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:
2025-04-15 14:40:41 +02:00
committed by Max Logaev
parent e4cd8a4d74
commit 03cfdeb50f
20 changed files with 272 additions and 390 deletions
@@ -12,6 +12,15 @@ include '../opengl_const.inc'
@use_library
;Constants describing the house.3ds file (obtained using the info_3ds program)
VERTICES_OFFSET = 0x33 ;offset along which the coordinates of the vertices go
FACES_COUNT = 0x162 ;number of faces
FACES_OFFSET = 0x96b ;offset along which information about the edges goes
HOUSE_FILE_SIZE = 5297
txt_error_file_size db '"House.3ds file size does not match" -tE',0
align 4
start:
load_library name_tgl, library_path, system_path, import_tinygl
@@ -20,20 +29,20 @@ start:
mcall SF_SET_EVENTS_MASK,0x27
;заполняем массив индексов из файла house.3ds (который вшит внутрь данной программы)
;we fill the array of indices from the house.3ds file (which is embedded inside this program)
mov esi,house_3ds
add esi,0x1798 ;смещение по которому идет информация о гранях в файле 3ds (получено с использованием программы info_3ds)
add esi,FACES_OFFSET
mov edi,Indices
mov eax,0x1a6 ;число граней в файле 3ds (получено с использованием программы info_3ds)
mov eax,FACES_COUNT
@@:
movsd
movsw
add esi,2 ;пропускаем свойства грани
add esi,2 ;skip face properties
dec eax
or eax,eax
jnz @b
;первоначальные настройки контекста tinygl
;tinygl initial context settings
stdcall [kosglMakeCurrent], 10,10,400,350,ctx1
stdcall [glEnable], GL_DEPTH_TEST
stdcall [glClearColor], 0.0,0.0,0.0,0.0
@@ -48,13 +57,13 @@ red_win:
align 4
still:
mcall SF_WAIT_EVENT
cmp al,1
jz red_win
cmp al,2
jz key
cmp al,3
jz button
jmp still
cmp al,EV_REDRAW
jz red_win
cmp al,EV_KEY
jz key
cmp al,EV_BUTTON
jz button
jmp still
align 4
draw_window:
@@ -140,29 +149,34 @@ caption db 'Test opengl 1.1 arrays, [Esc] - exit, [<-],[->],[Up],[Down] - rotate
align 4
draw_3d:
stdcall [glClear], GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT ;очистим буфер цвета и глубины
stdcall [glClear], GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT ;clear the color and depth buffer
mov eax,house_3ds.end-house_3ds
cmp eax,HOUSE_FILE_SIZE
je @f
notify_window_run txt_error_file_size
ret
@@:
call [glPushMatrix]
;масштаб и повороты
stdcall [glTranslatef], 0.0,0.0,0.5
;scale and rotations
stdcall [glScalef], [scale], [scale], [scale]
stdcall [glRotatef], [angle_z],0.0,0.0,1.0
stdcall [glRotatef], [angle_y],0.0,1.0,0.0
stdcall [glRotatef], [angle_x],1.0,0.0,0.0
;рисование через индексный массив
mov eax,house_3ds ;начало внедренного файла 3ds
add eax,0xeb ;смещение по которому идут координаты вершин (получено с использованием программы info_3ds)
stdcall [glVertexPointer], 3, GL_FLOAT, 0, eax ;задаем массив для вершин, 3 - число координат для одной вершины
stdcall [glEnableClientState], GL_VERTEX_ARRAY ;включаем режим рисования вершин
stdcall [glDrawElements], GL_TRIANGLES, 0x1a6*3, GL_UNSIGNED_SHORT, Indices ;mode, count, type, *indices
stdcall [glDisableClientState], GL_VERTEX_ARRAY ;отключаем режим рисования вершин
;drawing via index array
mov eax,house_3ds ;start of embedded 3ds file
add eax,VERTICES_OFFSET
stdcall [glVertexPointer], 3, GL_FLOAT, 0, eax ;we set an array for the vertices, 3 is the number of coordinates for one vertex
stdcall [glEnableClientState], GL_VERTEX_ARRAY ;turn on the vertex drawing mode
stdcall [glDrawElements], GL_TRIANGLES, FACES_COUNT*3, GL_UNSIGNED_SHORT, Indices ;mode, count, type, *indices
stdcall [glDisableClientState], GL_VERTEX_ARRAY ;disable vertex drawing mode
call [glPopMatrix]
ret
align 4
scale dd 0.0065 ;начальный масштаб (в идеальном случае должен вычислятся, но для даного примера подобран в ручную на глаз)
scale dd 0.07 ;initial scale (ideally should be calculated)
delt_sc dd 0.0005
angle_z dd 90.0
angle_y dd 90.0
@@ -170,10 +184,11 @@ angle_x dd 0.0
delt_size dd 3.0
align 4
house_3ds: ;внедряем файл внутрь программы (в идеальном случае должен открыватся через окно диалога, но для облегчения примера вшит внутрь)
house_3ds: ;we embed the file inside the program (ideally it should open through a dialog box)
file '../../../../../demos/view3ds/3ds_objects/House.3ds'
.end:
align 4
Indices rb 0x1a6*6 ;0x1a6 - число граней, на каждую грань по 3 точки, индекс точки 2 байта
Indices rb FACES_COUNT*6 ;3 points per edge, point index 2 bytes
;--------------------------------------------------
align 4
@@ -36,13 +36,13 @@ red_win:
align 16
still:
mcall SF_WAIT_EVENT
cmp al,1
jz red_win
cmp al,2
jz key
cmp al,3
jz button
jmp still
cmp al,EV_REDRAW
jz red_win
cmp al,EV_KEY
jz key
cmp al,EV_BUTTON
jz button
jmp still
align 4
draw_window:
@@ -141,7 +141,6 @@ stdcall [glClear], GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT ;очистим б
stdcall [glColor3f], 1.0, 1.0, 0.0
call [glPushMatrix]
stdcall [glTranslatef], 0.0,0.0,0.5
stdcall [glScalef], [scale], [scale], [scale]
stdcall [glRotatef], [angle_z],0.0,0.0,1.0
@@ -60,6 +60,7 @@ load_libraries l_libs_start,l_libs_end
stdcall [buf2d_convert_text_matrix], buf_1
load_image_file 'toolb_1.png', image_data_toolbar
call SetLight
call draw_3d
align 4
@@ -69,13 +70,13 @@ red_win:
align 4
still:
mcall SF_WAIT_EVENT
cmp al,1
jz red_win
cmp al,2
jz key
cmp al,3
jz button
jmp still
cmp al,EV_REDRAW
jz red_win
cmp al,EV_KEY
jz key
cmp al,EV_BUTTON
jz button
jmp still
align 4
draw_window:
@@ -303,11 +304,7 @@ draw_3d:
stdcall [glClear], GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT ;очистим буфер цвета и глубины
call [glPushMatrix]
call SetLight
stdcall [glTranslatef], 0.0,0.0,0.5
stdcall [glScalef], [scale], [scale], [scale]
stdcall [glScalef], 1.0, 1.0, 0.5
stdcall [glColor3f], 1.0, 1.0, 0.0
stdcall [glRotatef], [angle_z],0.0,0.0,1.0
@@ -60,6 +60,7 @@ load_libraries l_libs_start,l_libs_end
stdcall [buf2d_convert_text_matrix], buf_1
load_image_file 'toolb_1.png', image_data_toolbar
call SetLight
call draw_3d
align 4
@@ -69,13 +70,13 @@ red_win:
align 4
still:
mcall SF_WAIT_EVENT
cmp al,1
jz red_win
cmp al,2
jz key
cmp al,3
jz button
jmp still
cmp al,EV_REDRAW
jz red_win
cmp al,EV_KEY
jz key
cmp al,EV_BUTTON
jz button
jmp still
align 4
draw_window:
@@ -296,9 +297,6 @@ draw_3d:
stdcall [glClear], GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT ;очистим буфер цвета и глубины
call [glPushMatrix]
call SetLight
stdcall [glTranslatef], 0.0,0.0,0.5
stdcall [glScalef], [scale], [scale], [scale]
stdcall [glColor3f], 1.0, 1.0, 0.0
@@ -88,13 +88,13 @@ red_win:
align 4
still:
mcall SF_WAIT_EVENT
cmp al,1
jz red_win
cmp al,2
jz key
cmp al,3
jz button
jmp still
cmp al,EV_REDRAW
jz red_win
cmp al,EV_KEY
jz key
cmp al,EV_BUTTON
jz button
jmp still
align 4
draw_window:
@@ -295,7 +295,6 @@ draw_3d:
stdcall [glClear], GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT ;очистим буфер цвета и глубины
call [glPushMatrix]
stdcall [glTranslatef], 0.0,0.0,0.5
stdcall [glScalef], [scale], [scale], [scale]
stdcall [glRotatef], [angle_z],0.0,0.0,1.0
stdcall [glRotatef], [angle_y],0.0,1.0,0.0
@@ -88,13 +88,13 @@ red_win:
align 4
still:
mcall SF_WAIT_EVENT
cmp al,1
jz red_win
cmp al,2
jz key
cmp al,3
jz button
jmp still
cmp al,EV_REDRAW
jz red_win
cmp al,EV_KEY
jz key
cmp al,EV_BUTTON
jz button
jmp still
align 4
draw_window:
@@ -297,9 +297,8 @@ draw_3d:
stdcall [glClear], GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT ;очистим буфер цвета и глубины
call [glPushMatrix]
stdcall [glTranslatef], 0.0,0.0,0.5
stdcall [glScalef], [scale], [scale], [scale]
stdcall [glScalef], 1.0, 1.0, 0.1 ;прижимаем сферу, что-бы сразу не вылазила при увеличении
stdcall [glScalef], 1.0, 1.0, 0.2 ;прижимаем сферу, что-бы сразу не вылазила при увеличении
stdcall [glRotatef], [angle_y],0.0,1.0,0.0
stdcall [glRotatef], [angle_x],1.0,0.0,0.0
@@ -89,13 +89,13 @@ red_win:
align 4
still:
mcall SF_WAIT_EVENT
cmp al,1
jz red_win
cmp al,2
jz key
cmp al,3
jz button
jmp still
cmp al,EV_REDRAW
jz red_win
cmp al,EV_KEY
jz key
cmp al,EV_BUTTON
jz button
jmp still
align 4
draw_window:
@@ -268,8 +268,9 @@ draw_3d:
stdcall [glClear], GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT ;очистим буфер цвета и глубины
call [glPushMatrix]
stdcall [glTranslatef], 0.0,0.0,-1.0 ;двигаем сферу на себя, что-бы отсечь переднюю часть
stdcall [glScalef], [scale], [scale], [scale]
stdcall [glScalef], 1.0, 1.0, 0.1 ;прижимаем сферу, что-бы сразу не вылазила при увеличении
stdcall [glScalef], 1.0, 1.0, 0.2 ;прижимаем сферу, что-бы сразу не вылазила при увеличении
stdcall [glRotatef], [angle_y],0.0,1.0,0.0
stdcall [glRotatef], [angle_x],1.0,0.0,0.0