREPOINTER_A-4], ecx
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add ecx, 3
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mov [MODIFY_FOR_TEXTUREPOINTER_B-4], ecx
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mov [MODIFY_FOR_BUMPMAP_TABLE - 4], edx
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// scan line direction
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cmp i4ScanlineDirection,0
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jle short MDEC
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// +ve
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mov byte ptr [MODIFY_DIRECTION], 047h // inc edi
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jmp short MDONE
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MDEC:
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// -ve
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mov byte ptr [MODIFY_DIRECTION], 04Fh // dec edi
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MDONE:
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}
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//
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// Iterate through the scanlines that intersect the subtriangle.
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//
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do
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{
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if (bRIGHT_TO_LEFT)
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{
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i_x_from = (pscan->fxX.i4Fx - pdtri->fxLineLength.i4Fx)>>16;
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i_x_to = (pscan->fxX.i4Fx)>>16;
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i_screen_index = pdtri->iLineStartIndex + i_x_from - 1;
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i_pixel = i_x_to - i_x_from;
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}
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else
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{
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i_x_from = (pscan->fxX.i4Fx)>>16;
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i_x_to = (pscan->fxX.i4Fx + pdtri->fxLineLength.i4Fx)>>16;
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i_screen_index = pdtri->iLineStartIndex + i_x_to;
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i_pixel = i_x_from - i_x_to;
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}
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// Draw if there are pixels to draw.
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if (i_x_to > i_x_from && !(bEvenScanlinesOnly && ((pdtri->iY & 1) == 0)))
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{
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// Get the start address for the scanline on the destination raster.
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TBumpPerspTbl::TPixel* apix_screen = (TBumpPerspTbl::TPixel*)pdtri->prasScreen->pSurface;
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apix_screen += i_screen_index;
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TBumpPerspTbl::TIndex index(pscan->indCoord, i_pixel);
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//
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// Iterate left or right along the destination scanline depending on the sign of
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// 'i4ScanlineDirection.'
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//
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for (;;)
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{
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// Do next subdivision.
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int i_pixel_inner = index.i4StartSubdivision(i_pixel);
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TBumpPerspTbl::TPixel* apix_screen_inner = apix_screen + i_pixel;
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__asm
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{
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mov edi, i_pixel_inner
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mov esi, [w2dTex]CWalk2D.uUFrac
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mov ecx, [w2dTex]CWalk2D.uVFrac
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mov edx, [w2dTex + 4]CWalk2D.iUVInt
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push ebp
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mov ebp, apix_screen_inner
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jmp short BEGIN_INNER_LOOP
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BEGIN_INNER_LOOP:
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and edx, [u4TextureTileMask]
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xor ebx, ebx
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mov bl, byte ptr[edx*4 + 0x12345678]
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MODIFY_FOR_TEXTUREPOINTER_B:
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mov byte ptr[u4ClutIndex], bl
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mov ebx, [edx*4 + 0x12345678]
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MODIFY_FOR_TEXTUREPOINTER_A:
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sub ebx, [u4LightTheta]
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xor eax, eax
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and ebx, iMASK_ANGLETABLE_LOOKUP
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movzx ebx, byte ptr[ebx + 0x12345678]
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MODIFY_FOR_ANGLETOINTENSITY:
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movzx eax, byte ptr[ebx + 0x12345678]
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MODIFY_FOR_BUMPMAP_TABLE:
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shl eax, 8
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xor ebx, ebx
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add eax, [u4ClutIndex]
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mov bx, word ptr[eax*2 + 0x12345678]
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MODIFY_FOR_CLUT_CONVERSION:
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// Add the V fractional values together and store the carry.
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add ecx, [w2dDeltaTex]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 esi, [w2dDeltaTex]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, [w2dDeltaTex + eax*4 + 4]CWalk2D.iUVInt
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mov word ptr[ebp + edi*2], bx
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//
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// Increment the inner loop screen index. This nop will get modified into
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// an inc or dec edi
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//
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MODIFY_DIRECTION: nop
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jnz short BEGIN_INNER_LOOP
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// Store the modified variables.
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pop ebp
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mov [w2dTex]CWalk2D.uUFrac, esi
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mov [w2dTex]CWalk2D.uVFrac, ecx
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mov [w2dTex + 4]CWalk2D.iUVInt, edx
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}
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// Exit scanline routine if there are no more pixels to render.
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if (i_pixel == 0)
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break;
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// Implement perspective correction.
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index.UpdatePerspective(0);
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}
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}
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// Increment the base edge.
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++*pdtri->pedgeBase;
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// Set the new length of the line to be rasterized.
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pdtri->fxLineLength.i4Fx += pdtri->fxDeltaLineLength.i4Fx;
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// Get new starting pixel TIndex for the scanline.
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pdtri->iLineStartIndex += pdtri->prasScreen->iLinePixels;
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}
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while (++pdtri->iY < pdtri->iYTo);
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}
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//*****************************************************************************************
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//
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// Bumpmapped and Linear for 16 bit screen.
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//
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void DrawSubtriangle(TBumpLinearTbl* pscan, CDrawPolygon<TBumpLinearTbl>* pdtri)
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{
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//
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// Do self-modifications here.
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//
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typedef TBumpLinearTbl::TIndex prevent_internal_compiler_errors;
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static CDrawPolygon<TBumpLinear>* pdtriGlbl;
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static TBumpLinearTbl* pscanGlbl;
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static PackedFloatUV pf_texture_inc;
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TBumpLinearTbl* plinc = &pdtri->pedgeBase->lineIncrement;
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__asm
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{
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// Get ready to do MMX/3DX.
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femms
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mov edi,[plinc] // Pointer to scanline increment.
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push ebp
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mov esi,[pdtri] // Pointer to polygon object.
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mov eax,[pscan] // Pointer to scanline object.
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mov pdtriGlbl,esi
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//
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// Local copies of edge stepping values.
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//
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// fx_inc = pdtri->pedgeBase->lineIncrement.fxX;
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// fx_diff = pdtri->pedgeBase->lineIncrement.fxXDifference;
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// pf_texture_inc = pdtri->pedgeBase->lineIncrement.indCoord.pfIndex;
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// pdtriGlbl = pdtri;
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// pscanGlbl = pscan;
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// fx_gour_inc = pdtri->pedgeBase->lineIncrement.gourIntensity.fxIntensity;
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//
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mov ebx,[edi]TBumpLinearTbl.fxX
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mov pscanGlbl,eax
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mov ecx,[edi]TBumpLinearTbl.fxXDifference
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mov fx_inc,ebx
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movq mm0,[edi]TBumpLinearTbl.indCoord.pfIndex
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mov fx_diff,ecx
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movq [pf_texture_inc],mm0
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//
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// Setup:
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//
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// mm2 = qMFactor = width,1,width,1
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// mm3 = qUVMasks
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// mm6 = uvslope
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//
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movd mm0,[iTexWidth] // 0,0,0,Width
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movd mm2,[u4OneOne] // 0,0,1,1
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movq mm3,[qUVMasks] // Load texture masks
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punpcklwd mm0,mm0 // 0,0,Width,Width
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movq mm6,[pfxDeltaTex] // Load texture slopes.
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punpcklwd mm2,mm0 // Width,1,Width,1
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movq mm7,[eax]TBumpLinearTbl.indCoord.pfIndex
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//
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// Iterate through the scanlines that intersect the subtriangle.
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//
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Y_LOOP:
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mov ebx,[bEvenScanlinesOnly]
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mov edx,[esi]CDrawPolygonBase.iY
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// Check for odd scan lines here and skip if even
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and edx,ebx
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jnz short END_OF_SCANLINE
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mov ebx,[eax]TBumpLinearTbl.fxX.i4Fx
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mov ecx,[esi]CDrawPolygonBase.fxLineLength.i4Fx
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mov edi,ebx
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mov edx,gsGlobals.pvScreen
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add ebx,ecx
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sar edi,16
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mov ecx,[esi]CDrawPolygonBase.iLineStartIndex
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sar ebx,16
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add ecx,ebx
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lea edx,[edx + ecx*2]
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sub edi,ebx
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jge short END_OF_SCANLINE // no pixels to draw
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//---------------------------------------------------------------------------
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// Draw the scanline.
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//
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// eax = texel1 temp ebx = texel2 temp
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// ecx = texel1 temp edx = dest_base_ptr
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// esi = texure base/temp edi = pixel_offset & count
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// ebp = clut/bump temp
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//
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// mm0 = temp mm1 = temp
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// mm2 = mfactor mm3 = uvmask
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// mm6 = uvslope mm7 = uv (stepped once)
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//
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pf2id (m7,m7) // Convert texture values to 16.16 fixed.
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mov esi,[pvTextureBitmap] // Load texture ponter.
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movq mm0,mm7 // Copy U1,V1
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paddd mm7,mm6 // Step U,V
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psrad mm0,16 // Shift for integer U1,V1
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movq mm1,mm7 // Copy U2,V2
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psrad mm1,16 // Shift for integer U2,V2
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packssdw mm0,mm1 // Pack integer texture values
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pand mm0,mm3 // Mask for tiling
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pmaddwd mm0,mm2 // Compute texture indicies
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movq [qIndexTemp],mm0 // Save texture indicies.
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//
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// Make sure we have more than 2 pixels left.
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//
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add edi,2
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jl short INNER_LOOP_2P
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jmp FINISH_REMAINDER
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// Align start of loop to 9? past the beginning of a cache line.
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ALIGN 16
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nop
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nop
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nop
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nop
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nop
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nop
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nop
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nop
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nop
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//
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// Do two pixels at a time.
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//
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// mm0 = packed & masked U1,V1,U2,V2
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// mm7 is stepped once.
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//
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INNER_LOOP_2P:
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mov eax,dword ptr[qIndexTemp] // Get texture index 1
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paddd mm7,mm6 // Step U,V
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mov ebx,dword ptr[qIndexTemp + 4] // Get texture index 2
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movq mm0,mm7 // Copy U1,V1
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mov ecx,dword ptr[esi + eax*4] // Lookup texel 1.
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psrad mm0,16 // Shift for integer U1,V1
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mov esi,dword ptr[esi + ebx*4] // Lookup texel 2.
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paddd mm7,mm6 // Step U,V
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mov eax,ecx // Copy texel 1
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sub ecx,[u4LightTheta] // Subtract light theta 1.
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mov ebx,esi // Copy texel 2
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sub esi,[u4LightTheta] // Subtract light theta 2.
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mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
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shr eax,24 // Shift color value down.
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shr ebx,24 // Shift color value down.
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and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
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movzx ecx,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
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and esi,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
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movzx esi,byte ptr[ebp + esi] // Bump map intensity lookup 2.
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mov ebp,[au1IntensityTrans] // Additional bump map shading.
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mov ah,byte ptr[ebp + ecx] // Do additional lookup for intensity.
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movq mm1,mm7 // Copy U2,V2
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mov bh,byte ptr[ebp + esi] // Do additional lookup for intensity.
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mov ebp,[pvClutConversion] // Base of CLUT.
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psrad mm1,16 // Shift for integer U2,V2
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mov esi,[pvTextureBitmap] // Base of texture.
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packssdw mm0,mm1 // Pack integer texture values.
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pand mm0,mm3 // Mask for tiling
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movzx eax,word ptr[ebp + eax*2] // Clut lookup 1.
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pmaddwd mm0,mm2 // Compute texture indicies.
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mov [edx + edi*2 - 4],ax // Store pixel 1
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movzx ebx,word ptr[ebp + ebx*2] // Clut lookup 2.
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movq [qIndexTemp],mm0 // Save texture indicies.
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mov [edx + edi*2 - 2],bx // Store pixel 2
|
|
|
|
add edi,2 // Inrcement index by 2
|
|
jl short INNER_LOOP_2P // Loop (while >2 pixels)
|
|
|
|
FINISH_REMAINDER:
|
|
//
|
|
// One pixel (edi == 1) or two pixels (edi == 0) left.
|
|
//
|
|
jnz short ONE_PIXEL_LEFT
|
|
|
|
//
|
|
// Two pixels left, only step texture co-ordinates once.
|
|
//
|
|
mov eax,dword ptr[qIndexTemp] // Get texture index 1
|
|
mov ebx,dword ptr[qIndexTemp + 4] // Get texture index 2
|
|
mov ecx,dword ptr[esi + eax*4] // Lookup texel 1.
|
|
mov esi,dword ptr[esi + ebx*4] // Lookup texel 2.
|
|
mov eax,ecx // Copy texel 1
|
|
sub ecx,[u4LightTheta] // Subtract light theta 1.
|
|
mov ebx,esi // Copy texel 2
|
|
sub esi,[u4LightTheta] // Subtract light theta 2.
|
|
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
|
|
shr eax,24 // Shift color value down.
|
|
shr ebx,24 // Shift color value down.
|
|
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
|
|
movzx ecx,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
|
|
and esi,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
|
|
movzx esi,byte ptr[ebp + esi] // Bump map intensity lookup 2.
|
|
mov ebp,[au1IntensityTrans] // Additional bump map shading.
|
|
mov ah,byte ptr[ebp + ecx] // Do additional lookup.
|
|
mov bh,byte ptr[ebp + esi] // Do additional lookup.
|
|
mov ebp,[pvClutConversion] // Base of CLUT.
|
|
movzx eax,word ptr[ebp + eax*2] // Clut lookup 1.
|
|
mov [edx + edi*2 - 4],ax // Store pixel 1
|
|
movzx ebx,word ptr[ebp + ebx*2] // Clut lookup 2.
|
|
mov [edx + edi*2 - 2],bx // Store pixel 2
|
|
jmp short END_OF_SCANLINE
|
|
|
|
ONE_PIXEL_LEFT:
|
|
//
|
|
// One pixel left, don't step texture co-ordinates.
|
|
//
|
|
mov eax,dword ptr[qIndexTemp] // Get texture index 1
|
|
mov ecx,dword ptr[esi + eax*4] // Lookup texel 1.
|
|
mov eax,ecx // Copy texel 1
|
|
sub ecx,[u4LightTheta] // Subtract light theta 1.
|
|
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
|
|
shr eax,24 // Shift color value down.
|
|
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
|
|
movzx ecx,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
|
|
mov ebp,[au1IntensityTrans] // Additional bump map shading.
|
|
mov ah,byte ptr[ebp + ecx] // Do additional lookup.
|
|
mov ebp,[pvClutConversion] // Base of CLUT.
|
|
movzx eax,word ptr[ebp + eax*2] // Clut lookup 1.
|
|
mov [edx + edi*2 - 4],ax // Store pixel 1
|
|
|
|
// -------------------------------------------------------------------------
|
|
// Increment the base edge.
|
|
//
|
|
END_OF_SCANLINE:
|
|
mov eax,[pscanGlbl]
|
|
|
|
movq mm1,[pf_texture_inc]
|
|
|
|
movq mm7,[eax]TBumpLinearTbl.indCoord.pfIndex
|
|
|
|
mov ebx,[eax]TBumpLinearTbl.fxXDifference
|
|
|
|
pfadd (m7,m1)
|
|
add ebx,[fx_diff]
|
|
|
|
jge short NO_UNDERFLOW
|
|
|
|
// Undeflow of fxXDifference.
|
|
add ebx,0x00010000
|
|
movq mm1,[pfNegD]
|
|
|
|
pfadd (m7,m1)
|
|
jmp short EDGE_DONE
|
|
|
|
NO_UNDERFLOW:
|
|
cmp ebx,0x00010000
|
|
jl short EDGE_DONE
|
|
|
|
// Overflow of fxXDifference.
|
|
sub ebx,0x00010000
|
|
movq mm1,[pfNegD]
|
|
|
|
pfadd (m7,m1)
|
|
|
|
EDGE_DONE:
|
|
// Store modified variables and do looping.
|
|
// Step length, line starting address.
|
|
mov esi,[pdtriGlbl]
|
|
mov [eax]TBumpLinearTbl.fxXDifference,ebx
|
|
|
|
movq [eax]TBumpLinearTbl.indCoord.pfIndex,mm7
|
|
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]TBumpLinearTbl.fxX
|
|
mov edx,[fx_inc]
|
|
|
|
add ecx,edx
|
|
mov edx,[esi]CDrawPolygonBase.iY
|
|
|
|
mov [eax]TBumpLinearTbl.fxX,ecx
|
|
inc edx
|
|
|
|
mov ebx,[esi]CDrawPolygonBase.iYTo
|
|
mov [esi]CDrawPolygonBase.iY,edx
|
|
|
|
cmp edx,ebx
|
|
jl Y_LOOP
|
|
|
|
pop ebp
|
|
|
|
// Done with MMX/3DX.
|
|
femms
|
|
}
|
|
}
|