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Work/engine/VSMAP32.ASM
2024-08-07 09:16:27 -04:00

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NASM

;*************************************************************************************
; MODULE: VSMAP32.ASM DATE: APRIL 20,1995
; AUTHOR: SEAN M. KESSLER
; TARGET: 32 BIT FLAT MODEL
; FUNCTION : VIEW SYSTEM OBJECT MAPPER
; MODIFIED MARCH 9, 1998 TO HANDLE POLYGON MAPPING
;*************************************************************************************
.386
.MODEL FLAT
LOCALS
INCLUDE ..\COMMON\COMMON.INC
INCLUDE ..\ENGINE\VSMAP.INC
.DATA
viewData@@mViewSystem ViewSystem ?
viewData@@mPrecision DD 00004000h
calculateTempx MACRO
mov eax,viewData@@mViewSystem.PureViewSystem@@cosCameraTwistRadians ; move cosCameraTwistRadians to eax
lMul eax,bov ; multiply cosCameraTwistRadians by bov
push eax ; save result
mov eax,viewData@@mViewSystem.PureViewSystem@@sinCameraTwistRadians ; move sinCameraTwistRadians to eax
lMul eax,acov ; multiply sinCameraTwistRadians by bov
pop ebx ; restore prior result to ebx
sub ebx,eax ; subtract prior result by current result
movsx eax,[edi].Point3D@@xyPoint.Point@@x ; move point3D.x into ebx register
lMul eax,ebx ; multiply point3D.x by result
round eax ; round off result
push eax ; save result
mov eax,bov ; move bov into eax register
neg eax ; negate bov (eax)
mov ebx,viewData@@mViewSystem.PureViewSystem@@sinCameraTwistRadians ; move sinTwist to ebx
lMul eax,ebx ; multiply, result to eax
push eax ; save the result
mov eax,viewData@@mViewSystem.PureViewSystem@@cosCameraTwistRadians ; move cosTwist to eax
lMul eax,acov ; multiply, result to eax
pop ebx ; restore previous result
sub ebx,eax ; subtract last result from previous
movsx eax,[edi].Point3D@@xyPoint.Point@@y ; move point3D.y to eax
lMul eax,ebx ; multiply point3D.y by last result
round eax ; round off result
pop ebx ; restore first result
add ebx,eax ; add to current result
movsx eax,viewData@@mViewSystem.PureViewSystem@@cameraPoint.Point3D@@xyPoint.Point@@x ; move cameraPoint.x to eax
sub ebx,eax ; sub out cameraPoint.x
mov tempx,ebx ; move result to tempx
ENDM
calculateTempy MACRO
mov eax,aov ; move aov to eax register
neg eax ; negate aov
mov ebx,viewData@@mViewSystem.PureViewSystem@@cosCameraTwistRadians ; move cosTwist to ebx
lMul eax,ebx ; multiply cosTwist*aov
push eax ; save result
mov eax,viewData@@mViewSystem.PureViewSystem@@sinCameraTwistRadians ; move sinTwist to eax
lMul eax,bcov ; sinTwist*bcov -> eax
pop ebx ; restore last result
sub ebx,eax ; subtract curr result from last result
movsx eax,[edi].Point3D@@xyPoint.Point@@x ; move point3D.x to eax
lMul eax,ebx ; multiply it out
round eax ; round off result
push eax ; save result
mov eax,viewData@@mViewSystem.PureViewSystem@@sinCameraTwistRadians ; move sinTwist to eax
lMul eax,aov ; sinTwist*aov -> eax
push eax ; save result
mov eax,viewData@@mViewSystem.PureViewSystem@@cosCameraTwistRadians ; move cosTwist to eax
lMul eax,bcov ; cosTwist*bcov -> eax
pop ebx ; restore last result
sub ebx,eax ; subtract curr result from last result
movsx eax,[edi].Point3D@@xyPoint.Point@@y ; move point3D.y to eax
lMul eax,ebx ; multiply last result by point3D.y
round eax ; round off the result
pop ebx ; restore prior result
add ebx,eax ; add prior result to current result
push ebx ; save new result
movsx ebx,[edi].Point3D@@Point@@z ; move point3D.z to ebx
lMul ebx,v ; now multiply by curr v
movsx ebx,viewData@@mViewSystem.PureViewSystem@@cameraPoint.Point3D@@xyPoint.Point@@y ; move cameraPoint.y to eax
sub eax,ebx ; sub out last result
pop ebx ; restore prior result
add eax,ebx ; add prior result to current result
mov tempy,eax ; store result in tempy
ENDM
calculateTempz MACRO
mov eax,viewData@@mViewSystem.PureViewSystem@@cosCameraTwistRadians ; move cosTwistRadians to eax
movsx ebx,viewData@@mViewSystem.PureViewSystem@@focusPoint.Point3D@@xyPoint.Point@@x ; move focusPoint.x to ebx
lMul eax,ebx ; multiply it out
push eax ; save result
mov eax,viewData@@mViewSystem.PureViewSystem@@sinCameraTwistRadians ; mov sinTwistRadians to eax
movsx ebx,viewData@@mViewSystem.PureViewSystem@@focusPoint.Point3D@@xyPoint.Point@@y ; move focusPoint.y to ebx
lMul eax,ebx ; multiply it out
pop ebx ; restore previous result to ebx
add eax,ebx ; add previous result to current
movsx ebx,[edi].Point3D@@xyPoint.Point@@x ; move point3D.x to ebx
lMul eax,ebx ; multiply previous result by point3D.x
round eax ; round off the result
push eax ; save the result
mov eax,viewData@@mViewSystem.PureViewSystem@@sinCameraTwistRadians ; move sinTwistRadians to eax
movsx ebx,viewData@@mViewSystem.PureViewSystem@@focusPoint.Point3D@@xyPoint.Point@@x ; mov focusPoint.x to ebx
neg ebx ; negate focusPointy.x
lMul eax,ebx ; multiply focusPoint.x by sinTwistRadians
push eax ; save the result
mov eax,viewData@@mViewSystem.PureViewSystem@@cosCameraTwistRadians ; move cosTwistRadians to eax
movsx ebx,viewData@@mViewSystem.PureViewSystem@@focusPoint.Point3D@@xyPoint.Point@@y ; mov focusPoint.y to ebx
lMul eax,ebx ; multiply focusPoint.y by cosTwistRadians
pop ebx ; restore previous result to ebx
add eax,ebx ; add current result to previous result
movsx ebx,[edi].Point3D@@xyPoint.Point@@y ; move point3D.y to ebx
lMul eax,ebx ; multiply previous result by point3D.y
round eax ; round off the result
pop ebx ; restore previous result
add eax,ebx ; add curent result to previous
push eax ; save the result
movsx eax,viewData@@mViewSystem.PureViewSystem@@focusPoint.Point3D@@Point@@z ; mov focusPoint.z to eax
movsx ebx,[edi].Point3D@@Point@@z ; mov point3D.z to ebx
lMul eax,ebx ; multiply focusPoint.z by point3D.z
pop ebx ; restore previous result
add eax,ebx ; add current result to previous result
movsx ebx,viewData@@mViewSystem.PureViewSystem@@cameraPoint.Point3D@@Point@@z ; move cameraPoint.z to ebx
sub eax,ebx ; subtract cameraPoint.z from curr result
mov tempz,eax ; move result to tempz
ENDM
calculatePoint2D MACRO
LOCAL @@screenPointZero,@@return
cmp tempz,0000h ; is the z-point zero ??
je @@screenPointZero ; it's zero, so set screen point to (0,0)
mov eax,tempz ; move tempz into eax register
lMul eax,viewData@@mPrecision ; multiply tempz by precision
mov ebx,viewData@@mViewSystem.PureViewSystem@@viewPlaneDistance ; move viewPlaneDistance into ebx
divide eax,ebx ; divide tempz by viewPlaneDistance
push eax ; save the result ...
push eax ; twice
mov eax,tempx ; move tempx into eax
lMul eax,viewData@@mPrecision ; multiply tempx by precision
pop ebx ; restore previous result
divide eax,ebx ; divide current result by previous
mov [edi].Point.Point@@x,ax ; store the result into Point.x
mov eax,tempy ; move tempy into eax
lMul eax,viewData@@mPrecision ; multiply tempy by precision
pop ebx ; restore tempz/viewPlaneDistance
divide eax,ebx ; divide tempx/(tempz/viewPlaneDistance)
mov [edi].Point.Point@@y,ax ; store the result into Point.y
jmp @@return ; we're all done here
@@screenPointZero: ; screenPointZero sync address
mov [edi].Point.Point@@x,0000h ; zero out screen point-x
mov [edi].Point.Point@@y,0000h ; zero out screen point-y
@@return:
ENDM
calculateCartesianPoints MACRO
LOCAL @@return
cmp eax,0001h ; is mode one ??
jne @@return ; if not then return
movzx eax,viewData@@mViewSystem.PureViewSystem@@viewPortWidth ; move viewPortWidth to eax
divide eax,02h ; divide viewPortWidth by two
movsx ebx,[edi].Point.Point@@x ; move point.x to ebx register
add eax,ebx ; add (viewPortWidth/2)+point.x
mov [edi].Point.Point@@x,ax ; store result back to point.x
movzx eax,viewData@@mViewSystem.PureViewSystem@@viewPortHeight ; move viewPortHeight to eax
divide eax,02h ; divide viewPortHeight by two
movsx ebx,[edi].Point.Point@@y ; move point.y to ebx
add eax,ebx ; add (viewPortHeight/2)+point.y
mov [edi].Point.Point@@y,ax ; store result back to point.y
@@return:
ENDM
initializeLocal MACRO
LOCAL @@adjustValueOne,@@syncOne,@@zerCheckOne,@@zerCheckTwo,@@zerCheckThree,@@protZero,@@return
xor eax,eax ; clear out eax register
mov tempValue,0001h ; put one into tempValue
mov ax,viewData@@mViewSystem.PureViewSystem@@focusPoint.Point3D@@Point@@z ; move focusPoint.z to eax
sMul ax,viewData@@mViewSystem.PureViewSystem@@focusPoint.Point3D@@Point@@z ; square z-point
sub tempValue,eax ; subtract result from one
cmp tempValue,0000h ; compare tempValue to zero
jge @@adjustValueOne ; jump if greater equal
mov v,00001h ; move one into v
jmp @@syncOne ; jump around next block
@@adjustValueOne: ; value adjust code
neg tempValue ; negate tempValue
push tempValue ; push tempValue
call _sqrt ; get the square root
add esp,04h ; readjust the stack
mov v,eax ; move sqrt into v
@@syncOne: ; sync address
cmp v,0000h ; is v zero ??
je @@protZero ; if it is then set locals to one
movzx eax,viewData@@mViewSystem.PureViewSystem@@focusPoint.Point3D@@xyPoint.Point@@x ; move focusPoint.x to eax
divide eax,v ; divide focusPoint.x by v
mov aov,eax ; mov result to aov
movzx eax,viewData@@mViewSystem.PureViewSystem@@focusPoint.Point3D@@xyPoint.Point@@y ; move focusPoint.y to eax
divide eax,v ; divide focusPoint.y by v
mov bov,eax ; move result to bov
sMul viewData@@mViewSystem.PureViewSystem@@focusPoint.Point3D@@Point@@z,viewData@@mViewSystem.PureViewSystem@@focusPoint.Point3D@@xyPoint.Point@@x
divide eax,v ; divide result by v
mov acov,eax ; move result to acov
sMul viewData@@mViewSystem.PureViewSystem@@focusPoint.Point3D@@Point@@z,viewData@@mViewSystem.PureViewSystem@@focusPoint.Point3D@@xyPoint.Point@@y
divide eax,v ; divide result by v
mov bcov,eax ; move result to bcov
cmp aov,0000h ; compare aov to zero
jne @@zerCheckOne ; it's not zero so do next check
mov aov,0001h ; it's zero so set it to one
@@zerCheckOne: ; next check sync address
cmp bov,0000h ; compare bov to zero
jne @@zerCheckTwo ; it's not zero so do next check
mov bov,0001h ; it's zero so set it to one
@@zerCheckTwo: ; next check sync address
cmp acov,0000h ; compare acov to zero
jne @@zerCheckThree ; it's not zero so do next check
mov acov,0001h ; it's zero so set it to one
@@zerCheckThree: ; next check sync address
cmp bcov,0000h ; compare bcov to zero
jne @@return ; it's not zero so we're done
mov bcov,0001h ; it's zero so set it to one
jmp @@return ; we're all done checking for zero's
@@protZero: ; sync address
mov bov,0001h ; move one into bov
mov aov,0001h ; move one into aov
mov acov,0001h ; move one into acov
mov bcov,0001h ; move one into bcov
@@return: ; return sync address
ENDM
; The seeding below allows the MaClaurin series (for square root calcualtion) to converge much
; faster than if a random seed were used. The seeding works by selecting a known square root
; value in between the selected ranges. This proves to be faster, in general, than the standard
; library square root function, and can often times be twice as fast as the standard library.
firstGuess MACRO
LOCAL @@seedHund,@@seedFiveHund,@@seedThousand,@@seedFiveThousand,@@seedTenThousand,@@seedFiftyThousand, \
@@seedHundThousand,@@seedFiveHundThousand,@@seedMillion,@seedFiveMillion,@@seedTemMillion,@@seedOther
cmp ecx,0064h ; compare value one hundred
jle @@seedHund ; jump if less equal
cmp ecx,01F4h ; compare value to five hundred
jle @@seedFiveHund ; jump if less equal
cmp ecx,03E8h ; compare value to one thousand
jle @@seedThousand ; jump if less equal
cmp ecx,1388h ; compare value to five thousand
jle @@seedFiveThousand ; jump if less equal
cmp ecx,2710h ; compare value to ten thousand
jle @@seedTenThousand ; jump if less equal
cmp ecx,0C350h ; compare value to fifty thousand
jle @@seedFiftyThousand ; jump if less equal
cmp ecx,186A0h ; compare value to one hundred thousand
jle @@seedHundThousand ; jump if less equal
cmp ecx,7A120h ; compare value to five hundred thousand
jle @@seedFiveHundThousand ; jump if less equal
cmp ecx,0F4240h ; compare value to one million
jle @@seedMillion ; jump if less equal
cmp ecx,4C4B40h ; compare value to five million
jle @@seedFiveMillion ; jump if less equal
cmp ecx,989680h ; compare value to ten million
jle @@seedTenMillion ; jump if less equal
jmp @@seedOther ; jump to default seed handler
@@seedHund: ; sync address
mov bestGuess,0007h ; set initial guess
jmp @@nextGuess ; jump to next guess
@@seedFiveHund: ; sync address
mov bestGuess,0010h ; set initial guess
jmp @@nextGuess ; jump to next guess
@@seedThousand: ; sync address
mov bestGuess,001Bh ; set initial guess
jmp @@nextGuess ; jump to next guess
@@seedFiveThousand: ; sync address
mov bestGuess,0037h ; set initial guess
jmp @@nextGuess ; jump to next guess
@@seedTenThousand: ; sync address
mov bestGuess,0057h ; set initial guess
jmp @@nextGuess ; jump to next guess
@@seedFiftyThousand: ; sync address
mov bestGuess,00ADh ; set initial guess
jmp @@nextGuess ; jump to next guess
@@seedHundThousand: ; sync address
mov bestGuess,0112h ; set initial guess
jmp @@nextGuess ; jump to next guess
@@seedFiveHundThousand: ; sync address
mov bestGuess,0224h ; set initial guess
jmp @@nextGuess ; jump to next guess
@@seedMillion: ; sync address
mov bestGuess,0362h ; set initial guess
jmp @@nextGuess ; jump to next guess
@@seedFiveMillion: ; sync address
mov bestGuess,06C4h ; set initial guess
jmp @@nextGuess ; jump to next guess
@@seedTenMillion: ; sync address
mov bestGuess,0AB3h ; set initial guess
jmp @@nextGuess ; jump to next guess
@@seedOther: ; sync address
mov bestGuess,0C5Ah ; set initial guess
ENDM
sMul MACRO varOne,varTwo ; short multiplication
push bx ; save bx register
mov ax,varOne ; move varOne into ax register
mov bx,varTwo ; move varTwo into bx register
imul bx ; perform the multiply result to dx:ax
push ax ; save ax register result
movzx eax,dx ; move dx register to eax zero extend
shl eax,16 ; shift eax left by a word
pop ax ; restore ax register result
pop bx ; restore bx register
ENDM
lMul MACRO varOne,varTwo ; long multiplication
push ebx ; save ebx register
mov eax,varOne ; move varOne into eax register
mov ebx,varTwo ; move varTwo into ebx register
imul ebx ; multiply eax by ebx result to eax:edx
pop ebx ; restore ebx register
ENDM
round MACRO varOne ; round down floating point values stored as longs
LOCAL @@roundNeg,@@roundPos,@@return,@@noinc
mov eax,varOne ; move varOne into eax register
cmp eax,0000h ; is eax register less than zero ??
pushf ; save flags
jl @@roundNeg ; if it is, we must take special measure
jmp @@roundPos ; otherwise round just round it
@@roundNeg: ; sync address
neg eax ; negate eax
@@roundPos: ; roundPos sync flag
mov edx,eax ; move varOne into edx register
and edx,00003FFFh ; get remainder into edx register
shr eax,14 ; get whole number to eax register
cmp edx,8192 ; if remainder > 8192, increment eax
jle @@noinc ; otherwise skip passed increment code
inc eax ; increment value in eax
@@noinc: ; no increment sync address
popf ; restore flags
jge @@return ; if value was not negative hust return
neg eax ; otherwise make it negative again
@@return: ; return sync flag
ENDM
divide MACRO varOne,varTwo ; destroyes eax,edx,ebx
LOCAL @@return,@@increment,@@zero
mov ebx,varTwo ; move varTwo into ebx register
cmp ebx,0000h ; are we going to divide by zero
je @@zero ; if so then we'll just return zero
mov eax,varOne ; move varOne into eax register
cdq ; convert doubleword in eax to quadword at edx:eax
idiv ebx ; divide eax/ebx result to eax, rem to edx
shr ebx,01h ; divide varTwo by two
cmp edx,ebx ; check to see if we have to bump eax
jge @@increment ; yes we do
jmp @@return ; no we dont
@@zero: ; zero handler sync address
xor eax,eax ; zero out the return
jmp @@return ; we're done here
@@increment: ; increment sync address
inc eax ; increment eax
@@return: ; return sync address
ENDM
.CODE
_sqrt proc near
LOCAL bestGuess:DWORD=LocalLength
push ebp ; save stack frame
mov ebp,esp ; create new frame
sub esp,LocalLength ; adjust stack for locals
mov ecx,[ebp+08h] ; move target into ecx register
cmp ecx,0001h ; is target one ??
je @@noop ; is target equal to one ??
cmp ecx,0000h ; is target equal to zero ??
jle @@erop ; set error if target is less equal zero.
firstGuess ; select the first guess value
@@nextGuess: ; next guess sync address
divide ecx,bestGuess ; divide target by best guess
add eax,bestGuess ; add in best guess
shr eax,0001h ; divide eax by two
adc eax,0000h ; add in any carry
cmp eax,bestGuess ; is the result the same, or greater, than our last result??
je @@return ; if so then we're not getting any closer
mov bestGuess,eax ; result is next best guess
jmp @@nextGuess ; if not then continue along
@@erop: ; erop sync address
xor eax,eax ; errors in which we must set return to zero
jmp @@return ; jump over next handler
@@noop: ; null operation sync address
mov eax,0001h ; errors return one in eax register
@@return: ; return sync address
add esp,LocalLength ; readjust stack for locals
pop ebp ; restore old stack frame
retn ; return near to caller
_sqrt endp
_initView proc near ; void initView(ViewSystem *lpViewSystem)
push ebp ; save stack frame
mov ebp,esp ; create new frame
push edi ; save destination index register
mov edi,[ebp+08h] ; move ViewSystem offset into destination index register
mov eax,[edi].PureViewSystem@@cameraTwistRadians ; move cameraTwistRadians to eax
mov viewData@@mViewSystem.PureViewSystem@@cameraTwistRadians,eax ; copy same to local
mov eax,[edi].PureViewSystem@@cosCameraTwistRadians ; move cosCameraTwistRadians to eax
mov viewData@@mViewSystem.PureViewSystem@@cosCameraTwistRadians,eax ; copy same to local
mov eax,[edi].PureViewSystem@@sinCameraTwistRadians ; move sinCameraTwistRadians to eax
mov viewData@@mViewSystem.PureViewSystem@@sinCameraTwistRadians,eax ; copy same to local
mov eax,[edi].PureViewSystem@@cosCameraTwistRadiansSinCameraTwistRadians ; move cosCameraTwistRadiansSinCameraTwistRadians to eax
mov viewData@@mViewSystem.PureViewSystem@@cosCameraTwistRadiansSinCameraTwistRadians,eax ; copy same to local
mov eax,[edi].PureViewSystem@@viewPlaneDistance ; move viewPlaneDistance to eax
mov viewData@@mViewSystem.PureViewSystem@@viewPlaneDistance,eax ; copy same to local
mov ax,[edi].PureViewSystem@@viewPortWidth ; move viewPortWidth to eax
mov viewData@@mViewSystem.PureViewSystem@@viewPortWidth,ax ; copy same to local
mov ax,[edi].PureViewSystem@@viewPortHeight ; move viewPortHeight to eax
mov viewData@@mViewSystem.PureViewSystem@@viewPortHeight,ax ; copy same to local
mov ax,[edi].PureViewSystem@@cameraPoint.Point3D@@xyPoint.Point@@x ; move cameraPoint.x to ax
mov viewData@@mViewSystem.PureViewSystem@@cameraPoint.Point3D@@xyPoint.Point@@x,ax ; copy same to local
mov ax,[edi].PureViewSystem@@cameraPoint.Point3D@@xyPoint.Point@@y ; move cameraPoint.y to ax
mov viewData@@mViewSystem.PureViewSystem@@cameraPoint.Point3D@@xyPoint.Point@@y,ax ; copy same to local
mov ax,[edi].PureViewSystem@@cameraPoint.Point3D@@Point@@z ; move cameraPoint.z to ax
mov viewData@@mViewSystem.PureViewSystem@@cameraPoint.Point3D@@Point@@z,ax ; copy same to local
mov ax,[edi].PureViewSystem@@focusPoint.Point3D@@xyPoint.Point@@x ; move focusPoint.x to ax
mov viewData@@mViewSystem.PureViewSystem@@focusPoint.Point3D@@xyPoint.Point@@x,ax ; copy same to local
mov ax,[edi].PureViewSystem@@focusPoint.Point3D@@xyPoint.Point@@y ; move focusPoint.y to ax
mov viewData@@mViewSystem.PureViewSystem@@focusPoint.Point3D@@xyPoint.Point@@y,ax ; copy same to local
mov ax,[edi].PureViewSystem@@focusPoint.Point3D@@Point@@z ; move focusPoint.z to ax
mov viewData@@mViewSystem.PureViewSystem@@focusPoint.Point3D@@Point@@z,ax ; copy same to local
pop edi ; restore destination index register
pop ebp ; restore old frame
retn ; return far to caller
_initView endp
_mapCoordinates proc near ; void mapCoordinates(const Point3D *lpPoint3D,Point *lpPoint,WORD useCartesianSystem)
LOCAL tempValue:DWORD,v:DWORD,aov:DWORD,bov:DWORD,acov:DWORD,bcov:DWORD,tempx:DWORD,tempy:DWORD,tempz:DWORD=LocalLength
push ebp ; save old stack frame
mov ebp,esp ; create new frame
sub esp,LocalLength ; adjust stack for local variables
pushad ; save all general purpose registers, caller may use inline expansion
mov edi,[ebp+08h] ; move (Point3D *) to destination index register
initializeLocal ; initialize local variables
calculateTempx ; calculate tempx value
calculateTempy ; calculate tempy value
calculateTempz ; calculate tempz value
mov edi,[ebp+0Ch] ; move (Point*) to destination index register
calculatePoint2D ; calculate the screen points
mov eax,[ebp+10h] ; move mode into eax
calculateCartesianPoints ; convert screen points to cartesian points (if need be)
@@return: ; return sync address
popad ; restore all general purpose registers
add esp,LocalLength ; adjust stack for local variables
pop ebp ; restore old frame
retn ; return near to caller
_mapCoordinates endp
_mapVectorCoordinates proc near ; void mapCoordinates(const Point3D *lpPoint3D,Point *lpPoint,WORD useCartesianSystem)
push ebp ; save frame
mov ebp,esp ; create new frame
pushad ; save all general purpose registers
mov edi,[ebp+08h] ; move (Point3D *) to destination index register
initializeLocal ; initialize local variables
calculateTempx ; calculate tempx value
calculateTempy ; calculate tempy value
calculateTempz ; calculate tempz value
mov edi,[ebp+0Ch] ; move (Point*) to destination index register
calculatePoint2D ; calculate the screen points
mov eax,[ebp+10h] ; move mode into eax
calculateCartesianPoints ; convert screen points to cartesian points (if need be)
mov edi,[ebp+08h] ; move (Point3D *) to destination index register
add edi,size Point3D ; increment edi to point to Point3D[1]
initializeLocal ; initialize local variables
calculateTempx ; calculate tempx value
calculateTempy ; calculate tempy value
calculateTempz ; calculate tempz value
mov edi,[ebp+0Ch] ; move (Point*) to destination index register
add edi,size Point ; increment edi to point to Point[1]
calculatePoint2D ; calculate the screen points
mov eax,[ebp+10h] ; move mode into eax
calculateCartesianPoints ; convert screen points to cartesian points (if need be)
mov edi,[ebp+08h] ; move (Point3D *) to destination index register
add edi,size Point3D*2 ; increment edi to point to Point3D[1]
initializeLocal ; initialize local variables
calculateTempx ; calculate tempx value
calculateTempy ; calculate tempy value
calculateTempz ; calculate tempz value
mov edi,[ebp+0Ch] ; move (Point*) to destination index register
add edi,size Point*2 ; increment edi to point to Point[1]
calculatePoint2D ; calculate the screen points
mov eax,[ebp+10h] ; move mode into eax
calculateCartesianPoints ; convert screen points to cartesian points (if need be)
mov edi,[ebp+08h] ; move (Point3D *) to destination index register
add edi,size Point3D*3 ; increment edi to point to Point3D[1]
initializeLocal ; initialize local variables
calculateTempx ; calculate tempx value
calculateTempy ; calculate tempy value
calculateTempz ; calculate tempz value
mov edi,[ebp+0Ch] ; move (Point*) to destination index register
add edi,size Point*3 ; increment edi to point to Point[1]
calculatePoint2D ; calculate the screen points
mov eax,[ebp+10h] ; move mode into eax
calculateCartesianPoints ; convert screen points to cartesian points (if need be)
popad ; restore all general purpose registers
pop ebp ; restore previous frame
retn ; return near to caller
_mapVectorCoordinates endp
_mapPolygonCoordinates proc near ; void mapPolygonCoordinates(Polygon *pPolygon)
push ebp ; save prior stack frame
mov ebp,esp ; create new stack frame
push esi ; save source index register
push edi ; save destination index register
mov esi,[ebp+08h] ; move pPolygon into source index register
mov ecx,Polygon3D[esi].Polygon3D@@mBlockLine3D.BlockLine3D@@mSize ; move Line3D item count into ecx register
cmp ecx,0000h ; are there any lines in the Line3D block?
je @@endproc ; if not then we're done here
cmp ecx,Polygon3D[esi].Polygon3D@@mBlockLine2D.BlockLine2D@@mSize ; check Line3D count against Line2D count
jne @@endproc ; must have same number of Line3D's as Line2D's
mov edi,Polygon3D[esi].Polygon3D@@mBlockLine3D.BlockLine3D@@mContainer ; get to Line3D container
mov esi,Polygon3D[esi].Polygon3D@@mBlockLine2D.BlockLine2D@@mContainer ; get to Line2D container
@@protiter: ; iteration sync address
cmp edi,0000h ; is this a valid 3D container?
je @@endproc ; if not then we're done here
mov eax,Line3DNodePtr[edi].Line3DNodePtr@@mItem ; move Line3D ptr to eax
lea eax,Line3D[eax].Line3D@@mFirstPoint ; eax contains first Point3D ptr
mov ebx,Line2DNodePtr[esi].Line2DNodePtr@@mItem ; move Line2D ptr to ebx
lea ebx,Line2D[ebx].Line2D@@mFirstPoint ; ebx contains first Point2D ptr
push 0001h ; use cartesian coordinate system
push ebx ; save Point2D ptr
push eax ; save Point3D ptr
call _mapCoordinates ; map the coordinates
add esp,000Ch ; adjust stack after call
mov eax,Line3DNodePtr[edi].Line3DNodePtr@@mItem ; move Line3D ptr to eax
lea eax,Line3D[eax].Line3D@@mSecondPoint ; eax contains first Point3D ptr
mov ebx,Line2DNodePtr[esi].Line2DNodePtr@@mItem ; move Line2D ptr to ebx
lea ebx,Line2D[ebx].Line2D@@mSecondPoint ; ebx contains first Point2D ptr
push 0001h ; use cartesian coordinate system
push ebx ; save Point2D ptr
push eax ; save Point3D ptr
call _mapCoordinates ; map the coordinates
add esp,000Ch ; adjust stack after call
mov edi,Line3DNodePtr[edi].Line3DNodePtr@@mLine3DNodePtrNext ; advance to next element in Line3D block
mov esi,Line2DNodePtr[esi].Line2DNodePtr@@mLine2DNodePtrNext ; advance to next element in Line2D block
jmp @@protiter ; continue iteration through polygon
@@endproc: ; endproc sync address
pop edi ; restore destination index register
pop esi ; restore source index register
pop ebp ; restore previous stack frame
retn ; return near to caller
_mapPolygonCoordinates endp
public _initView
public _mapCoordinates
public _mapVectorCoordinates
public _mapPolygonCoordinates
END