TinyGL:
- 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'
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@@ -21,7 +21,7 @@ proc gl_transform_to_viewport uses eax ebx ecx, context:dword,v:dword
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fmul st0,st1
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fmul dword[eax+GLContext.viewport+GLViewport.scale+offs_X]
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fadd dword[eax+GLContext.viewport+GLViewport.trans+offs_X]
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fistp dword[ebx+GLVertex.zp] ;v.zp.x = st0, st0 = st1
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fistp dword[ebx+GLVertex.zp+ZBufferPoint.x] ;v.zp.x = st0, st0 = st1
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fld dword[ebx+GLVertex.pc+offs_Y] ;st0 = v.pc.Y
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fmul st0,st1
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@@ -62,14 +62,14 @@ align 4
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je @f
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mov eax,[eax+GLContext.current_texture] ;eax = &context.current_texture
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mov eax,[eax] ;eax = context.current_texture
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;[eax+offs_text_images] = im = &context.current_texture.images[0]
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;[eax+GLTexture.images] = im = &context.current_texture.images[0]
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fild dword[eax+offs_text_images+offs_imag_s_bound]
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fild dword[eax+GLTexture.images+GLImage.s_bound]
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fmul dword[ebx+GLVertex.tex_coord+offs_X]
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fistp dword[ebx+GLVertex.zp+ZBufferPoint.s]
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;v.zp.s=(int)(v.tex_coord.X * im.s_bound)
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fild dword[eax+offs_text_images+offs_imag_t_bound]
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fild dword[eax+GLTexture.images+GLImage.t_bound]
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fmul dword[ebx+GLVertex.tex_coord+offs_Y]
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fistp dword[ebx+GLVertex.zp+ZBufferPoint.t]
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;v.zp.t=(int)(v.tex_coord.Y * im.t_bound)
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@@ -138,12 +138,12 @@ macro interpolate q, p0, p1, t
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{
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fld dword[t]
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; интерполяция по координатам
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fld dword[p1+GLVertex.pc]
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fsub dword[p0+GLVertex.pc]
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; interpolation by coordinates
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fld dword[p1+GLVertex.pc+offs_X]
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fsub dword[p0+GLVertex.pc+offs_X]
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fmul st0,st1
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fadd dword[p0+GLVertex.pc]
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fstp dword[q+GLVertex.pc] ;q.pc.X = p0.pc.X + (p1.pc.X - p0.pc.X) * t
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fadd dword[p0+GLVertex.pc+offs_X]
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fstp dword[q+GLVertex.pc+offs_X] ;q.pc.X = p0.pc.X + (p1.pc.X - p0.pc.X) * t
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fld dword[p1+GLVertex.pc+offs_Y]
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fsub dword[p0+GLVertex.pc+offs_Y]
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@@ -163,7 +163,7 @@ macro interpolate q, p0, p1, t
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fadd dword[p0+GLVertex.pc+offs_W]
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fstp dword[q+GLVertex.pc+offs_W]
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; интерполяция по цвету
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; color interpolation
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fld dword[p1+GLVertex.color]
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fsub dword[p0+GLVertex.color]
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fmul st0,st1
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@@ -228,7 +228,7 @@ align 4
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fstsw ax
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sahf
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jae .r1_f1
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fstp dword[ebx] ;if (t<*tmin) *tmax=t
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fstp dword[ebx] ;if (t<*tmax) *tmax=t
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jmp .r1
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align 4
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.els_1: ;else if (num>0)
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@@ -1028,9 +1028,11 @@ if PROFILE eq 1
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end if
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mov eax,[edx+GLContext.current_texture]
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mov eax,[eax] ;переход по указателю
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;так как offs_text_images+offs_imag_pixmap = 0 то context.current_texture.images[0].pixmap = [eax]
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stdcall ZB_setTexture, [edx+GLContext.zb], [eax],\
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[eax+offs_imag_s_bound],[eax+offs_imag_t_bound],[eax+offs_imag_xsize_log2]
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stdcall ZB_setTexture, [edx+GLContext.zb],\
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[eax+GLTexture.images+GLImage.pixmap],\
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[eax+GLTexture.images+GLImage.s_bound],\
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[eax+GLTexture.images+GLImage.t_bound],\
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[eax+GLTexture.images+GLImage.xsize_log2]
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mov eax,[p0]
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add eax,GLVertex.zp
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push ecx
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