📄 r_part.c
字号:
** which also means clamping to a min and max
*/
// pix = izi >> d_pix_shift;
__asm xor edx, edx
__asm mov dx, izi
__asm mov ecx, d_pix_shift
__asm shr dx, cl
// if (pix < d_pix_min)
// pix = d_pix_min;
__asm cmp edx, d_pix_min
__asm jge check_pix_max
__asm mov edx, d_pix_min
__asm jmp skip_pix_clamp
// else if (pix > d_pix_max)
// pix = d_pix_max;
check_pix_max:
__asm cmp edx, d_pix_max
__asm jle skip_pix_clamp
__asm mov edx, d_pix_max
skip_pix_clamp:
/*
** render the appropriate pixels
**
** ECX = count (used for inner loop)
** EDX = count (used for outer loop)
** ESI = zbuffer
** EDI = framebuffer
*/
__asm mov ecx, edx
__asm cmp ecx, 1
__asm ja over
over:
/*
** at this point:
**
** ECX = count
*/
__asm push ecx
__asm push edi
__asm push esi
top_of_pix_vert_loop:
top_of_pix_horiz_loop:
// for ( ; count ; count--, pz += d_zwidth, pdest += screenwidth)
// {
// for (i=0 ; i<pix ; i++)
// {
// if (pz[i] <= izi)
// {
// pdest[i] = blendparticle( color, pdest[i] );
// }
// }
// }
__asm xor eax, eax
__asm mov ax, word ptr [esi]
__asm cmp ax, izi
__asm jg end_of_horiz_loop
#if ENABLE_ZWRITES_FOR_PARTICLES
__asm mov bp, izi
__asm mov word ptr [esi], bp
#endif
__asm mov eax, partparms.color
__asm call [blendfunc]
__asm add edi, 1
__asm add esi, 2
end_of_horiz_loop:
__asm dec ecx
__asm jnz top_of_pix_horiz_loop
__asm pop esi
__asm pop edi
__asm mov ebp, d_zwidth
__asm shl ebp, 1
__asm add esi, ebp
__asm add edi, [r_screenwidth]
__asm pop ecx
__asm push ecx
__asm push edi
__asm push esi
__asm dec edx
__asm jnz top_of_pix_vert_loop
__asm pop ecx
__asm pop ecx
__asm pop ecx
end:
__asm pop edi
__asm pop esi
__asm mov ebp, ebpsave
__asm ret
}
#else
static byte BlendParticle33( int pcolor, int dstcolor )
{
return vid.alphamap[pcolor + dstcolor*256];
}
static byte BlendParticle66( int pcolor, int dstcolor )
{
return vid.alphamap[pcolor*256+dstcolor];
}
static byte BlendParticle100( int pcolor, int dstcolor )
{
dstcolor = dstcolor;
return pcolor;
}
/*
** R_DrawParticle
**
** Yes, this is amazingly slow, but it's the C reference
** implementation and should be both robust and vaguely
** understandable. The only time this path should be
** executed is if we're debugging on x86 or if we're
** recompiling and deploying on a non-x86 platform.
**
** To minimize error and improve readability I went the
** function pointer route. This exacts some overhead, but
** it pays off in clean and easy to understand code.
*/
void R_DrawParticle( void )
{
particle_t *pparticle = partparms.particle;
int level = partparms.level;
vec3_t local, transformed;
float zi;
byte *pdest;
short *pz;
int color = pparticle->color;
int i, izi, pix, count, u, v;
byte (*blendparticle)( int, int );
/*
** transform the particle
*/
VectorSubtract (pparticle->origin, r_origin, local);
transformed[0] = DotProduct(local, r_pright);
transformed[1] = DotProduct(local, r_pup);
transformed[2] = DotProduct(local, r_ppn);
if (transformed[2] < PARTICLE_Z_CLIP)
return;
/*
** bind the blend function pointer to the appropriate blender
*/
if ( level == PARTICLE_33 )
blendparticle = BlendParticle33;
else if ( level == PARTICLE_66 )
blendparticle = BlendParticle66;
else
blendparticle = BlendParticle100;
/*
** project the point
*/
// FIXME: preadjust xcenter and ycenter
zi = 1.0 / transformed[2];
u = (int)(xcenter + zi * transformed[0] + 0.5);
v = (int)(ycenter - zi * transformed[1] + 0.5);
if ((v > d_vrectbottom_particle) ||
(u > d_vrectright_particle) ||
(v < d_vrecty) ||
(u < d_vrectx))
{
return;
}
/*
** compute addresses of zbuffer, framebuffer, and
** compute the Z-buffer reference value.
*/
pz = d_pzbuffer + (d_zwidth * v) + u;
pdest = d_viewbuffer + d_scantable[v] + u;
izi = (int)(zi * 0x8000);
/*
** determine the screen area covered by the particle,
** which also means clamping to a min and max
*/
pix = izi >> d_pix_shift;
if (pix < d_pix_min)
pix = d_pix_min;
else if (pix > d_pix_max)
pix = d_pix_max;
/*
** render the appropriate pixels
*/
count = pix;
switch (level) {
case PARTICLE_33 :
for ( ; count ; count--, pz += d_zwidth, pdest += r_screenwidth)
{
//FIXME--do it in blocks of 8?
for (i=0 ; i<pix ; i++)
{
if (pz[i] <= izi)
{
pz[i] = izi;
pdest[i] = vid.alphamap[color + ((int)pdest[i]<<8)];
}
}
}
break;
case PARTICLE_66 :
for ( ; count ; count--, pz += d_zwidth, pdest += r_screenwidth)
{
for (i=0 ; i<pix ; i++)
{
if (pz[i] <= izi)
{
pz[i] = izi;
pdest[i] = vid.alphamap[(color<<8) + (int)pdest[i]];
}
}
}
break;
default: //100
for ( ; count ; count--, pz += d_zwidth, pdest += r_screenwidth)
{
for (i=0 ; i<pix ; i++)
{
if (pz[i] <= izi)
{
pz[i] = izi;
pdest[i] = color;
}
}
}
break;
}
}
#endif // !id386
/*
** R_DrawParticles
**
** Responsible for drawing all of the particles in the particle list
** throughout the world. Doesn't care if we're using the C path or
** if we're using the asm path, it simply assigns a function pointer
** and goes.
*/
void R_DrawParticles (void)
{
particle_t *p;
int i;
extern unsigned long fpu_sp24_cw, fpu_chop_cw;
VectorScale( vright, xscaleshrink, r_pright );
VectorScale( vup, yscaleshrink, r_pup );
VectorCopy( vpn, r_ppn );
#if id386 && !defined __linux__
__asm fldcw word ptr [fpu_sp24_cw]
#endif
for (p=r_newrefdef.particles, i=0 ; i<r_newrefdef.num_particles ; i++,p++)
{
if ( p->alpha > 0.66 )
partparms.level = PARTICLE_OPAQUE;
else if ( p->alpha > 0.33 )
partparms.level = PARTICLE_66;
else
partparms.level = PARTICLE_33;
partparms.particle = p;
partparms.color = p->color;
#if id386 && !defined __linux__
if ( i < r_newrefdef.num_particles-1 )
s_prefetch_address = ( unsigned int ) ( p + 1 );
else
s_prefetch_address = ( unsigned int ) r_newrefdef.particles;
#endif
R_DrawParticle();
}
#if id386 && !defined __linux__
__asm fldcw word ptr [fpu_chop_cw]
#endif
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -