.386 .MODEL small INCLUDE defs.inc ;============================================================================ ; ; unwound vertical scaling code ; ; eax light table pointer, 0 lowbyte overwritten ; ebx all 0, low byte overwritten ; ecx fractional step value ; edx fractional scale value ; esi start of source pixels ; edi bottom pixel in screenbuffer to blit into ; ; ebx should be set to 0 0 0 dh to feed the pipeline ; ; The graphics wrap vertically at 128 pixels ;============================================================================ .DATA EXTRN _centery:DWORD SCALEDEFINE MACRO number dd vscale&number ENDM ALIGN 4 scalecalls LABEL LINE = 0 REPT SCREENHEIGHT+1 SCALEDEFINE %LINE LINE = LINE+1 ENDM ;================================= .CODE ;================ ; ; R_DrawColumn ; ;================ PROC R_DrawColumn_ PUBLIC R_DrawColumn_ PUSHR mov ebp,[_dc_yh] mov ebx,ebp mov edi,[_ylookup+ebx*4] mov ebx,[_dc_x] add edi,[_columnofs + ebx*4] mov eax,[_dc_yl] sub ebp,eax ; ebp = pixel count or ebp,ebp js done mov ecx,[_dc_iscale] sub eax,[_centery] imul ecx mov edx,[_dc_texturemid] add edx,eax shl edx,9 ; 7 significant bits, 25 frac shl ecx,9 ; 7 significant bits, 25 frac mov esi,[_dc_source] mov eax,[_dc_colormap] xor ebx,ebx shld ebx,edx,7 ; get address of first location call [scalecalls+4+ebp*4] done: POPR ret ;============ HIGH DETAIL ============ SCALELABEL MACRO number vscale&number: ENDM LINE = SCREENHEIGHT REPT SCREENHEIGHT-1 SCALELABEL %LINE mov al,[esi+ebx] ; get source pixel add edx,ecx ; calculate next location mov al,[eax] ; translate the color ; xor ebx,ebx ; shld ebx,edx,7 ; get address of next location mov ebx,edx shr ebx,25 mov [edi-(LINE-1)*SCREENWIDTH],al ; draw a pixel to the buffer LINE = LINE-1 ENDM vscale1: mov al,[esi+ebx] mov al,[eax] mov [edi],al vscale0: ret ENDP ;============================================================================ ; ; unwound horizontal texture mapping code ; ; eax lighttable ; ebx scratch register ; ecx position 6.10 bits x, 6.10 bits y ; edx step 6.10 bits x, 6.10 bits y ; esi start of block ; edi dest ; ebp fff to mask bx ; ; ebp should by preset from ebx / ecx before calling ;============================================================================ OP_SHLD = 0fh .DATA MAPDEFINE MACRO number dd hmap&number ENDM ALIGN 4 mapcalls LABEL LINE = 0 REPT SCREENWIDTH+1 MAPDEFINE %LINE LINE = LINE+1 ENDM callpoint dd 0 returnpoint dd 0 .CODE ;================ ; ; R_DrawSpan ; ; Horizontal texture mapping ; ;================ PROC R_DrawSpan_ PUBLIC R_DrawSpan_ PUSHR IFE SKIPPRIMITIVES mov eax,[_ds_x1] mov ebx,[_ds_x2] mov eax,[mapcalls+eax*4] mov [callpoint],eax ; spot to jump into unwound mov eax,[mapcalls+4+ebx*4] mov [returnpoint],eax ; spot to patch a ret at mov BYTE PTR [eax], OP_RET ; ; build composite position ; mov ecx,[_ds_xfrac] shl ecx,10 and ecx,0ffff0000h mov eax,[_ds_yfrac] shr eax,6 and eax,0ffffh or ecx,eax ; ; build composite step ; mov edx,[_ds_xstep] shl edx,10 and edx,0ffff0000h mov eax,[_ds_ystep] shr eax,6 and eax,0ffffh or edx,eax mov esi,[_ds_source] mov edi,[_ds_y] mov edi,[_ylookup+edi*4] add edi,[_columnofs] mov eax,[_ds_colormap] ; ; feed the pipeline and jump in ; mov ebp,0fffh ; used to mask off slop high bits from position shld ebx,ecx,22 ; shift y units in shld ebx,ecx,6 ; shift x units in and ebx,ebp ; mask off slop bits call [callpoint] mov ebx,[returnpoint] mov BYTE PTR [ebx],OP_MOVAL ; remove the ret patched in ENDIF POPR ret ;============= HIGH DETAIL ============ .CODE MAPLABEL MACRO number hmap&number: ENDM LINE = 0 PCOL = 0 REPT SCREENWIDTH/4 PLANE = 0 REPT 4 MAPLABEL %LINE LINE = LINE + 1 mov al,[esi+ebx] ; get source pixel shld ebx,ecx,22 ; shift y units in shld ebx,ecx,6 ; shift x units in mov al,[eax] ; translate color and ebx,ebp ; mask off slop bits add ecx,edx ; position += step mov [edi+PLANE+PCOL*4],al ; write pixel PLANE = PLANE + 1 ENDM PCOL = PCOL + 1 ENDM hmap320: ret ENDP END