Fixed major bug in TranslatePoint (was accidently loading a value to edx

instead of edi).

Failed to get anything comprehendible on screen.
This commit is contained in:
Steven Fuller 2001-08-08 15:49:59 +00:00 committed by Patryk Obara
parent 9e5b7f430d
commit a113617c02
6 changed files with 62 additions and 128 deletions

View file

@ -1,7 +1,7 @@
CC = gcc
NASM = nasm
CFLAGS = -g -Wall -pipe -Dengine=1 -I. -Iinclude -Iwin95 -Iavp -Iavp/win95 -Iavp/support -Iavp/win95/frontend -Iavp/win95/gadgets
CFLAGS = -g -Wall -pipe -O2 -Dengine=1 -I. -Iinclude -Iwin95 -Iavp -Iavp/win95 -Iavp/support -Iavp/win95/frontend -Iavp/win95/gadgets
CXXFLAGS = $(CFLAGS)
LDLIBS = -lm # /home/relnev/ElectricFence-2.2.2/libefence.a

View file

@ -4508,7 +4508,7 @@ static void TranslatePoint(float *source, float *dest, float *matrix)
/* Moved to a separate file because I can't figure out the damn syntax! */
__asm__("call TranslatePoint_Asm \n\t"
:
: "S" (source), "b" (dest), "d" (matrix)
: "S" (source), "b" (dest), "D" (matrix)
);
}

View file

@ -56,10 +56,12 @@ int InitialiseWindowsSystem()
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1, 1, -1, 1, 1, 1000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
return 0;
}

View file

@ -4,7 +4,7 @@ SECTION .text
GLOBAL TranslatePoint_Asm
; float *source, float *dest, float *matrix
; "S" (source), "b" (dest), "d" (matrix)
; "S" (source), "b" (dest), "D" (matrix)
TranslatePoint_Asm:
fld dword [esi]
fmul dword [edi]
@ -49,4 +49,3 @@ TranslatePoint_Asm:
fstp dword [ebx+8]
ret

View file

@ -543,119 +543,6 @@ typedef struct matrixch {
*/
#if 0 /* TODO if these are needed */
static void RotateVector_ASM(VECTORCH *v, MATRIXCH *m)
{
_asm
{
mov esi,v
mov edi,m
mov eax,[edi + 0]
imul DWORD PTR [esi + 0]
shrd eax,edx,16
mov ecx,eax
mov eax,[edi + 12]
imul DWORD PTR [esi + 4]
shrd eax,edx,16
add ecx,eax
mov eax,[edi + 24]
imul DWORD PTR [esi + 8]
shrd eax,edx,16
add ecx,eax
mov eax,[edi + 4]
imul DWORD PTR [esi + 0]
shrd eax,edx,16
mov ebx,eax
mov eax,[edi + 16]
imul DWORD PTR [esi + 4]
shrd eax,edx,16
add ebx,eax
mov eax,[edi + 28]
imul DWORD PTR [esi + 8]
shrd eax,edx,16
add ebx,eax
mov eax,[edi + 8]
imul DWORD PTR [esi + 0]
shrd eax,edx,16
mov ebp,eax
mov eax,[edi + 20]
imul DWORD PTR [esi + 4]
shrd eax,edx,16
add ebp,eax
mov eax,[edi + 32]
imul DWORD PTR [esi + 8]
shrd eax,edx,16
add ebp,eax
mov [esi + 0],ecx
mov [esi + 4],ebx
mov [esi + 8],ebp
}
}
/*
Here is the same function, this time copying the result to a second vector
*/
static void RotateAndCopyVector_ASM(VECTORCH *v1, VECTORCH *v2, MATRIXCH *m)
{
_asm
{
mov esi,v1
mov edi,m
mov eax,[edi + 0]
imul DWORD PTR [esi + 0]
shrd eax,edx,16
mov ecx,eax
mov eax,[edi + 12]
imul DWORD PTR [esi + 4]
shrd eax,edx,16
add ecx,eax
mov eax,[edi + 24]
imul DWORD PTR [esi + 8]
shrd eax,edx,16
add ecx,eax
mov eax,[edi + 4]
imul DWORD PTR [esi + 0]
shrd eax,edx,16
mov ebx,eax
mov eax,[edi + 16]
imul DWORD PTR [esi + 4]
shrd eax,edx,16
add ebx,eax
mov eax,[edi + 28]
imul DWORD PTR [esi + 8]
shrd eax,edx,16
add ebx,eax
mov eax,[edi + 8]
imul DWORD PTR [esi + 0]
shrd eax,edx,16
mov ebp,eax
mov eax,[edi + 20]
imul DWORD PTR [esi + 4]
shrd eax,edx,16
add ebp,eax
mov eax,[edi + 32]
imul DWORD PTR [esi + 8]
shrd eax,edx,16
add ebp,eax
mov edx,v2
mov [edx + 0],ecx
mov [edx + 4],ebx
mov [edx + 8],ebp
}
}
#endif
/*
Square Root

View file

@ -30,6 +30,9 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
int texoffset;
void *TextureHandle;
int i;
GLfloat ZNear, zvalue;
ZNear = (GLfloat) (Global_VDB_Ptr->VDB_ClipZ * GlobalScale);
texoffset = inputPolyPtr->PolyColour & ClrTxDefn;
if (texoffset) {
@ -41,7 +44,34 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
fprintf(stderr, "D3D_ZBufferedGouraudTexturedPolygon_Output(%p, %p)\n", inputPolyPtr, renderVerticesPtr);
fprintf(stderr, "\tRenderPolygon.NumberOfVertices = %d\n", RenderPolygon.NumberOfVertices);
fprintf(stderr, "\ttexoffset = %d (ptr = %p)\n", texoffset, texoffset ? (void *)ImageHeaderArray[texoffset].D3DHandle : CurrTextureHandle);
switch(RenderPolygon.TranslucencyMode)
{
case TRANSLUCENCY_OFF:
glBlendFunc(GL_ONE, GL_ZERO);
break;
case TRANSLUCENCY_NORMAL:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case TRANSLUCENCY_COLOUR:
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
break;
case TRANSLUCENCY_INVCOLOUR:
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
break;
case TRANSLUCENCY_GLOWING:
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
case TRANSLUCENCY_DARKENINGCOLOUR:
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
break;
case TRANSLUCENCY_JUSTSETZ:
glBlendFunc(GL_ZERO, GL_ONE);
break;
default:
fprintf(stderr, "RenderPolygon.TranslucencyMode: invalid %d\n", RenderPolygon.TranslucencyMode);
}
glBegin(GL_POLYGON);
for (i = 0; i < RenderPolygon.NumberOfVertices; i++) {
GLfloat x, y, z;
@ -49,14 +79,30 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
RENDERVERTEX *vertices = &renderVerticesPtr[i];
/* this is just random garbage */
// x1 = (vertices->X*(Global_VDB_Ptr->VDB_ProjX+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreX;
// y1 = (vertices->Y*(Global_VDB_Ptr->VDB_ProjY+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreY;
x = vertices->X;
y = vertices->Y;
x = x/32768.0;
y = y/32768.0;
z = -1+-1.0f/vertices->Z;
x1 = (vertices->X*(Global_VDB_Ptr->VDB_ProjX+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreX;
y1 = (vertices->Y*(Global_VDB_Ptr->VDB_ProjY+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreY;
// x = vertices->X;
// y = vertices->Y;
x = x1;
y = y1;
// x = x/32768.0;
// y = y/32768.0;
// x = (x - 32768.0)/32768.0;
// y = (y - 32768.0)/32768.0;
x = (x - 320.0)/320.0;
y = (y - 240.0)/240.0;
// z = vertices->Z*16;
// z = -z/65536;
zvalue = vertices->Z+HeadUpDisplayZOffset;
zvalue = 1.0f - ZNear/zvalue;
z = -zvalue;
// x *= 16.0;
// y *= 16.0;
// z *= 16.0;
glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A);
glVertex3f(x, y, z);