ref: 9d060d1693eb979144aff6e8f96386e7bec74e40
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" uint32_t pixelsAllowed = 10000000000; 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 int32_t asm2; extern uint8_t *asm3; extern int32_t asm4; static uint8_t machxbits_al; static uint8_t bitsSetup; static uint8_t * textureSetup; void sethlinesizes(int32_t i1, int32_t _bits, 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; 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 (pixelsAllowed-- > 0) *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 int32_t rmach_edx; static int32_t rmach_esi; void setuprhlineasm4(int32_t i1, int32_t i2, int32_t i3, int32_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, uint8_t* texture, int32_t i3, uint32_t i4, uint32_t i5, int32_t dest) { uint32_t ebp = dest - i1; uint32_t rmach6b = ebp-1; int32_t numPixels; 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)|(((uint8_t *)i3)[rmach_edx])); if (pixelsAllowed-- > 0) ((uint8_t *)rmach6b)[numPixels] = (i1&0xff); texture -= ebp; numPixels--; } while (numPixels); } static int32_t rmmach_eax; static int32_t rmmach_ebx; static int32_t rmmach_ecx; static int32_t rmmach_edx; static int32_t setupTileHeight; void setuprmhlineasm4(int32_t i1, int32_t i2, int32_t i3, int32_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, int32_t shade, int32_t colorIndex, int32_t i4, int32_t i5, int32_t dest) { uint32_t ebp = dest - i1; uint32_t rmach6b = ebp-1; int32_t numPixels; 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 (pixelsAllowed-- > 0) { i1 = ((i1&0xffffff00)|(((uint8_t *)colorIndex)[rmmach_edx])); ((uint8_t *)rmach6b)[numPixels] = (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 bytesperline; void setBytesPerLine(int32_t _bytesperline) { bytesperline = _bytesperline; } static uint8_t mach3_al; //FCS: RENDER TOP AND BOTTOM COLUMN int32_t prevlineasm1(int32_t i1, uint8_t* palette, int32_t i3, int32_t i4, 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 (pixelsAllowed-- > 0) *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, uint8_t* palookupoffse, int32_t numPixels, int32_t vplce, 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 (pixelsAllowed-- > 0) *dest = palookupoffse[temp]; vplce += vince; dest += bytesperline; numPixels--; } return vplce; } int32_t tvlineasm1(int32_t i1, uint8_t * texture, int32_t numPixels, int32_t i4, 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 (pixelsAllowed-- > 0) *dest = transluc[colorIndex]; } i4 += i1; //We are drawing a column ?! dest += bytesperline; numPixels--; } return i4; } /* tvlineasm1 */ static uint8_t tran2shr; static uint32_t tran2pal_ebx; static uint32_t tran2pal_ecx; void setuptvlineasm2(int32_t i1, int32_t i2, int32_t i3) { tran2shr = (i1&0x1f); tran2pal_ebx = i2; tran2pal_ecx = i3; } /* */ void tvlineasm2(uint32_t i1, uint32_t i2, uint32_t i3, uint32_t i4, uint32_t i5, uint32_t i6) { uint32_t ebp = i1; uint32_t tran2inca = i2; uint32_t tran2incb = asm1; uint32_t tran2bufa = i3; uint32_t tran2bufb = i4; uint32_t tran2edi = asm2; uint32_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 = ((uint8_t *)tran2pal_ecx)[i4]; val |= (((uint8_t *)i6)[tran2edi1]<<8); if (transrev) val = ((val>>8)|(val<<8)); if (pixelsAllowed-- > 0) ((uint8_t *)i6)[tran2edi1] = transluc[val]; } } else if (i4 == 255) { // skipdraw2 uint16_t val; val = ((uint8_t *)tran2pal_ebx)[i3]; val |= (((uint8_t *)i6)[tran2edi]<<8); if (transrev) val = ((val>>8)|(val<<8)); if (pixelsAllowed-- > 0) ((uint8_t *)i6)[tran2edi] = transluc[val]; } else { uint16_t l = ((uint8_t *)i6)[tran2edi]<<8; uint16_t r = ((uint8_t *)i6)[tran2edi1]<<8; l |= ((uint8_t *)tran2pal_ebx)[i3]; r |= ((uint8_t *)tran2pal_ecx)[i4]; if (transrev) { l = ((l>>8)|(l<<8)); r = ((r>>8)|(r<<8)); } if (pixelsAllowed-- > 0) { ((uint8_t *)i6)[tran2edi] = transluc[l]; ((uint8_t *)i6)[tran2edi1] =transluc[r]; pixelsAllowed--; } } i6 += bytesperline; } while (i6 > i6 - bytesperline); asm1 = i5; asm2 = ebp; } static uint8_t machmv; int32_t mvlineasm1(int32_t vince, uint8_t* palookupoffse, int32_t i3, int32_t vplce, 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 (pixelsAllowed-- > 0) *dest = palookupoffse[temp]; } vplce += vince; dest += bytesperline; } 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, int32_t framebuffer) { if (!RENDER_DRAW_WALL_INSIDE) return ; { int i; uint32_t temp; uint32_t index = (framebuffer + ylookup[columnIndex]); uint8_t *dest= (uint8_t *)(-ylookup[columnIndex]); //uint8_t *dest= (uint8_t *)framebuffer; //uint32_t index = 0; do { for (i = 0; i < 4; i++) { temp = ((uint32_t)vplce[i]) >> mach3_al; temp = (((uint8_t *)(bufplce[i]))[temp]); if (pixelsAllowed-- > 0) dest[index+i] = palookupoffse [i] [temp]; vplce[i] += vince[i]; } dest += bytesperline; } while (((uint32_t)dest - bytesperline) < ((uint32_t)dest)); } } void setupmvlineasm(int32_t i1) { //Only keep 5 first bits machmv = (i1&0x1f); } void mvlineasm4(int32_t column, int32_t framebufferOffset) { int i; uint32_t temp; uint32_t index = (framebufferOffset + ylookup[column]); uint8_t *dest = (uint8_t *)(-ylookup[column]); do { if (pixelsAllowed <= 0) return; for (i = 0; i < 4; i++) { temp = ((uint32_t)vplce[i]) >> machmv; temp = (((uint8_t *)(bufplce[i]))[temp]); if (temp != 255) { if (pixelsAllowed-- > 0) dest[index+i] = palookupoffse[i][temp]; } vplce[i] += vince[i]; } dest += bytesperline; } while (((uint32_t)dest - bytesperline) < ((uint32_t)dest)); } /* END --------------- WALLS RENDERING METHOD (USED TO BE HIGHLY OPTIMIZED ASSEMBLY) ----------------------------*/ /* --------------- SPRITE RENDERING METHOD (USED TO BE HIGHLY OPTIMIZED ASSEMBLY) ----------------------------*/ static int32_t spal_eax; static int32_t smach_eax; static int32_t smach2_eax; static int32_t smach5_eax; static int32_t smach_ecx; void setupspritevline(int32_t i1, int32_t i2, int32_t i3, int32_t i4, int32_t i5, int32_t i6) { spal_eax = i1; smach_eax = (i5<<16); smach2_eax = (i5>>16)+i2; smach5_eax = smach2_eax + i4; smach_ecx = i3; } void spritevline(int32_t i1, uint32_t i2, int32_t i3, uint32_t i4, uint8_t* source, uint8_t* dest) { setup: i2 += smach_eax; i1 = (i1&0xffffff00) | (*source&0xff); if ((i2 - smach_eax) > i2) source += smach2_eax + 1; else source += smach2_eax; while(1) { i1 = (i1&0xffffff00) | (((uint8_t *)spal_eax)[i1]&0xff); if (pixelsAllowed-- > 0) *dest = i1; dest += bytesperline; i4 += smach_ecx; i4--; if (!((i4 - smach_ecx) > i4) && i4 != 0) goto setup; if (i4 == 0) return; i2 += smach_eax; i1 = (i1&0xffffff00) | (*source&0xff); if ((i2 - smach_eax) > i2) source += smach5_eax + 1; else source += smach5_eax; } } static int32_t mspal_eax; static int32_t msmach_eax; static int32_t msmach2_eax; static int32_t msmach5_eax; static int32_t msmach_ecx; void msetupspritevline(int32_t i1, int32_t i2, int32_t i3, int32_t i4, int32_t i5, int32_t i6) { mspal_eax = i1; msmach_eax = (i5<<16); msmach2_eax = (i5>>16)+i2; msmach5_eax = smach2_eax + i4; msmach_ecx = i3; } void mspritevline(int32_t colorIndex, int32_t i2, int32_t i3, int32_t i4, uint8_t * source, uint8_t * dest) { setup: i2 += smach_eax; colorIndex = (colorIndex&0xffffff00) | (*source&0xff); if ((i2 - smach_eax) > i2) source += smach2_eax + 1; else source += smach2_eax; while(1){ //Skip transparent pixels (index=255) if ((colorIndex&0xff) != 255) { colorIndex = (colorIndex&0xffffff00) | (((uint8_t *)spal_eax)[colorIndex]&0xff); if (pixelsAllowed-- > 0) *dest = colorIndex; } dest += bytesperline; i4 += smach_ecx; i4--; if (!((i4 - smach_ecx) > i4) && i4 != 0) goto setup; if (i4 == 0) return; i2 += smach_eax; colorIndex = (colorIndex&0xffffff00) | (*source&0xff); if ((i2 - smach_eax) > i2) source += smach5_eax + 1; else source += smach5_eax; } } uint8_t * tspal; uint32_t tsmach_eax1; uint32_t adder; uint32_t tsmach_eax3; uint32_t tsmach_ecx; void tsetupspritevline(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, 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 (pixelsAllowed-- > 0) *dest = colorIndex; } //Move down one pixel on the framebuffer dest += bytesperline; } } } /* 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 (pixelsAllowed-- > 0) *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 (pixelsAllowed-- > 0) *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 int32_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, int32_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)a&(__int64)0xffffffff00000000)>>32)) //FCS: Render RENDER_SLOPPED_CEILING_AND_FLOOR void slopevlin(int32_t i1, uint32_t i2, int32_t i3, int32_t i4, int32_t i5, int32_t i6) { bitwisef2i c; uint32_t ecx,eax,ebx,edx,esi,edi; #pragma 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)globalx3 * (__int64)(i2<<3)); edi = i6 + low32((__int64)globaly3 * (__int64)(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)globalx3 * (__int64)eax); eax = low32((__int64)globaly3 * (__int64)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 = *((uint32_t*)i3); // register trickery i3 -= 4; eax = ((eax&0xffffff00)|(*((uint8_t *)(ebx+edx)))); ebx = esi; if (pixelsAllowed-- > 0) *((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) ----------------------------*/