Motorola DSP96002 User Manual
Page 585
B-66
DSP96002 USER’S MANUAL
MOTOROLA
org y:0
w1 dsm nsec
w2 dsm nsec
org p:$100
move #coef,r0
move #5*nsec-1,m0
move #w1,r4
move #nsec-1,m4
move #w2,r5
move m4,m5
;
; input in d7
;
move x:(r0)+,d4.s ;get b0 1 1
do #nsec,tran 2 3
fmpy d7,d4,d0 fadd.s d1,d2 x:(r0)+,d4.s y:(r4),d5.s 1 1
fmpy d7,d4,d1 fadd.s d5,d0 x:(r0)+,d4.s y:(r5),d6.s 1 1
fmpy d0,d4,d2 fadd.s d6,d1 x:(r0)+,d4.s d2.s,y:(r5)+ 1 1
fmpy d7,d4,d2 fadd.s d2,d1 x:(r0)+,d4.s d0.s,d7.s 1 1
fmpy.s d0,d4,d1 x:(r0)+,d4.s d1.s,y:(r4)+ 1 1
tran
fadd.s d1,d2 1 1
move d2.s,y:(r5)+ 1 1
move d0.s,y:$ffff
--- ---
Totals: 10 5N+6
B.1.35
3-Dimensional Graphics Illumination
Illumination of objects in three dimensions consists of light from three sources: diffuse lighting from a point
source, ambient light and specular lighting. Specular lighting is caused by an object directly reflecting the
illumination source. The following variables describe the illumination process:
L Direction vector to the point light source L={Lx,Ly,Lz}
N Direction vector normal to the object N={Nx,Ny,Nz}
Ip Intensity of the point source
Kd Diffuse reflection constant 0<= Kd <= 1.0
Ia Intensity of ambient light
Ka Ambient reflection constant 0<= Ka <= 1.0