forked from KolibriOS/kolibrios
TinyGL: Bug fixes. info3ds, info3ds_u, vox_tgl: Related changes (#210)
TinyGL: - The `depth` parameter in the `glClearDepth` function is now `qword` instead of `dword`. - Fixed bug with z-buffer (the edges were cut off incorrectly, the coordinates in it were from 0 to 1, but should be from -1 to 1) - Optimized array functions: `glDrawArrays`, `glDrawElements` info3ds, info3ds_u, vox_tgl: - Removed unnecessary operations after fixing a bug with the z-buffer. Reviewed-on: KolibriOS/kolibrios#210 Reviewed-by: Max Logaev <maxlogaev@proton.me> Co-authored-by: IgorA <aie85playm@gmail.com> Co-committed-by: IgorA <aie85playm@gmail.com>
This commit is contained in:
@@ -12,6 +12,15 @@ include '../opengl_const.inc'
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@use_library
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;Constants describing the house.3ds file (obtained using the info_3ds program)
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VERTICES_OFFSET = 0x33 ;offset along which the coordinates of the vertices go
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FACES_COUNT = 0x162 ;number of faces
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FACES_OFFSET = 0x96b ;offset along which information about the edges goes
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HOUSE_FILE_SIZE = 5297
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txt_error_file_size db '"House.3ds file size does not match" -tE',0
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align 4
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start:
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load_library name_tgl, library_path, system_path, import_tinygl
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@@ -20,20 +29,20 @@ start:
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mcall SF_SET_EVENTS_MASK,0x27
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;заполняем массив индексов из файла house.3ds (который вшит внутрь данной программы)
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;we fill the array of indices from the house.3ds file (which is embedded inside this program)
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mov esi,house_3ds
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add esi,0x1798 ;смещение по которому идет информация о гранях в файле 3ds (получено с использованием программы info_3ds)
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add esi,FACES_OFFSET
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mov edi,Indices
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mov eax,0x1a6 ;число граней в файле 3ds (получено с использованием программы info_3ds)
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mov eax,FACES_COUNT
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@@:
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movsd
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movsw
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add esi,2 ;пропускаем свойства грани
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add esi,2 ;skip face properties
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dec eax
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or eax,eax
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jnz @b
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;первоначальные настройки контекста tinygl
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;tinygl initial context settings
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stdcall [kosglMakeCurrent], 10,10,400,350,ctx1
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stdcall [glEnable], GL_DEPTH_TEST
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stdcall [glClearColor], 0.0,0.0,0.0,0.0
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@@ -48,13 +57,13 @@ red_win:
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align 4
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still:
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mcall SF_WAIT_EVENT
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cmp al,1
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jz red_win
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cmp al,2
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jz key
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cmp al,3
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jz button
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jmp still
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cmp al,EV_REDRAW
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jz red_win
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cmp al,EV_KEY
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jz key
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cmp al,EV_BUTTON
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jz button
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jmp still
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align 4
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draw_window:
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@@ -140,29 +149,34 @@ caption db 'Test opengl 1.1 arrays, [Esc] - exit, [<-],[->],[Up],[Down] - rotate
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align 4
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draw_3d:
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stdcall [glClear], GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT ;очистим буфер цвета и глубины
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stdcall [glClear], GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT ;clear the color and depth buffer
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mov eax,house_3ds.end-house_3ds
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cmp eax,HOUSE_FILE_SIZE
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je @f
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notify_window_run txt_error_file_size
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ret
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@@:
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call [glPushMatrix]
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;масштаб и повороты
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stdcall [glTranslatef], 0.0,0.0,0.5
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;scale and rotations
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stdcall [glScalef], [scale], [scale], [scale]
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stdcall [glRotatef], [angle_z],0.0,0.0,1.0
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stdcall [glRotatef], [angle_y],0.0,1.0,0.0
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stdcall [glRotatef], [angle_x],1.0,0.0,0.0
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;рисование через индексный массив
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mov eax,house_3ds ;начало внедренного файла 3ds
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add eax,0xeb ;смещение по которому идут координаты вершин (получено с использованием программы info_3ds)
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stdcall [glVertexPointer], 3, GL_FLOAT, 0, eax ;задаем массив для вершин, 3 - число координат для одной вершины
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stdcall [glEnableClientState], GL_VERTEX_ARRAY ;включаем режим рисования вершин
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stdcall [glDrawElements], GL_TRIANGLES, 0x1a6*3, GL_UNSIGNED_SHORT, Indices ;mode, count, type, *indices
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stdcall [glDisableClientState], GL_VERTEX_ARRAY ;отключаем режим рисования вершин
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;drawing via index array
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mov eax,house_3ds ;start of embedded 3ds file
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add eax,VERTICES_OFFSET
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stdcall [glVertexPointer], 3, GL_FLOAT, 0, eax ;we set an array for the vertices, 3 is the number of coordinates for one vertex
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stdcall [glEnableClientState], GL_VERTEX_ARRAY ;turn on the vertex drawing mode
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stdcall [glDrawElements], GL_TRIANGLES, FACES_COUNT*3, GL_UNSIGNED_SHORT, Indices ;mode, count, type, *indices
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stdcall [glDisableClientState], GL_VERTEX_ARRAY ;disable vertex drawing mode
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call [glPopMatrix]
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ret
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align 4
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scale dd 0.0065 ;начальный масштаб (в идеальном случае должен вычислятся, но для даного примера подобран в ручную на глаз)
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scale dd 0.07 ;initial scale (ideally should be calculated)
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delt_sc dd 0.0005
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angle_z dd 90.0
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angle_y dd 90.0
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@@ -170,10 +184,11 @@ angle_x dd 0.0
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delt_size dd 3.0
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align 4
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house_3ds: ;внедряем файл внутрь программы (в идеальном случае должен открыватся через окно диалога, но для облегчения примера вшит внутрь)
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house_3ds: ;we embed the file inside the program (ideally it should open through a dialog box)
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file '../../../../../demos/view3ds/3ds_objects/House.3ds'
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.end:
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align 4
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Indices rb 0x1a6*6 ;0x1a6 - число граней, на каждую грань по 3 точки, индекс точки 2 байта
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Indices rb FACES_COUNT*6 ;3 points per edge, point index 2 bytes
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;--------------------------------------------------
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align 4
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@@ -36,13 +36,13 @@ red_win:
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align 16
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still:
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mcall SF_WAIT_EVENT
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cmp al,1
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jz red_win
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cmp al,2
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jz key
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cmp al,3
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jz button
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jmp still
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cmp al,EV_REDRAW
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jz red_win
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cmp al,EV_KEY
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jz key
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cmp al,EV_BUTTON
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jz button
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jmp still
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align 4
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draw_window:
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@@ -141,7 +141,6 @@ stdcall [glClear], GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT ;очистим б
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stdcall [glColor3f], 1.0, 1.0, 0.0
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call [glPushMatrix]
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stdcall [glTranslatef], 0.0,0.0,0.5
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stdcall [glScalef], [scale], [scale], [scale]
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stdcall [glRotatef], [angle_z],0.0,0.0,1.0
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@@ -60,6 +60,7 @@ load_libraries l_libs_start,l_libs_end
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stdcall [buf2d_convert_text_matrix], buf_1
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load_image_file 'toolb_1.png', image_data_toolbar
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call SetLight
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call draw_3d
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align 4
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@@ -69,13 +70,13 @@ red_win:
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align 4
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still:
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mcall SF_WAIT_EVENT
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cmp al,1
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jz red_win
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cmp al,2
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jz key
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cmp al,3
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jz button
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jmp still
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cmp al,EV_REDRAW
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jz red_win
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cmp al,EV_KEY
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jz key
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cmp al,EV_BUTTON
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jz button
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jmp still
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align 4
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draw_window:
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@@ -303,11 +304,7 @@ draw_3d:
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stdcall [glClear], GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT ;очистим буфер цвета и глубины
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call [glPushMatrix]
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call SetLight
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stdcall [glTranslatef], 0.0,0.0,0.5
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stdcall [glScalef], [scale], [scale], [scale]
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stdcall [glScalef], 1.0, 1.0, 0.5
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stdcall [glColor3f], 1.0, 1.0, 0.0
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stdcall [glRotatef], [angle_z],0.0,0.0,1.0
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@@ -60,6 +60,7 @@ load_libraries l_libs_start,l_libs_end
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stdcall [buf2d_convert_text_matrix], buf_1
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load_image_file 'toolb_1.png', image_data_toolbar
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call SetLight
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call draw_3d
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align 4
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@@ -69,13 +70,13 @@ red_win:
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align 4
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still:
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mcall SF_WAIT_EVENT
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cmp al,1
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jz red_win
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cmp al,2
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jz key
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cmp al,3
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jz button
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jmp still
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cmp al,EV_REDRAW
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jz red_win
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cmp al,EV_KEY
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jz key
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cmp al,EV_BUTTON
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jz button
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jmp still
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align 4
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draw_window:
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@@ -296,9 +297,6 @@ draw_3d:
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stdcall [glClear], GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT ;очистим буфер цвета и глубины
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call [glPushMatrix]
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call SetLight
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stdcall [glTranslatef], 0.0,0.0,0.5
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stdcall [glScalef], [scale], [scale], [scale]
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stdcall [glColor3f], 1.0, 1.0, 0.0
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@@ -88,13 +88,13 @@ red_win:
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align 4
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still:
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mcall SF_WAIT_EVENT
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cmp al,1
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jz red_win
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cmp al,2
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jz key
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cmp al,3
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jz button
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jmp still
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cmp al,EV_REDRAW
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jz red_win
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cmp al,EV_KEY
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jz key
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cmp al,EV_BUTTON
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jz button
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jmp still
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align 4
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draw_window:
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@@ -295,7 +295,6 @@ draw_3d:
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stdcall [glClear], GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT ;очистим буфер цвета и глубины
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call [glPushMatrix]
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stdcall [glTranslatef], 0.0,0.0,0.5
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stdcall [glScalef], [scale], [scale], [scale]
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stdcall [glRotatef], [angle_z],0.0,0.0,1.0
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stdcall [glRotatef], [angle_y],0.0,1.0,0.0
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@@ -88,13 +88,13 @@ red_win:
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align 4
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still:
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mcall SF_WAIT_EVENT
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cmp al,1
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jz red_win
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cmp al,2
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jz key
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cmp al,3
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jz button
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jmp still
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cmp al,EV_REDRAW
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jz red_win
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cmp al,EV_KEY
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jz key
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cmp al,EV_BUTTON
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jz button
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jmp still
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align 4
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draw_window:
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@@ -297,9 +297,8 @@ draw_3d:
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stdcall [glClear], GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT ;очистим буфер цвета и глубины
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call [glPushMatrix]
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stdcall [glTranslatef], 0.0,0.0,0.5
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stdcall [glScalef], [scale], [scale], [scale]
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stdcall [glScalef], 1.0, 1.0, 0.1 ;прижимаем сферу, что-бы сразу не вылазила при увеличении
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stdcall [glScalef], 1.0, 1.0, 0.2 ;прижимаем сферу, что-бы сразу не вылазила при увеличении
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stdcall [glRotatef], [angle_y],0.0,1.0,0.0
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stdcall [glRotatef], [angle_x],1.0,0.0,0.0
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@@ -89,13 +89,13 @@ red_win:
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align 4
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still:
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mcall SF_WAIT_EVENT
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cmp al,1
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jz red_win
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cmp al,2
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jz key
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cmp al,3
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jz button
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jmp still
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cmp al,EV_REDRAW
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jz red_win
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cmp al,EV_KEY
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jz key
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cmp al,EV_BUTTON
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jz button
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jmp still
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align 4
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draw_window:
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@@ -268,8 +268,9 @@ draw_3d:
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stdcall [glClear], GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT ;очистим буфер цвета и глубины
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call [glPushMatrix]
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stdcall [glTranslatef], 0.0,0.0,-1.0 ;двигаем сферу на себя, что-бы отсечь переднюю часть
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stdcall [glScalef], [scale], [scale], [scale]
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stdcall [glScalef], 1.0, 1.0, 0.1 ;прижимаем сферу, что-бы сразу не вылазила при увеличении
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stdcall [glScalef], 1.0, 1.0, 0.2 ;прижимаем сферу, что-бы сразу не вылазила при увеличении
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stdcall [glRotatef], [angle_y],0.0,1.0,0.0
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stdcall [glRotatef], [angle_x],1.0,0.0,0.0
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