重造轮子,把a5的NASM汇编光追第二弹改写成masm版本的
本帖最后由 Ayala 于 2021-2-26 23:41 编辑原帖 https://www.0xaa55.com/thread-26336-1-1.html
;******************************************************************************
; DOS Ray-tracing rendering Demo
; by 0xAA55
; 2021-2-17
;
; This program is a DOS `COM` program which is able to be run in native DOS
; system in Real mode x86 CPU
;******************************************************************************
.model tiny
.286
;option prologue:none
;option epilogue:none
option casemap:none
option prologue:prologuedef
option epilogue:epiloguedef
;DEBUGMODE EQU 1
Interlaced equ 1
LightPow equ 20
NumSpheres equ 3
WWWWW equ 120
MAXWW equ 320
HHHHH equ 80
MAXHH equ 200
OWAOH = MAXWW * HHHHH + WWWWW
include RAYTRC.inc
;std
;.data
;#
;shellcode
.code
_entry:
call Start
;#
_this label tClass
;tConst struct
gF65536 dd 65536.0
gF30625 dd 3.0625
gFM175 dd -1.75
gFTimeFreq dd 1193186.0
gFBigValue dd 9999999.0
gFZero dd 0.0
gF05 dd 0.5
gFM1 dd -1.0
gC2 dw 2
gC255 dw 255
gC256 dw 256
gC1000 dw 1000
;tConst ends
;tData struct
gDistEpsilon dd 0.01
gDistEpsilon2 dd 0.02
gFogDistance dd 100.0
gSavedVideoMode dw 0
gTempW dw 0
gSizeOf_Spheredw sizeof tSphere
gRes tPos <WWWWW,HHHHH>
;tData ends
DitherMatrix label byte
dm_y = 0
REPEAT 16
dm_x= 0
REPEAT 16
xor_val = dm_x XOR dm_y
dm_val = (((xor_val AND 01h) SHR 0) SHL 7) OR (((dm_y AND 01) SHR 0) SHL 6)
dm_val = dm_val OR (((xor_val AND 02h) SHR 1) SHL 5) OR (((dm_y AND 02) SHR 1) SHL 4)
dm_val = dm_val OR (((xor_val AND 04h) SHR 2) SHL 3) OR (((dm_y AND 04) SHR 2) SHL 2)
dm_val = dm_val OR (((xor_val AND 08h) SHR 3) SHR 1) OR (((dm_y AND 08) SHR 3) SHR 0)
db dm_val
dm_x = dm_x + 1
ENDM
dm_y = dm_y + 1
ENDM
SampleDepth EQU 12
MapCast_Iterate EQU 12
;tMapCastDist struct
gLightRay tLightRay<<0,0,0>,<<0,0,0>,<1.0,-1.0, 1.0>>,0>
gMapCast tMapCast<<0,0,0>,<0,0,0>,0,0>
gMapDist tMapDist<<0,0,0>,0,0>
;tMapCastDist ends
gMask tColor <0, 0, 0>
gColorMix tColorMix <<0.2, 0.5, 0.8>,\
<1.0, 0.8, 0.6>,\
<0.8, 0.9, 1.0>,\
<0, 0, 0>\
>
gCamPos tPosition <0.0, 2.0, 7.0>
;tBB struct
gBB tPosition < 2.5, 4.5, 3.5>
gBBneg tPosition <-4.5,-0.5,-0.5>
;tBB ends
gPixel tPixel <<0, 0>,<0, 0, 0>>
gSpheres tSphere << 0.0, 2.0, 0.0>, 2.0, <0.7, 0.9, 0.1>>, \
<< 1.0, 1.0, 2.0>, 1.0, <0.1, 0.7, 0.9>>,\
<<-3.0, 1.0, 0.0>, 1.0, <0.9, 0.1, 0.7>>
gReg dw 8 dup(0)
gCheck dw 0aa55h ;data end for check
IF ($ - offset _this) NE (sizeof tClass)
% ECHO STRUCTCHECK
% ECHO@CatStr(%(sizeof tClass) )
.ERR
ENDIF
db '$',0
;std
;.code
;org 100h
;#
Start:
;shellcode
pop bx ;shellcode
;std
;lea bx,offset _this
assume bx:ptr tClass
cmp .Check, 0AA55h
mov al,'1'
jnz @F
call SetupVideoMode
cmp .Check, 0AA55h
mov al,'2'
jnz @F
call RenderScreen
cmp .Check, 0AA55h
mov al,'3'
jnz @F
call RestoreVideoMode
mov al,'4'
@@: call @F
byte ' potato','$',13,10
@@: pop bx
mov ,al
mov dx,bx
mov ah,9
int 21h
;Exit program
int 20h
ret
;******************************************************************************
; Setup our specific palette to use our color-system.
; We use RGB:233 color format to encode the color index, and it's easier to
; implement the ordered-dithering algorithm to gain a better appearance.
;******************************************************************************
SetupPalette proc
assume si:error
assume di:error
;Set up palette
mov bl, 0
mov cx, 256
LoopSetPalette:
push cx
mov dx, 03C8h
mov al, bl ;The current color index
out dx, al
inc dl ;0x03C9 port
;Red: 2 bits
and al, 03h
mov bh, 55h
mul bh
out dx, al
;Green: 3 bits
mov al, bl
mov cl, 2
shr al, cl
and al, 07h
mov bh, 49h
mul bh
out dx, al
;Blue: 3 bits
mov al, bl
mov cl, 5
shr al, cl
and al, 07h
mul bh
out dx, al
;Increase the color index
inc bl
pop cx
loop LoopSetPalette
assume si:nothing
assume di:nothing
ret
SetupPalette endp
;******************************************************************************
; Setup video mode to 0x13: Graphic mode, 320x200 resolution, 256 colors.
; The VRAM buffer is 0xA000:0x0000
; Each byte of the buffer represents the color index of a palette.
; The previous video mode will be saved.
;******************************************************************************
SetupVideoMode proc
assume si:error
assume di:error
;Get current display mode
;push bx
mov .R.bp_,bp
mov bp,bx
mov ah, 0fh
int 10h;The bx data is corrupted
mov bx,bp
mov byte ptr .Data_.SavedVideoMode, al
;Set display mode to 320x200 graphic 256-color mode
mov ax, 13h
int 10h ;The bx data is corrupted
mov bx,bp
call SetupPalette ;The bx data is corrupted
;pop bx
mov bx,bp
mov bp,.R.bp_
assume si:nothing
assume di:nothing
ret
SetupVideoMode endp
;******************************************************************************
; Restore the video mode to the saved video mode.
; The saved video mode was saved by calling `SetupVideoMode`.
;******************************************************************************
RestoreVideoMode proc
assume si:error
assume di:error
mov .R.bp_,bp
mov bp,bx
;Restore video mode
mov ax, .Data_.SavedVideoMode
int 10h
mov bx,bp
mov bp,.R.bp_
assume si:nothing
assume di:nothing
ret
RestoreVideoMode endp
;******************************************************************************
; Pickup the best color for pixel position of `Pixel_X` and `Pixel_Y` with
; the color value of `Pixel_R` `Pixel_G` `Pixel_B`.
; Returns the best color index through register `AL`.
;******************************************************************************
PickColor proc uses si
assume di:error
mov al, byte ptr .P.Pos.x ;
and al, 0fh
mov ah, byte ptr .P.Pos.y
and ah, 0fh
mov cl, 4
shl ah, cl
or al, ah
mov ah, 0
mov si,ax
mov al,.DM
; push bx
; lea bx,.DM
; xlatb
; pop bx
mov dl, al
mov cl, 2
shr dl, cl
inc cl
shr al, cl
add byte ptr .P.Col.R, dl
jnc @F
mov byte ptr .P.Col.R, 0FFh
@@:; .RedReady:
add byte ptr .P.Col.G, al
jnc @F
mov byte ptr .P.Col.G, 0FFh
@@: ;.GreenReady:
add byte ptr .P.Col.B, al
jnc @F
mov byte ptr .P.Col.B, 0FFh
@@: ;.BlueReady:
and byte ptr .P.Col.R, 0C0h
and byte ptr .P.Col.G, 0E0h
and byte ptr .P.Col.B, 0E0h
mov al, byte ptr .P.Col.R
shr al, cl ;cl = 3
or al, byte ptr .P.Col.G
shr al, cl
or al, byte ptr .P.Col.B
assume di:nothing
ret
PickColor endp
;******************************************************************************
; Render the scene
;******************************************************************************
RenderScreen proc uses di si
LOCAL Local_Cam_U:DWORD
LOCAL Local_Cam_V:DWORD
LOCAL Local_Cam_W:DWORD
LOCAL Local_Cam_D:DWORD
mov ax, 0a000h
mov es, ax
fld .Val_.FM175;
fstp
;Do some initialize
;L = sqrt(x^2 + y^2 + z^2)
fld.M.Ray.dir.Light.x
fmul st(0),st(0)
fld.M.Ray.dir.Light.y
fmul st(0),st(0)
fadd
fld.M.Ray.dir.Light.z
fmul st(0),st(0)
fadd
fsqrt
;x = x / L
fld st(0)
fdivr .M.Ray.dir.Light.x
fstp.M.Ray.dir.Light.x
;y = y / L
fld st(0)
fdivr .M.Ray.dir.Light.y
fstp.M.Ray.dir.Light.y
;z = z / L
fdivr .M.Ray.dir.Light.z
fstp.M.Ray.dir.Light.z
;di: Used to write display buffer
mov di,OWAOH
;Loop for scan lines
mov.P.Pos.y, 0
@@:
.repeat
;Calculate Ray-V
mov ax, .P.Pos.y
add ax, ax
sub ax, .Data_.Res.y
not ax
inc ax
mov word ptr , ax
fild word ptr
fidiv .Data_.Res.y
fstp
;Loop for pixels per scan line
mov .P.Pos.x,0
.repeat
;Calculate Ray-U
mov ax, .P.Pos.x
add ax, ax
sub ax, .Data_.Res.x
mov word ptr , ax
fild word ptr
fidiv word ptr .Data_.Res.y
fst
;Normalize Ray
fmul st(0),st(0)
fld
fmul st(0),st(0)
fadd
fadd .Val_.F30625;
fsqrt
;D = sqrt(U^2 + V^2 + W^2)
;x = U / D
fst
fdivr
fstp.M.Ray.dir.Ray.x
;y = V / D
fld
fdiv
fstp.M.Ray.dir.Ray.y
;z = W / D
fld
fdiv
fstp.M.Ray.dir.Ray.z
; Render the current pixel color
call RenderScene
;push si
;mov si,.P.Pos.x
;and si,0ffh
;mov al,.DM
;pop si
stosb
inc.P.Pos.x
.until .P.Pos.x >= WWWWW
lea di,
IFDEF Interlaced
lea di,
inc .P.Pos.y
ENDIF
inc .P.Pos.y
.until .P.Pos.y>= HHHHH
IFDEF Interlaced
and .P.Pos.y,1
mov .P.Pos.y,1
mov di,OWAOH + MAXWW
jz @B
ENDIF
; Wait for any keystroke to exit
mov ah, 07h
int 21h
ret
RenderScreen endp
;******************************************************************************
; Pick up a color that represents the sky from the `RayDir` vector.
;******************************************************************************
GetSkyColor proc
; SunLum = Dot(RayDir, -LightDir)
assume si:error
assume di:error
fld.M.Ray.dir.Ray.x
fmul .M.Ray.dir.Light.x
fld.M.Ray.dir.Ray.y
fmul .M.Ray.dir.Light.y
fadd
fld.M.Ray.dir.Ray.z
fmul .M.Ray.dir.Light.z
fadd
fchs
; SunLum = Max(SunLum, 0)
fld st(0)
fabs
fadd
fidiv .Val_.C2 ;
; SunLum = Pow(SunLum, LightPow)
IF LightPow GT 0
fld st(0)
REPEAT LightPow - 1
fmul st(0),st(1)
ENDM
fmul
ENDIF
; FogDensity = 1 - abs(RayDir_y)
fld1
fld.M.Ray.dir.Ray.y
fabs
fsub
; Mix(SkyColor, FogColor, FogDensity)
fld st(0)
fmul.Mix.FogColor.R
fstp.Mix.GetSkyColor.R
fld st(0)
fmul.Mix.FogColor.G
fstp.Mix.GetSkyColor.G
fld st(0)
fmul.Mix.FogColor.B
fstp.Mix.GetSkyColor.B
; 1 - FogDensity
fld1
fsubr
fld st(0)
fmul.Mix.SkyColor.R
fadd.Mix.GetSkyColor.R
fstp.Mix.GetSkyColor.R
fld st(0)
fmul.Mix.SkyColor.G
fadd.Mix.GetSkyColor.G
fstp.Mix.GetSkyColor.G
fmul.Mix.SkyColor.B
fadd.Mix.GetSkyColor.B
fstp.Mix.GetSkyColor.B
; LightColor
fld st(0)
fmul.Mix.LightColor.R
fadd.Mix.GetSkyColor.R
fstp.Mix.GetSkyColor.R
fld st(0)
fmul.Mix.LightColor.G
fadd.Mix.GetSkyColor.G
fstp.Mix.GetSkyColor.G
fmul.Mix.LightColor.B
fadd.Mix.GetSkyColor.B
fstp.Mix.GetSkyColor.B
assume si:nothing
assume di:nothing
ret
GetSkyColor endp
;******************************************************************************
; Pick up a color that represents the sky from the `RayDir` vector.
;******************************************************************************
MapDistProc proc uses si di
fld.M.MapDist.O.y
fstp .M.MapDist.D
mov.M.MapDist.I,-1
mov cx, NumSpheres
mov si, 0
mov di, 0
@@:
fld.S.Position.x
fsub .M.MapDist.O.x
fmul st(0),st(0)
fld.S.Position.y
fsub .M.MapDist.O.y
fmul st(0),st(0)
fadd
fld.S.Position.z
fsub .M.MapDist.O.z
fmul st(0),st(0)
fadd
fsqrt
fsub .S.Radius
fcom .M.MapDist.D
fstsw ax
sahf
.if CARRY?
fst.M.MapDist.D
mov.M.MapDist.I, di
.endif
fstp st(0)
inc di
add si,.Data_.SizeOf_Sphere
loop @B
ret
MapDistProc endp
;******************************************************************************
; Calculate a ray from origin `RayOrg` and towards the direction `RayDir` that
; casts to the scene. Returns the cast point coordinates `MapCast` and the
; distance to the origin of the ray and the surface normal from the scene.
;******************************************************************************
MapCastProc proc uses si
assume di:error
fldz
fst.M.MapCast.D
fst.M.MapCast.N.x
fst.M.MapCast.N.y
fstp .M.MapCast.N.z
; Stepping the point to go forward
mov cx, MapCast_Iterate
LoopIterate:
fld .M.Ray.O.x
fld .M.Ray.dir.Ray.x
fmul .M.MapCast.D
fadd
fstp .M.MapDist.O.x
fld .M.Ray.O.y
fld .M.Ray.dir.Ray.y
fmul .M.MapCast.D
fadd
fstp .M.MapDist.O.y
fld .M.Ray.O.z
fld .M.Ray.dir.Ray.z
fmul .M.MapCast.D
fadd
fstp .M.MapDist.O.z
call IsAwayFromBB
jnc InsideBB
fld .M.Ray.dir.Ray.y
fldz
fcompp
fstsw ax
sahf
jbe ToSky
; Hit the ground outside the bounding box
fld1
fstp .M.MapCast.N.y
fld .M.Ray.O.y
fldz
fsub .M.Ray.dir.Ray.y
fdiv
fstp .M.MapCast.D
call SetCastCrd
mov .M.MapCast.I, -1
stc
jmp done
ToSky:
; The origin of the ray is from outside of the bounding box and it's going to the sky
fld .M.MapDist.O.x
fstp .M.MapCast.O.x
fld .M.MapDist.O.y
fstp .M.MapCast.O.y
fld .M.MapDist.O.z
fstp .M.MapCast.O.z
mov .M.MapCast.I, -2
clc
jmp done
; The origin of the ray is inside the bounding box
InsideBB:
;push cx
mov si,cx
call MapDistProc
;pop cx
mov cx,si
fld .M.MapDist.D
fcomp .Data_.DistEpsilon;
fstsw ax
sahf
ja NotNearEnough
mov ax, .M.MapDist.I
mov .M.MapCast.I, ax
cmp ax, 0
jge NotHitGround
; Hit the ground inside the bounding box
fld1
fstp .M.MapCast.N.y
fld .M.MapDist.O.x
fstp .M.MapCast.O.x
fld .M.MapDist.O.y
fstp .M.MapCast.O.y
fld .M.MapDist.O.z
fstp .M.MapCast.O.z
stc
jmp done
; Should iterate again
NotNearEnough:
fld .M.MapCast.D
fadd .M.MapDist.D
fstp .M.MapCast.D
dec cx
jcxz ExitIterate
jmp LoopIterate
; Hit the spheres
NotHitGround:
mul .Data_.SizeOf_Sphere;
mov si,ax
; Calculate the normal
fld .M.MapDist.O.x
fsub .S.Position.x
fst .M.MapCast.N.x
fmul st(0),st(0)
fld .M.MapDist.O.y
fsub .S.Position.y
fst .M.MapCast.N.y
fmul st(0),st(0)
fadd
fld .M.MapDist.O.z
fsub .S.Position.z
fst .M.MapCast.N.z
fmul st(0),st(0)
fadd
fsqrt ; Normalize the normal
fld st(0)
fld .M.MapCast.N.x
fdivr
fstp .M.MapCast.N.x
fld st(0)
fld .M.MapCast.N.y
fdivr
fstp .M.MapCast.N.y
fdivr .M.MapCast.N.z
fstp .M.MapCast.N.z
; Set cast coord
fld .M.MapDist.O.x
fstp .M.MapCast.O.x
fld .M.MapDist.O.y
fstp .M.MapCast.O.y
fld .M.MapDist.O.z
fstp .M.MapCast.O.z
stc
jmp done
; Finished iteration
ExitIterate:
fld .M.MapDist.O.x
fstp .M.MapCast.O.x
fld .M.MapDist.O.y
fstp .M.MapCast.O.y
fld .M.MapDist.O.z
fstp .M.MapCast.O.z
mov .M.MapCast.I, -2
clc
done:
assume di:nothing
ret
MapCastProc endp
; Subroutine: MapCast = RayOrg + RayDir * Dist
SetCastCrd proc
assume si:error
assume di:error
fld .M.Ray.O.x
fld .M.Ray.dir.Ray.x
fmul .M.MapCast.D
fadd
fstp .M.MapCast.O.x
fld .M.Ray.O.y
fld .M.Ray.dir.Ray.y
fmul .M.MapCast.D
fadd
fstp .M.MapCast.O.y
fld .M.Ray.O.z
fld .M.Ray.dir.Ray.z
fmul .M.MapCast.D
fadd
fstp .M.MapCast.O.z
ret
assume si:nothing
assume di:nothing
SetCastCrd endp
;******************************************************************************
; Check if the ray from the origin `RayOrg` towards the direction `RayDir` is
; going away from the bounding box
;******************************************************************************
IsAwayFromBB proc
assume si:error
assume di:error
fld .M.Ray.O.x
fcomp .BB.N.x;
fstsw ax
sahf
jae XNIsOK
fld .M.Ray.dir.Ray.x
fcomp .Val_.FZero;
fstsw ax
sahf
jae XNIsOK
stc
jmp done
XNIsOK:
fld .M.Ray.O.x
fcomp .BB.O.x;
fstsw ax
sahf
jbe XPIsOK
fld .M.Ray.dir.Ray.x
fcomp .Val_.FZero;
fstsw ax
sahf
jbe XPIsOK
stc
jmp done
XPIsOK:
fld .M.Ray.O.y
fcomp.BB.N.y;
fstsw ax
sahf
jae YNIsOK
fld .M.Ray.dir.Ray.y
fcomp .Val_.FZero;
fstsw ax
sahf
jae YNIsOK
stc
jmp done
YNIsOK:
fld .M.Ray.O.y
fcomp .BB.O.y;
fstsw ax
sahf
jbe YPIsOK
fld .M.Ray.dir.Ray.y
fcomp .Val_.FZero;
fstsw ax
sahf
jbe YPIsOK
stc
jmp done
YPIsOK:
fld .M.Ray.O.z
fcomp .BB.N.z;
fstsw ax
sahf
jae ZNIsOK
fld .M.Ray.dir.Ray.z
fcomp .Val_.FZero;
fstsw ax
sahf
jae ZNIsOK
stc
jmp done
ZNIsOK:
fld .M.Ray.O.z
fcomp .BB.O.z;
fstsw ax
sahf
jbe ZPIsOK
fld .M.Ray.dir.Ray.z
fcomp .Val_.FZero;
fstsw ax
sahf
jbe ZPIsOK
stc
jmp done
ZPIsOK:
clc
done:
ret
assume si:nothing
assume di:nothing
IsAwayFromBB endp
;******************************************************************************
; Render the pixel by a given ray from the origin `RayOrg` towards the
; direction `RayDir`
;******************************************************************************
RenderScene proc uses si
assume di:error
fld1
fst.Mask_.R
fst.Mask_.G
fstp .Mask_.B
fld.Cam.x
fstp .M.Ray.O.x
fld.Cam.y
fstp.M.Ray.O.y
fld.Cam.z
fstp.M.Ray.O.z
mov cx, SampleDepth
LoopSampling:
;push cx
mov si,cx
call MapCastProc
;pop cx
mov cx,si
;.if !CARRY?
jc CastSphereOrGround
; If not cast then still step forward
NotCast:
fld .M.MapCast.O.x
fstp .M.Ray.O.x
fld .M.MapCast.O.y
fstp .M.Ray.O.y
fld .M.MapCast.O.z
fstp .M.Ray.O.z
dec cx
jcxz Finished1
jmp LoopSampling
Finished1:
jmp Finished
; If cast to the spheres or the ground, do coloring
CastSphereOrGround:
mov ax, .M.MapCast.I
cmp ax, 0
jl CastGround
; Casting spheres
mul .Data_.SizeOf_Sphere
mov si,ax
fld .Mask_.R
fmul .S.Color.R
fstp .Mask_.R
fld .Mask_.G
fmul .S.Color.G
fstp .Mask_.G
fld .Mask_.B
fmul .S.Color.B
fstp .Mask_.B
; Reflection
fld .M.MapCast.N.x
fmul .M.Ray.dir.Ray.x
fld .M.MapCast.N.y
fmul .M.Ray.dir.Ray.y
fadd
fld .M.MapCast.N.z
fmul .M.Ray.dir.Ray.z
fadd
fadd st(0),st(0) ; (Normal dot Ray) * 2
fld st(0)
fmul .M.MapCast.N.x
fsubr .M.Ray.dir.Ray.x
fstp .M.Ray.dir.Ray.x
fld st(0)
fmul .M.MapCast.N.y
fsubr .M.Ray.dir.Ray.y
fstp .M.Ray.dir.Ray.y
fmul .M.MapCast.N.z
fsubr .M.Ray.dir.Ray.z
fstp .M.Ray.dir.Ray.z
call SetRayOrg
dec cx
jcxz Finished
jmp LoopSampling
;.endif
; The ray is casting the ground
CastGround:
fld .M.MapCast.O.x
fadd st(0),st(0)
fistp .Data_.TempW;
fwait
mov ax, .Data_.TempW;
fld.M.MapCast.O.z
fadd st(0),st(0)
fistp .Data_.TempW;
fwait
xor ax,.Data_.TempW;
test ax, 1
jz GroundColorPattern
fld.Mask_.R
fmul .Val_.F05;
fstp .Mask_.R
fld.Mask_.G
fmul .Val_.F05;
fstp .Mask_.G
fld.Mask_.B
fmul .Val_.F05;
fstp .Mask_.B
GroundColorPattern:
fld .M.Ray.dir.Ray.y
fabs
fstp .M.Ray.dir.Ray.y
call SetRayOrg
dec cx
jcxz Finished
jmp LoopSampling
; Finished iteration
Finished:
call GetSkyColor
fld .Mix.GetSkyColor.R
fmul .Mask_.R
fimul .Val_.C255;
fistp .P.Col.R
fld .Mix.GetSkyColor.G
fmul .Mask_.G
fimul .Val_.C255;
fistp .P.Col.G
fld .Mix.GetSkyColor.B
fmul.Mask_.B
fimul .Val_.C255;
fistp .P.Col.B
fwait
; Clamp the color not to overflow
cmp .P.Col.R, 255
jle R_OK
mov .P.Col.R, 255
R_OK:
cmp .P.Col.G, 255
jle G_OK
mov .P.Col.G, 255
G_OK:
cmp .P.Col.B, 255
jle B_OK
mov .P.Col.B, 255
B_OK:
call PickColor
ret
assume si:nothing
assume di:nothing
RenderScene endp
; When cast, set the ray origin near the cast point
SetRayOrg proc
assume si:error
assume di:error
fld.M.MapCast.O.x
fld.M.Ray.dir.Ray.x
fmul .Data_.DistEpsilon2;
fadd
fstp.M.Ray.O.x
fld.M.MapCast.O.y
fld.M.Ray.dir.Ray.y
fmul .Data_.DistEpsilon2;
fadd
fstp .M.Ray.O.y
fld.M.MapCast.O.z
fld.M.Ray.dir.Ray.z
fmul .Data_.DistEpsilon2;
fadd
fstp .M.Ray.O.z
ret
assume si:nothing
assume di:nothing
SetRayOrg endp
;std
;end start
;shellcode
end _entry
tPosition struc
x dd ?
y dd ?
z dd ?
tPosition ends
tPos struc
x dw ?
y dw ?
tPos ends
tColor struc
R dd ?
G dd ?
B dd ?
tColor ends
tCol struc
R dw ?
G dw ?
B dw ?
tCol ends
tPixel struct
Pos tPos <>
Col tCol <>
tPixel ends
tSphere struct
Position tPosition <>
Radius dd ?
Color tColor <>
tSphere ends
tColorMix struct
SkyColor tColor <>
LightColortColor <>
FogColor tColor <>
GetSkyColor tColor <>
tColorMix ends
tBB struct
OtPosition <>
NtPosition <>
tBB ends
tConst struct
F65536 dd ?;65536.0
F30625 dd ?;3.0625
FM175 dd ?;-1.75
FTimeFreq dd ?;1193186.0
FBigValue dd ?;9999999.0
FZero dd ?;0
F05 dd ?;0.5
FM1 dd ?;-1.0
C2 dw ?;2
C255 dw ?;255
C256 dw ?;256
C1000 dw ?;1000
tConst ends
tData struct
DistEpsilon dd ?;0.01
DistEpsilon2 dd ?;0.02
FogDistance dd ?;100.0
SavedVideoMode dw ?;0
TempW dw ?;0
SizeOf_Spheredw ?;sizeof tSphere
Res tPos <>;<320,200>
tData ends
tLightRay struc
O tPosition <>
struc dir
Ray tPosition <>
Light tPosition <>
ends
D dd ?
tLightRay ends
tMapCast struc
O tPosition <>
N tPosition <>
D dd ?
I dw ?
tMapCast ends
tMapDist struc
O tPosition <>
D dd ?
I dw ?
tMapDist ends
tMapCastDist struct
Ray tLightRay <>
MapCast tMapCast<>
MapDist tMapDist<>
tMapCastDist ends
tREG struct
ax_ dw ?
cx_ dw ?
dx_ dw ?
bx_ dw ?
sp_ dw ?
bp_ dw ?
si_ dw ?
di_ dw ?
tREG ends
tClass struct
Val_tConst <>
Data_ tData <>
DM db16*16dup(?)
M tMapCastDist<>
Mask_ tColor <>
Mix tColorMix <>
Cam tPosition <>
BB tBB <>
P tPixel <>
S tSphere NumSpheres dup(<>)
R tREG <>
Check dw <> ;0AA55h
tClass ends
STRUCTCHECK TEXTEQU <@CatStr(%($ - offset _this))>
https://github.com/AyalaRs/RAYTRC_
噗 masm的“宏汇编”看起来比nasm的好看很多。
以及,既然都.686p了,左移右移寄存器不需要再用cl存储位数了吧
0xAA55 发表于 2021-2-23 21:27
噗 masm的“宏汇编”看起来比nasm的好看很多。
以及,既然都.686p了,左移右移寄存器不需要再用cl存储位数 ...
方便调试使用了686p, .286就能编译过,最大程度还原源代码
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