TinyGL:
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- fixed setting of 'GL_FRONT_AND_BACK' mode
- fixed setting of 'GL_SPOT_DIRECTION' angle
- optimization of drawing triangles and lines
- fixes in 'gluCylinder' and 'gluSphere' functions
- 'gluDisk' function added
- optimize function 'calc_buf'
- clean code

Flag: add lighting

info3ds, info3ds_u, test_glu0, test_glu1, test_glu2,
textures0, textures1, textures2:
- updated programs using 'gluCylinder' and 'gluSphere'
This commit is contained in:
2025-04-22 21:43:12 +03:00
committed by Max Logaev
parent cd1c2ce969
commit 062aa527fb
23 changed files with 1155 additions and 722 deletions

View File

@@ -21,7 +21,7 @@ proc gl_transform_to_viewport uses eax ebx ecx, context:dword,v:dword
fmul st0,st1
fmul dword[eax+GLContext.viewport+GLViewport.scale+offs_X]
fadd dword[eax+GLContext.viewport+GLViewport.trans+offs_X]
fistp dword[ebx+GLVertex.zp] ;v.zp.x = st0, st0 = st1
fistp dword[ebx+GLVertex.zp+ZBufferPoint.x] ;v.zp.x = st0, st0 = st1
fld dword[ebx+GLVertex.pc+offs_Y] ;st0 = v.pc.Y
fmul st0,st1
@@ -62,14 +62,14 @@ align 4
je @f
mov eax,[eax+GLContext.current_texture] ;eax = &context.current_texture
mov eax,[eax] ;eax = context.current_texture
;[eax+offs_text_images] = im = &context.current_texture.images[0]
;[eax+GLTexture.images] = im = &context.current_texture.images[0]
fild dword[eax+offs_text_images+offs_imag_s_bound]
fild dword[eax+GLTexture.images+GLImage.s_bound]
fmul dword[ebx+GLVertex.tex_coord+offs_X]
fistp dword[ebx+GLVertex.zp+ZBufferPoint.s]
;v.zp.s=(int)(v.tex_coord.X * im.s_bound)
fild dword[eax+offs_text_images+offs_imag_t_bound]
fild dword[eax+GLTexture.images+GLImage.t_bound]
fmul dword[ebx+GLVertex.tex_coord+offs_Y]
fistp dword[ebx+GLVertex.zp+ZBufferPoint.t]
;v.zp.t=(int)(v.tex_coord.Y * im.t_bound)
@@ -138,12 +138,12 @@ macro interpolate q, p0, p1, t
{
fld dword[t]
; интерполяция по координатам
fld dword[p1+GLVertex.pc]
fsub dword[p0+GLVertex.pc]
; interpolation by coordinates
fld dword[p1+GLVertex.pc+offs_X]
fsub dword[p0+GLVertex.pc+offs_X]
fmul st0,st1
fadd dword[p0+GLVertex.pc]
fstp dword[q+GLVertex.pc] ;q.pc.X = p0.pc.X + (p1.pc.X - p0.pc.X) * t
fadd dword[p0+GLVertex.pc+offs_X]
fstp dword[q+GLVertex.pc+offs_X] ;q.pc.X = p0.pc.X + (p1.pc.X - p0.pc.X) * t
fld dword[p1+GLVertex.pc+offs_Y]
fsub dword[p0+GLVertex.pc+offs_Y]
@@ -163,7 +163,7 @@ macro interpolate q, p0, p1, t
fadd dword[p0+GLVertex.pc+offs_W]
fstp dword[q+GLVertex.pc+offs_W]
; интерполяция по цвету
; color interpolation
fld dword[p1+GLVertex.color]
fsub dword[p0+GLVertex.color]
fmul st0,st1
@@ -228,7 +228,7 @@ align 4
fstsw ax
sahf
jae .r1_f1
fstp dword[ebx] ;if (t<*tmin) *tmax=t
fstp dword[ebx] ;if (t<*tmax) *tmax=t
jmp .r1
align 4
.els_1: ;else if (num>0)
@@ -1028,9 +1028,11 @@ if PROFILE eq 1
end if
mov eax,[edx+GLContext.current_texture]
mov eax,[eax] ;переход по указателю
;так как offs_text_images+offs_imag_pixmap = 0 то context.current_texture.images[0].pixmap = [eax]
stdcall ZB_setTexture, [edx+GLContext.zb], [eax],\
[eax+offs_imag_s_bound],[eax+offs_imag_t_bound],[eax+offs_imag_xsize_log2]
stdcall ZB_setTexture, [edx+GLContext.zb],\
[eax+GLTexture.images+GLImage.pixmap],\
[eax+GLTexture.images+GLImage.s_bound],\
[eax+GLTexture.images+GLImage.t_bound],\
[eax+GLTexture.images+GLImage.xsize_log2]
mov eax,[p0]
add eax,GLVertex.zp
push ecx