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Amiga ACS 1998 #6
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amigaacscoverdisc1998-061998.iso
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games
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descent
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3d
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3d.inc
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1998-06-08
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;THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
;SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
;END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
;ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
;IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
;SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
;FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
;CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
;AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
;COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
;
; $Source: f:/miner/source/3d/rcs/3d.inc $
; $Revision: 1.30 $
; $Author: matt $
; $Date: 1995/02/09 22:00:50 $
;
; Header file for 3d library
;
; $Log: 3d.inc $
; Revision 1.30 1995/02/09 22:00:50 matt
; Removed dependence on divide overflow handler; we now check for overflow
; before dividing. This fixed problems on some TI chips.
;
; Revision 1.29 1994/11/11 19:22:15 matt
; Added new function, g3_calc_point_depth()
;
; Revision 1.28 1994/09/09 14:24:13 matt
; Added support for glowing textures, to add engine glow to Descent.
;
; Revision 1.27 1994/09/01 10:42:26 matt
; Blob routine, renamed g3_draw_bitmap(), now takes seperate 3d width & height.
;
; Revision 1.26 1994/07/29 18:15:53 matt
; Added instance by angles, and corrected parms for g3_init()
;
; Revision 1.25 1994/07/25 00:00:01 matt
; Made 3d no longer deal with point numbers, but only with pointers.
;
; Revision 1.24 1994/07/22 17:57:57 matt
; Changed the name of the rod functions, and took out some debugging code
;
; Revision 1.23 1994/06/07 16:49:35 matt
; Made interpreter take lighting value as parm, rather than in global var
;
; Revision 1.22 1994/05/31 18:35:19 matt
; Added light value to g3_draw_facing_bitmap()
;
; Revision 1.21 1994/05/30 22:48:15 matt
; Added support for morph effect
;
; Revision 1.20 1994/05/30 11:36:25 matt
; Added g3_set_special_render() to allow a user to specify functions to
; call for 2d draws.
;
; Revision 1.19 1994/05/19 21:46:30 matt
; Moved texture lighting out of 3d and into the game
;
; Revision 1.18 1994/04/19 18:26:41 matt
; Added g3_draw_sphere() function.
;
; Revision 1.17 1994/03/25 18:22:39 matt
; g3_draw_polygon_model() now takes ptr to list of angles
;
; Revision 1.16 1994/03/15 21:23:14 matt
; Added interpreter functions
;
; Revision 1.15 1994/02/15 17:37:35 matt
; New function, g3_draw_blob()
;
; Revision 1.14 1994/02/10 18:00:10 matt
; Changed 'if DEBUG_ON' to 'ifndef NDEBUG'
;
; Revision 1.13 1994/02/09 11:47:34 matt
; Added rod & delta point functions
;
; Revision 1.12 1994/01/26 12:38:20 matt
; Added function g3_compute_lighting_value()
;
; Revision 1.11 1994/01/24 14:08:24 matt
; Added instancing functions
;
; Revision 1.10 1994/01/22 18:22:07 matt
; New lighting stuff now done in 3d; g3_draw_tmap() takes lighting parm
;
; Revision 1.9 1994/01/20 17:21:46 matt
; New function g3_compute_sky_polygon()
;
; Revision 1.8 1994/01/14 17:21:02 matt
; Added new function g3_draw_horizon()
;
; Revision 1.6 1993/12/20 20:21:43 matt
; Added g3_point_2_vec()
;
; Revision 1.5 1993/12/05 23:47:13 matt
; Added function g3_draw_line_ptrs()
;
; Revision 1.4 1993/11/21 20:08:16 matt
; Added functions g3_rotate_point & g3_draw_object
;
; Revision 1.3 1993/11/04 18:49:42 matt
; Made g3_init() have functionality of g3_set_points(), which I killed
;
; Revision 1.2 1993/11/04 12:38:29 mike
; Add PF_LVS, flag for lighting value
;
; Revision 1.1 1993/10/29 22:20:27 matt
; Initial revision
;
;
;
ifndef _3D_INC
_3D_INC equ 1
MAX_POINTS_IN_POLY = 100
include fix.inc
include vecmat.inc
;Structures
;Stucture to store clipping codes in a word
g3s_codes STRUCT 2t
cc_or ubyte ? ;or is low byte
cc_and ubyte ? ;and is high byte
g3s_codes ENDS
;Used to store rotated points for mines. Has frame count to indictate
;if rotated, and flag to indicate if projected.
g3s_point struct
union
p3_vec vms_vector <>
struct
x fix ?
y fix ?
z fix ?
ends
xyz fix 3t DUP (?)
ends ;end of union
p3_u fix ? ;u & v for this point
p3_v fix ?
p3_l fix ?
p3_sx fix ? ;screen x & y
p3_sy fix ?
p3_codes db ? ;clipping codes
p3_flags db ? ;projected?
p3_pad dw ? ;keep longword aligned
g3s_point ends
;Flags
;for g3_flags field of g3s_point
PF_PROJECTED equ 1 ;has been projected
PF_OVERFLOW equ 2 ;can't project
PF_TEMP_POINT equ 4 ;created during clip
PF_UVS equ 8 ;has uv values set
PF_LVS equ 16 ;has lighting values set
;for clipping codes
CC_OFF_LEFT equ 1
CC_OFF_RIGHT equ 2
CC_OFF_BOT equ 4
CC_OFF_TOP equ 8
CC_BEHIND equ 80h
_DATA segment dword public USE32 'DATA'
;Global variables
extdef vms_vector,View_position,Matrix_scale,Window_scale
extdef vms_matrix,View_matrix,Unscaled_matrix
extf View_zoom
extd Vbuf0,Vbuf1,Num_points
extd Canvas_width,Canvas_height ;the actual width & height
extf Canv_w2,Canv_h2 ;fixed-point width,height/2
extf Vertex_list
;;extw _Frame_count
_DATA ends
_TEXT segment dword public USE32 'CODE'
;Routines
;from setup.asm
extn g3_init ;eax=point list, edx=vec list
extn g3_close ;takes nothing, ret nothing
extn g3_start_frame ;takes nothing, ret nothing
extn g3_end_frame ;takes nothing, ret nothing
;from matrix.asm
extn g3_set_view_angles ;esi=angvec,esi=pos,eax=zoom
extn g3_set_view_matrix ;esi=matrix,edi=pos,eax=zoom
;from points.asm
;;extn g3_set_points ;eax=point list, edx=vec list
extn g3_rotate_point ;edi=dest point, esi=src vec
extn g3_project_point ;esi=point
extn g3_point_2_vec ;esi=vec, eax,ebx = 2d point (shorts)
extn g3_code_point ;eax=point, fill in code, ret bl=code
extn g3_rotate_delta_x ;edi=dest vec, ebx=delta
extn g3_rotate_delta_y ;edi=dest vec, ebx=delta
extn g3_rotate_delta_z ;edi=dest vec, ebx=delta
extn g3_rotate_delta_vec ;edi=dest vec, esi=delta vec
extn g3_add_delta_vec ;eax=dest pnt, esi=src pnt, edi=delta vec. ret bl=codes
extn g3_calc_point_depth ;esi=point, ret eax=depth
extn proj_div0,proj_div1,div_overflow_handler,code_point
extn blob_div0,blob_div1,blob_overflow_handler
extn sphere_proj_div,sphere_div_overflow_handler
;from draw.asm
extn g3_draw_line ;esi,edi=points
extn g3_draw_poly ;ecx=cnt, esi=point nums, al=ret: 1 off screen, 0 drew
extn g3_check_and_draw_poly ;ecx=cnt, esi=point nums, edi=normal, al=ret: -1 not facing, 1 off screen, 0 drew
extn g3_draw_tmap ;ecx=cnt, esi=point nums, ebx=uvs, edx=bitmap, al=ret: 1 off screen, 0 drew
extn g3_check_and_draw_tmap ;ecx=cnt, esi=point nums, ebx=uvs, edx=bitmap, edi=normal, al=ret: -1 not facing, 1 off screen, 0 drew
extn g3_check_normal_facing ;esi=vec, edi=norm, ret al
;;extn g3_compute_lighting_value ;ecx=surface normal scale, esi=rotated point, ret ecx
extn g3_draw_sphere ;esi=pos (rotated), ecx=radius
extn g3_set_special_render ;eax=tmap draw, edx=flat drawer, ebx=line drawer
;from clipper.asm
extn clip_line ;esi,edi=points (ptrs)
extn free_temp_point ;esi=point (ptr)
extn clip_polygon ;esi=src list,edi=dest list,ecx=n, al=codes_or
;from objects.asm
extn g3_draw_object ;esi=pos,edi=mat,eax=size,ebx=obj_id
;from horizon.asm
extn g3_draw_horizon ;eax=sky_color, edx=ground_color
extn g3_compute_sky_polygon ;ebx=2d points, ecx=vecs
;from instance.asm
extn g3_start_instance_matrix ;esi=pos,edi=matrix. trashes esi,edi
extn g3_start_instance_angles ;esi=pos,edi=angvec. trashes esi,edi
extn g3_done_instance ;no parms
;from rod.asm
extn g3_draw_rod_tmap ;esi,edi=bot,top points,eax,edx=bot,top width, ebx=bitmap, ecx=lightval
extn g3_draw_rod_flat ;esi,edi=bot,top points,eax,edx=bot,top width
extn g3_draw_bitmap ;esi=pos,ebx=width3d,ecx=height3d,eax=bm, trashes eax,ecx,esi
;from interp.asm
extn g3_set_interp_points ;eax=ptr to list
extn g3_draw_polygon_model ;esi=model ptr, edi=bitmap list ptr, eax=anim angles, edx=light, ebx=ptr to glow values (or NULL)
extn g3_init_polygon_model ;esi=model ptr
extn g3_draw_morphing_model ;esi=model ptr, edi=bitmap list ptr, eax=anim angles, edx=light, ebx=new points
_TEXT ends
;check for overflow before doing divide.
;assume numerator is in edx:eax. Denominator and label to jump to if
;overflow are passed.
divcheck macro den,lbl
local not_neg1,not_neg2
push ecx
mov ecx,edx
or ecx,ecx
jns not_neg1
neg ecx
not_neg1: shld ecx,eax,1 ;num * 2
cmp ecx,den
pop ecx
jae lbl
endm
endif