ref: 08e6666c5a1665c22175da3609b209c1bff1671e
dir: /Engine/src/draw.c/
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman // Ken Silverman's official web site: "http://www.advsys.net/ken" // See the included license file "BUILDLIC.TXT" for license info. // This file has been modified from Ken Silverman's original release /* DDOI - This file is an attempt to reimplement a_nasm.asm in C */ /* FCS: However did that work: This is far from perfect but you have my eternal respect !!! */ #include "platform.h" #include "build.h" #include "draw.h" #if RENDER_LIMIT_PIXELS int64_t pixelsAllowed = 10000000000; #endif uint8_t *transluc = NULL; static int transrev = 0; #define shrd(a,b,c) (((b)<<(32-(c))) | ((a)>>(c))) #define shld(a,b,c) (((b)>>(32-(c))) | ((a)<<(c))) /* --------------- WALLS RENDERING METHOD (USED TO BE HIGHLY OPTIMIZED ASSEMBLY) ----------------------------*/ extern int32_t asm1; extern intptr_t asm2; extern uint8_t *asm3; extern int32_t asm4; static uint8_t machxbits_al; static uint8_t bitsSetup; static const uint8_t * textureSetup; void sethlinesizes(int32_t i1, int32_t _bits, const uint8_t * textureAddress) { machxbits_al = i1; bitsSetup = _bits; textureSetup = textureAddress; } //FCS: Draw ceiling/floors //Draw a line from destination in the framebuffer to framebuffer-numPixels void hlineasm4(int32_t numPixels, int32_t shade, uint32_t i4, uint32_t i5, uint8_t *dest){ int32_t shifter = ((256-machxbits_al) & 0x1f); uint32_t source; const uint8_t * texture = textureSetup; uint8_t bits = bitsSetup; shade = shade & 0xffffff00; numPixels++; if (!RENDER_DRAW_CEILING_AND_FLOOR) return; while (numPixels) { source = i5 >> shifter; source = shld(source,i4,bits); source = texture[source]; #if RENDER_LIMIT_PIXELS if (pixelsAllowed-- > 0) #endif *dest = globalpalwritten[shade|source]; dest--; i5 -= asm1; i4 -= asm2; numPixels--; } } static int32_t rmach_eax; static int32_t rmach_ebx; static int32_t rmach_ecx; static const uint8_t* rmach_edx; static int32_t rmach_esi; void setuprhlineasm4(int32_t i1, int32_t i2, int32_t i3, const uint8_t* i4, int32_t i5, int32_t i6) { rmach_eax = i1; rmach_ebx = i2; rmach_ecx = i3; rmach_edx = i4; rmach_esi = i5; } void rhlineasm4(int32_t i1, const uint8_t* texture, int32_t i3, uint32_t i4, uint32_t i5, uint8_t* dest) { uint32_t ebp = 0; int32_t numPixels; int32_t offset = i1 + 1; if (i1 <= 0) return; numPixels = i1; do { i3 = ((i3&0xffffff00)|(*texture)); i4 -= rmach_eax; ebp = (((i4+rmach_eax) < i4) ? -1 : 0); i5 -= rmach_ebx; if ((i5 + rmach_ebx) < i5) texture -= (rmach_ecx+1); else texture -= rmach_ecx; ebp &= rmach_esi; i1 = ((i1&0xffffff00)|rmach_edx[i3]); #if RENDER_LIMIT_PIXELS if (pixelsAllowed-- > 0) #endif dest[numPixels - offset] = (i1&0xff); texture -= ebp; numPixels--; } while (numPixels); } static int32_t rmmach_eax; static int32_t rmmach_ebx; static int32_t rmmach_ecx; static const uint8_t* rmmach_edx; static int32_t setupTileHeight; void setuprmhlineasm4(int32_t i1, int32_t i2, int32_t i3, const uint8_t* i4, int32_t tileHeight, int32_t i6) { rmmach_eax = i1; rmmach_ebx = i2; rmmach_ecx = i3; rmmach_edx = i4; setupTileHeight = tileHeight; } //FCS: ???? void rmhlineasm4(int32_t i1, const uint8_t* shade, int32_t colorIndex, int32_t i4, int32_t i5, uint8_t* dest) { uint32_t ebp = 0; int32_t numPixels; int32_t offset = i1 + 1; if (i1 <= 0) return; numPixels = i1; do { colorIndex = ((colorIndex&0xffffff00)|(*((uint8_t *)shade))); i4 -= rmmach_eax; ebp = (((i4+rmmach_eax) < i4) ? -1 : 0); i5 -= rmmach_ebx; if ((i5 + rmmach_ebx) < i5) shade -= (rmmach_ecx+1); else shade -= rmmach_ecx; ebp &= setupTileHeight; //Check if this colorIndex is the transparent color (255). if ((colorIndex&0xff) != 255) { #if RENDER_LIMIT_PIXELS if (pixelsAllowed-- > 0) #endif { i1 = ((i1&0xffffff00)|rmmach_edx[colorIndex]); dest[numPixels - offset] = (i1 & 0xff); } } shade -= ebp; numPixels--; } while (numPixels); } //Variable used to draw column. //This is how much you have to skip in the framebuffer in order to be one pixel below. static int32_t dukebytesperline; void setBytesPerLine(int32_t _dukebytesperline) { dukebytesperline = _dukebytesperline; } static uint8_t mach3_al; //FCS: RENDER TOP AND BOTTOM COLUMN int32_t prevlineasm1(int32_t i1, const uint8_t* palette, int32_t i3, int32_t i4, const uint8_t *source, uint8_t *dest) { if (i3 == 0) { if (!RENDER_DRAW_TOP_AND_BOTTOM_COLUMN) return 0; i1 += i4; i4 = ((uint32_t)i4) >> mach3_al; i4 = (i4&0xffffff00) | source[i4]; #if RENDER_LIMIT_PIXELS if (pixelsAllowed-- > 0) #endif *dest = palette[i4]; return i1; } else { return vlineasm1(i1,palette,i3,i4,source,dest); } } //FCS: This is used to draw wall border vertical lines int32_t vlineasm1(int32_t vince, const uint8_t* palookupoffse, int32_t numPixels, int32_t vplce, const uint8_t* texture, uint8_t* dest) { uint32_t temp; if (!RENDER_DRAW_WALL_BORDERS) return vplce; numPixels++; while (numPixels) { temp = ((uint32_t)vplce) >> mach3_al; temp = texture[temp]; #if RENDER_LIMIT_PIXELS if (pixelsAllowed-- > 0) #endif *dest = palookupoffse[temp]; vplce += vince; dest += dukebytesperline; numPixels--; } return vplce; } int32_t tvlineasm1(int32_t i1, const uint8_t *texture, int32_t numPixels, int32_t i4, const uint8_t *source, uint8_t *dest) { uint8_t shiftValue = (globalshiftval & 0x1f); numPixels++; while (numPixels) { uint32_t temp = i4; temp >>= shiftValue; temp = source[temp]; //255 is the index for transparent color index. Skip drawing this pixel. if (temp != 255) { uint16_t colorIndex; colorIndex = texture[temp]; colorIndex |= ((*dest)<<8); if (transrev) colorIndex = ((colorIndex>>8)|(colorIndex<<8)); #if RENDER_LIMIT_PIXELS if (pixelsAllowed-- > 0) #endif *dest = transluc[colorIndex]; } i4 += i1; //We are drawing a column ?! dest += dukebytesperline; numPixels--; } return i4; } /* tvlineasm1 */ static uint8_t tran2shr; static const uint8_t* tran2pal_ebx; static const uint8_t* tran2pal_ecx; void setuptvlineasm2(int32_t i1, const uint8_t* i2, const uint8_t* i3) { tran2shr = (i1&0x1f); tran2pal_ebx = i2; tran2pal_ecx = i3; } /* */ void tvlineasm2(uint32_t i1, uint32_t i2, uintptr_t i3, uintptr_t i4, uint32_t i5, uintptr_t i6) { uint32_t ebp = i1; uint32_t tran2inca = i2; uint32_t tran2incb = asm1; uintptr_t tran2bufa = i3; uintptr_t tran2bufb = i4; uintptr_t tran2edi = asm2; uintptr_t tran2edi1 = asm2 + 1; i6 -= asm2; do { i1 = i5 >> tran2shr; i2 = ebp >> tran2shr; i5 += tran2inca; ebp += tran2incb; i3 = ((uint8_t *)tran2bufa)[i1]; i4 = ((uint8_t *)tran2bufb)[i2]; if (i3 == 255) { // skipdraw1 if (i4 != 255) { // skipdraw3 uint16_t val; val = tran2pal_ecx[i4]; val |= (((uint8_t *)i6)[tran2edi1]<<8); if (transrev) val = ((val>>8)|(val<<8)); #if RENDER_LIMIT_PIXELS if (pixelsAllowed-- > 0) #endif ((uint8_t *)i6)[tran2edi1] = transluc[val]; } } else if (i4 == 255) { // skipdraw2 uint16_t val; val = tran2pal_ebx[i3]; val |= (((uint8_t *)i6)[tran2edi]<<8); if (transrev) val = ((val>>8)|(val<<8)); #if RENDER_LIMIT_PIXELS if (pixelsAllowed-- > 0) #endif ((uint8_t *)i6)[tran2edi] = transluc[val]; } else { uint16_t l = ((uint8_t *)i6)[tran2edi]<<8; uint16_t r = ((uint8_t *)i6)[tran2edi1]<<8; l |= tran2pal_ebx[i3]; r |= tran2pal_ecx[i4]; if (transrev) { l = ((l>>8)|(l<<8)); r = ((r>>8)|(r<<8)); } #if RENDER_LIMIT_PIXELS if (pixelsAllowed-- > 0) #endif { ((uint8_t *)i6)[tran2edi] = transluc[l]; ((uint8_t *)i6)[tran2edi1] =transluc[r]; #if RENDER_LIMIT_PIXELS pixelsAllowed--; #endif } } i6 += dukebytesperline; } while (i6 > i6 - dukebytesperline); asm1 = i5; asm2 = ebp; } static uint8_t machmv; int32_t mvlineasm1(int32_t vince, const uint8_t* palookupoffse, int32_t i3, int32_t vplce, const uint8_t* texture, uint8_t *dest) { uint32_t temp; for(;i3>=0;i3--) { temp = ((uint32_t)vplce) >> machmv; temp = texture[temp]; if (temp != 255) { #if RENDER_LIMIT_PIXELS if (pixelsAllowed-- > 0) #endif *dest = palookupoffse[temp]; } vplce += vince; dest += dukebytesperline; } return vplce; } void setupvlineasm(int32_t i1) { mach3_al = (i1&0x1f); } //FCS This is used to fill the inside of a wall (so it draws VERTICAL column, always). void vlineasm4(int32_t columnIndex, uint8_t* framebuffer) { if (!RENDER_DRAW_WALL_INSIDE) return; int i; uint32_t temp; uint32_t index = 0; uint32_t length = ylookup[columnIndex]; do { for (i = 0; i < 4; i++) { temp = ((uint32_t)vplce[i]) >> mach3_al; temp = (((uint8_t*)(bufplce[i]))[temp]); #if RENDER_LIMIT_PIXELS if (pixelsAllowed-- > 0) #endif framebuffer[index + i] = palookupoffse[i][temp]; vplce[i] += vince[i]; } index += dukebytesperline; } while (index < length); } void setupmvlineasm(int32_t i1) { //Only keep 5 first bits machmv = (i1&0x1f); } void mvlineasm4(int32_t columnIndex, uint8_t* framebuffer) { int i; uint32_t temp; uint32_t index = 0; uint32_t length = ylookup[columnIndex]; do { #if RENDER_LIMIT_PIXELS if (pixelsAllowed <= 0) return; #endif for (i = 0; i < 4; i++) { temp = ((uint32_t)vplce[i]) >> machmv; temp = (((uint8_t *)(bufplce[i]))[temp]); if (temp != 255) { #if RENDER_LIMIT_PIXELS if (pixelsAllowed-- > 0) #endif framebuffer[index+i] = palookupoffse[i][temp]; } vplce[i] += vince[i]; } index += dukebytesperline; } while (index < length); } /* END --------------- WALLS RENDERING METHOD (USED TO BE HIGHLY OPTIMIZED ASSEMBLY) ----------------------------*/ /* --------------- SPRITE RENDERING METHOD (USED TO BE HIGHLY OPTIMIZED ASSEMBLY) ----------------------------*/ const uint8_t * tspal; uint32_t tsmach_eax1; uint32_t adder; uint32_t tsmach_eax3; uint32_t tsmach_ecx; void tsetupspritevline(const uint8_t * palette, int32_t i2, int32_t i3, int32_t i4, int32_t i5) { tspal = palette; tsmach_eax1 = i5 << 16; adder = (i5 >> 16) + i2; tsmach_eax3 = adder + i4; tsmach_ecx = i3; } /* FCS: Draw a sprite vertical line of pixels. */ void DrawSpriteVerticalLine(int32_t i2, int32_t numPixels, uint32_t i4, const uint8_t * texture, uint8_t * dest) { uint8_t colorIndex; while (numPixels) { numPixels--; if (numPixels != 0) { i4 += tsmach_ecx; if (i4 < (i4 - tsmach_ecx)) adder = tsmach_eax3; colorIndex = *texture; i2 += tsmach_eax1; if (i2 < (i2 - tsmach_eax1)) texture++; texture += adder; //255 is the index of the transparent color: Do not draw it. if (colorIndex != 255) { uint16_t val; val = tspal[colorIndex]; val |= (*dest)<<8; if (transrev) val = ((val>>8)|(val<<8)); colorIndex = transluc[val]; #if RENDER_LIMIT_PIXELS if (pixelsAllowed-- > 0) #endif *dest = colorIndex; } //Move down one pixel on the framebuffer dest += dukebytesperline; } } } /* END--------------- SPRITE RENDERING METHOD (USED TO BE HIGHLY OPTIMIZED ASSEMBLY) ----------------------------*/ /* --------------- FLOOR/CEILING RENDERING METHOD (USED TO BE HIGHLY OPTIMIZED ASSEMBLY) ----------------------------*/ void settrans(int32_t type){ transrev = type; } static uint8_t * textureData; static uint8_t * mmach_asm3; static int32_t mmach_asm1; static int32_t mmach_asm2; void mhline(uint8_t * texture, int32_t i2, int32_t numPixels, int32_t i4, int32_t i5, uint8_t* dest) { textureData = texture; mmach_asm3 = asm3; mmach_asm1 = asm1; mmach_asm2 = asm2; mhlineskipmodify(i2,numPixels>>16,i5,dest); } static uint8_t mshift_al = 26; static uint8_t mshift_bl = 6; void mhlineskipmodify( uint32_t i2, int32_t numPixels, int32_t i5, uint8_t* dest) { uint32_t ebx; int32_t colorIndex; while (numPixels >= 0) { ebx = i2 >> mshift_al; ebx = shld (ebx, (uint32_t)i5, mshift_bl); colorIndex = textureData[ebx]; //Skip transparent color. if ((colorIndex&0xff) != 0xff){ #if RENDER_LIMIT_PIXELS if (pixelsAllowed-- > 0) #endif *dest = mmach_asm3[colorIndex]; } i2 += mmach_asm1; i5 += mmach_asm2; dest++; numPixels--; } } void msethlineshift(int32_t i1, int32_t i2) { i1 = 256-i1; mshift_al = (i1&0x1f); mshift_bl = (i2&0x1f); } /* msethlineshift */ static uint8_t * tmach_eax; static uint8_t * tmach_asm3; static int32_t tmach_asm1; static int32_t tmach_asm2; void thline(uint8_t * i1, int32_t i2, int32_t i3, int32_t i4, int32_t i5, uint8_t * i6) { tmach_eax = i1; tmach_asm3 = asm3; tmach_asm1 = asm1; tmach_asm2 = asm2; thlineskipmodify(asm2,i2,i3,i4,i5,i6); } static uint8_t tshift_al = 26; static uint8_t tshift_bl = 6; void thlineskipmodify(int32_t i1, uint32_t i2, uint32_t i3, int32_t i4, int32_t i5, uint8_t * i6) { uint32_t ebx; int counter = (i3>>16); while (counter >= 0) { ebx = i2 >> tshift_al; ebx = shld (ebx, (uint32_t)i5, tshift_bl); i1 = tmach_eax[ebx]; if ((i1&0xff) != 0xff) { uint16_t val = tmach_asm3[i1]; val |= (*i6)<<8; if (transrev) val = ((val>>8)|(val<<8)); #if RENDER_LIMIT_PIXELS if (pixelsAllowed-- > 0) #endif *i6 = transluc[val]; } i2 += tmach_asm1; i5 += tmach_asm2; i6++; counter--; } } void tsethlineshift(int32_t i1, int32_t i2) { i1 = 256-i1; tshift_al = (i1&0x1f); tshift_bl = (i2&0x1f); } static intptr_t slopemach_ebx; static int32_t slopemach_ecx; static int32_t slopemach_edx; static uint8_t slopemach_ah1; static uint8_t slopemach_ah2; static float asm2_f; typedef union { unsigned int i; float f; } bitwisef2i; void setupslopevlin(int32_t i1, intptr_t i2, int32_t i3) { bitwisef2i c; slopemach_ebx = i2; slopemach_ecx = i3; slopemach_edx = (1<<(i1&0x1f)) - 1; slopemach_edx <<= ((i1&0x1f00)>>8); slopemach_ah1 = 32-((i1&0x1f00)>>8); slopemach_ah2 = (slopemach_ah1 - (i1&0x1f)) & 0x1f; c.f = asm2_f = (float)asm1; asm2 = c.i; } extern int32_t reciptable[2048]; extern int32_t globalx3, globaly3; extern int32_t fpuasm; #define low32(a) (((a)&0xffffffff)) #define high32(a) ((int)(((int64_t)(a)&(int64_t)0xffffffff00000000)>>32)) //FCS: Render RENDER_SLOPPED_CEILING_AND_FLOOR void slopevlin(intptr_t i1, uint32_t i2, intptr_t* i3, uint32_t index, int32_t i4, int32_t i5, int32_t i6) { bitwisef2i c; uintptr_t ecx, eax, ebx, edx, esi; uint32_t edi; //This is so bad to cast asm3 to int then float :( !!! float a = (float)(int32_t) asm3 + asm2_f; i1 -= slopemach_ecx; esi = i5 + low32((int64_t)globalx3 * (int64_t)(i2<<3)); edi = i6 + low32((int64_t)globaly3 * (int64_t)(i2<<3)); ebx = i4; if (!RENDER_SLOPPED_CEILING_AND_FLOOR) return; do { // ------------- // All this is calculating a fixed point approx. of 1/a c.f = a; fpuasm = eax = c.i; edx = (((int32_t)eax) < 0) ? 0xffffffff : 0; eax = eax << 1; ecx = (eax>>24); // exponent eax = ((eax&0xffe000)>>11); ecx = ((ecx&0xffffff00)|((ecx-2)&0xff)); eax = reciptable[eax/4]; eax >>= (ecx&0x1f); eax ^= edx; // ------------- edx = i2; i2 = eax; eax -= edx; ecx = low32((int64_t)globalx3 * (int64_t)eax); eax = low32((int64_t)globaly3 * (int64_t)eax); a += asm2_f; asm4 = ebx; ecx = ((ecx&0xffffff00)|(ebx&0xff)); if (ebx >= 8) ecx = ((ecx&0xffffff00)|8); ebx = esi; edx = edi; while ((ecx&0xff)) { ebx >>= slopemach_ah2; esi += ecx; edx >>= slopemach_ah1; ebx &= slopemach_edx; edi += eax; i1 += slopemach_ecx; edx = ((edx&0xffffff00)|((((uint8_t *)(ebx+edx))[slopemach_ebx]))); ebx = i3[index]; index--; eax = ((eax & 0xffffff00) | (*((uint8_t*)(ebx + edx)))); ebx = esi; #if RENDER_LIMIT_PIXELS if (pixelsAllowed-- > 0) #endif *((uint8_t *)i1) = (eax&0xff); edx = edi; ecx = ((ecx&0xffffff00)|((ecx-1)&0xff)); } ebx = asm4; ebx -= 8; // BITSOFPRECISIONPOW } while ((int32_t)ebx > 0); } /* END --------------- FLOOR/CEILING RENDERING METHOD (USED TO BE HIGHLY OPTIMIZED ASSEMBLY) ----------------------------*/