265 lines
7.6 KiB
NASM
265 lines
7.6 KiB
NASM
; $Id: tmap_lin.asm,v 1.2 2003-02-18 20:15:48 btb Exp $
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;THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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;SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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;END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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;ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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;IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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;SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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;FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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;CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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;AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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;COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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;
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;
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; Linearly interpolating texture mapper inner loop
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;
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; Old Log:
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; Revision 1.3 1995/02/20 18:22:57 john
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; Put all the externs in the assembly modules into tmap_inc.asm.
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; Also, moved all the C versions of the inner loops into a new module,
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; scanline.c.
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;
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; Revision 1.2 1995/02/20 17:09:10 john
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; Added code so that you can build the tmapper with no assembly!
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;
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; Revision 1.1 1994/11/30 12:24:04 mike
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; Initial revision
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;
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; Revision 1.6 1994/11/12 16:39:40 mike
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; jae to ja.
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;
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; Revision 1.5 1994/02/10 21:24:43 matt
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; Got rid of debug_on set
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;
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; Revision 1.4 1994/01/31 15:39:53 mike
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; Write additional inner loop for transparency.
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;
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; Revision 1.3 1994/01/26 11:50:04 john
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; Added transparency to linear unlighted texture mapper.
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;
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; Revision 1.2 1993/11/22 10:24:36 mike
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; *** empty log message ***
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;
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; Revision 1.1 1993/09/08 17:29:50 mike
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; Initial revision
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;
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;
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;
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[BITS 32]
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global _asm_tmap_scanline_lin
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global asm_tmap_scanline_lin
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[SECTION .data]
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%include "tmap_inc.asm"
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_loop_count dd 0
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[SECTION .text]
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; --------------------------------------------------------------------------------------------------
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; Enter:
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; _xleft fixed point left x coordinate
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; _xright fixed point right x coordinate
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; _y fixed point y coordinate
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; _pixptr address of source pixel map
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; _u fixed point initial u coordinate
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; _v fixed point initial v coordinate
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; _du_dx fixed point du/dx
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; _dv_dx fixed point dv/dx
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; for (x = (int) xleft; x <= (int) xright; x++) {
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; _setcolor(read_pixel_from_tmap(srcb,((int) (u/z)) & 63,((int) (v/z)) & 63));
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; _setpixel(x,y);
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;
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; u += du_dx;
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; v += dv_dx;
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; z += dz_dx;
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; }
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align 4
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_asm_tmap_scanline_lin:
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asm_tmap_scanline_lin:
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pusha
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; Setup for loop: _loop_count iterations = (int) xright - (int) xleft
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; esi source pixel pointer = pixptr
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; edi initial row pointer = y*320+x
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; set esi = pointer to start of texture map data
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mov esi,[_pixptr]
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; set edi = address of first pixel to modify
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mov edi,[_fx_y]
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cmp edi,[_window_bottom]
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ja near _none_to_do
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imul edi,[_bytes_per_row]
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mov eax,[_fx_xleft]
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test eax, eax
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jns eax_ok
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sub eax,eax
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eax_ok:
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add edi,eax
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add edi,[_write_buffer]
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; set _loop_count = # of iterations
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mov eax,[_fx_xright]
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cmp eax,[_window_right]
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jb eax_ok1
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mov eax,[_window_right]
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eax_ok1: cmp eax,[_window_left]
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ja eax_ok2
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mov eax,[_window_left]
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eax_ok2:
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mov ebx,[_fx_xleft]
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sub eax,ebx
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js near _none_to_do
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cmp eax,[_window_width]
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jbe _ok_to_do
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mov eax,[_window_width]
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_ok_to_do:
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mov [_loop_count],eax
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; edi destination pixel pointer
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mov ebx,[_fx_u]
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mov ecx,[_fx_du_dx]
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mov edx,[_fx_dv_dx]
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mov ebp,[_fx_v]
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shl ebx,10
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shl ebp,10
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shl edx,10
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shl ecx,10
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; eax work
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; ebx u
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; ecx du_dx
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; edx dv_dx
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; ebp v
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; esi read address
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; edi write address
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test dword [_Transparency_on],-1
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jne near transparent_texture
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%define _size (_end1 - _start1)/num_iters
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mov eax,num_iters-1
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sub eax,[_loop_count]
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jns j_eax_ok1
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inc eax ; sort of a hack, but we can get -1 here and want to be graceful
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jns j_eax_ok1 ; if we jump, we had -1, which is kind of ok, if not, we int 3
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int 3 ; oops, going to jump behind _start1, very bad...
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sub eax,eax ; ok to continue
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j_eax_ok1: imul eax,eax,_size
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add eax,_start1
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jmp eax
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align 4
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_start1:
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; "OPTIMIZATIONS" maybe not worth making
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; Getting rid of the esi from the mov al,[esi+eax] instruction.
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; This would require moving into eax at the top of the loop, rather than doing the sub eax,eax.
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; You would have to align your bitmaps so that the two shlds would create the proper base address.
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; In other words, your bitmap data would have to begin at 4096x (for 64x64 bitmaps).
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; I did timings without converting the sub to a mov eax,esi and setting esi to the proper value.
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; There was a speedup of about 1% to 1.5% without converting the sub to a mov.
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; Getting rid of the edi by doing a mov nnnn[edi],al instead of mov [edi],al.
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; The problem with this is you would have a dword offset for nnnn. My timings indicate it is slower. (I think.)
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; Combining u,v and du,dv into single longwords.
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; The problem with this is you then must do a 16 bit operation to extract them, and you don't have enough
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; instructions to separate a destination operand from being used by the next instruction. It shaves out one
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; register instruction (an add reg,reg), but adds a 16 bit operation, and the setup is more complicated.
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; usage:
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; eax work
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; ebx u coordinate
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; ecx delta u
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; edx delta v
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; ebp v coordinate
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; esi pointer to source bitmap
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; edi write address
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%rep num_iters
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mov eax,ebp ; clear for
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add ebp,edx ; update v coordinate
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shr eax,26 ; shift in v coordinate
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shld eax,ebx,6 ; shift in u coordinate while shifting up v coordinate
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add ebx,ecx ; update u coordinate
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mov al,[esi+eax] ; get pixel from source bitmap
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mov [edi],al
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inc edi ; XPARENT ADDED BY JOHN
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; inner loop if bitmaps are 256x256
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; your register usage is bogus, and you must clear ecx
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; fix your setup
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; this is only about 10% faster in the inner loop
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; this method would adapt to writing two pixels at a time better than
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; the 64x64 method because you wouldn't run out of registers
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; Note that this method assumes that both dv_dx and du_dx are in edx.
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; edx = vi|vf|ui|uf
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; where each field is 8 bits, vi = integer v coordinate, vf = fractional v coordinate, etc.
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;** add ebx,edx
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;** mov cl,bh
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;** shld cx,bx,8
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;** mov al,[esi+ecx]
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;** mov [edi],al
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;** inc edi
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%endrep
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_end1:
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_none_to_do: popa
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ret
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; ----------------------------------------------------------------------------------------
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; if texture map has transparency, use this code.
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transparent_texture:
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test dword [_loop_count],-1
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je _t_none_to_do
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loop_transparent:
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mov eax,ebp ; clear for
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add ebp,edx ; update v coordinate
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shr eax,26 ; shift in v coordinate
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shld eax,ebx,6 ; shift in u coordinate while shifting up v coordinate
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add ebx,ecx ; update u coordinate
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mov al,[esi+eax] ; get pixel from source bitmap
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cmp al,255
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je transp
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mov [edi],al
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transp: inc edi ; XPARENT ADDED BY JOHN
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dec dword [_loop_count]
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jne loop_transparent
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_t_none_to_do: popa
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ret
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; This is the inner loop to write two pixels at a time
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; This is about 2.5% faster overall (on Mike's 66 MHz 80486 DX2, VLB)
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; You must write code to even align edi and do half as many iterations, and write
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; the beginning and ending extra pixels, if necessary.
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; sub eax,eax ; clear for
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; shld eax,ebp,6 ; shift in v coordinate
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; add ebp,_fx_dv_dx ; update v coordinate
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; shld eax,ebx,6 ; shift in u coordinate while shifting up v coordinate
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; add ebx,ecx ; update u coordinate
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; mov dl,[esi+eax] ; get pixel from source bitmap
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;
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; sub eax,eax ; clear for
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; shld eax,ebp,6 ; shift in v coordinate
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; add ebp,_fx_dv_dx ; update v coordinate
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; shld eax,ebx,6 ; shift in u coordinate while shifting up v coordinate
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; add ebx,ecx ; update u coordinate
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; mov dh,[esi+eax] ; get pixel from source bitmap
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;
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; mov [edi],dx
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; add edi,2
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