kolibrios-gitea/programs/develop/libraries/TinyGL/asm_fork/vertex.asm
IgorA d3fd66f14b possible smooth buffer resizing,
fix and clean code,
fix and update examples

git-svn-id: svn://kolibrios.org@8069 a494cfbc-eb01-0410-851d-a64ba20cac60
2020-09-19 19:57:00 +00:00

760 lines
20 KiB
NASM

if DEBUG
f_vt db ' gl_vertex_transform',0
end if
align 16
proc glopNormal uses ecx esi edi, context:dword, p:dword
mov esi,[p]
add esi,4
mov edi,[context]
add edi,GLContext.current_normal
mov ecx,3
rep movsd
mov dword[edi],0.0 ;context.current_normal.W = 0.0
ret
endp
align 16
proc glopTexCoord uses ecx esi edi, context:dword, p:dword
mov esi,[p]
add esi,4
mov edi,[context]
add edi,GLContext.current_tex_coord
mov ecx,4
rep movsd
ret
endp
align 16
proc glopEdgeFlag uses eax ebx, context:dword, p:dword
mov eax,[context]
mov ebx,[p]
mov ebx,[ebx+4] ;ebx = p[1]
mov dword[eax+GLContext.current_edge_flag],ebx
ret
endp
align 16
proc glopColor uses eax ecx esi edi, context:dword, p:dword
locals
q rd 7
endl
;current_color[3] = p[1-4]
;longcurrent_color[2] = p[5-7]
mov esi,[p]
add esi,4
mov edi,[context]
add edi,GLContext.current_color
mov ecx,7
rep movsd
mov eax,[context]
cmp dword[eax+GLContext.color_material_enabled],0
je @f
mov dword[q],OP_Material
mov ecx,[eax+GLContext.current_color_material_mode]
mov dword[q+4],ecx
mov ecx,[eax+GLContext.current_color_material_type]
mov dword[q+8],ecx
mov esi,[p]
add esi,4
lea edi,[ebp-16] ;edi = &q[3]
mov ecx,4
rep movsd
;mov edi,ebp
sub edi,28 ;edi = &q
stdcall glopMaterial, eax,edi
@@:
ret
endp
align 16
proc gl_eval_viewport uses eax, context:dword
locals
zsize dd ? ;float
endl
mov eax,[context]
add eax,GLContext.viewport ;eax = (GLViewport*) v
mov dword[zsize],(1 shl (ZB_Z_BITS + ZB_POINT_Z_FRAC_BITS))
fild dword[zsize]
fstp dword[zsize]
fld1
fld1
fadd st1,st0 ;st1 = 2.0
fdiv st0,st1 ;st0 = 0.5
fild dword[eax+GLViewport.xsize]
fsub st0,st1
fdiv st0,st2
fst dword[eax+GLViewport.scale+offs_X]
fiadd dword[eax+GLViewport.xmin]
fstp dword[eax+GLViewport.trans+offs_X]
fild dword[eax+GLViewport.ysize]
fsub st0,st1
fdiv st0,st2
fchs
fst dword[eax+GLViewport.scale+offs_Y]
fchs
fiadd dword[eax+GLViewport.ymin]
fstp dword[eax+GLViewport.trans+offs_Y]
fld dword[zsize]
fsub st0,st1
fdiv st0,st2
fchs
fst dword[eax+GLViewport.scale+offs_Z]
fchs
mov dword[zsize],(1 shl ZB_POINT_Z_FRAC_BITS) / 2
fiadd dword[zsize]
fstp dword[eax+GLViewport.trans+offs_Z]
ret
endp
align 16
proc glopBegin uses eax ebx ecx edx, context:dword, p:dword
locals
tmp M4
endl
;assert(context.in_begin == 0)
mov edx,[context]
mov ebx,[p]
mov ebx,[ebx+4] ;ebx = p[1]
mov [edx+GLContext.begin_type],ebx
mov dword[edx+GLContext.in_begin],1
mov dword[edx+GLContext.vertex_n],0
mov dword[edx+GLContext.vertex_cnt],0
bt dword[edx+GLContext.matrix_model_projection_updated],0
jnc .end_mmpu
cmp dword[edx+GLContext.lighting_enabled],0 ;if(context.lighting_enabled)
jne .if_0
cmp dword[eax+GLContext.texture_2d_enabled],0
jne .if_0
jmp @f
align 4
.if_0:
if DEBUG ;context.matrix_stack_ptr[0]
stdcall gl_print_matrix,dword[edx+GLContext.matrix_stack_ptr],4
end if
; precompute inverse modelview
lea ebx,[ebp-sizeof.M4]
stdcall gl_M4_Inv, ebx,dword[edx+GLContext.matrix_stack_ptr]
if DEBUG ;tmp
stdcall dbg_print,txt_sp,txt_nl
stdcall gl_print_matrix,ebx,4
end if
push ebx
lea ebx,[edx+GLContext.matrix_model_view_inv]
stdcall gl_M4_Transpose, ebx
if DEBUG ;context.matrix_model_view_inv
stdcall dbg_print,txt_sp,txt_nl
stdcall gl_print_matrix,ebx,4
end if
jmp .end_if_0
align 4
@@:
lea ecx,[edx+GLContext.matrix_model_projection]
; precompute projection matrix
stdcall gl_M4_Mul, ecx,dword[edx+GLContext.matrix_stack_ptr+4],dword[edx+GLContext.matrix_stack_ptr]
; test to accelerate computation
mov dword[edx+GLContext.matrix_model_projection_no_w_transform],0
fldz
fld dword[ecx+12*4]
fcomp st1
fstsw ax
sahf
jne @f
fld dword[ecx+13*4]
fcomp st1
fstsw ax
sahf
jne @f
fld dword[ecx+14*4]
fcomp st1
fstsw ax
sahf
jne @f
mov dword[edx+GLContext.matrix_model_projection_no_w_transform],1
@@:
ffree st0 ;0.0
fincstp
.end_if_0:
; test if the texture matrix is not Identity
lea eax,[edx+GLContext.matrix_stack_ptr+8]
stdcall gl_M4_IsId,eax
xor eax,1
mov dword[edx+GLContext.apply_texture_matrix],eax
mov dword[edx+GLContext.matrix_model_projection_updated],0
.end_mmpu:
; viewport
cmp dword[edx+GLContext.viewport+GLViewport.updated],0 ;if (context.viewport.updated)
je @f
stdcall gl_eval_viewport,edx
mov dword[edx+GLContext.viewport+GLViewport.updated],0
@@:
; triangle drawing functions
cmp dword[edx+GLContext.render_mode],GL_SELECT
jne @f
mov dword[edx+GLContext.draw_triangle_front],gl_draw_triangle_select
mov dword[edx+GLContext.draw_triangle_back],gl_draw_triangle_select
jmp .end_if_2
align 4
@@:
cmp dword[edx+GLContext.polygon_mode_front],GL_POINT
jne @f
mov dword[edx+GLContext.draw_triangle_front],gl_draw_triangle_point
jmp .end_if_1
align 4
@@:
cmp dword[edx+GLContext.polygon_mode_front],GL_LINE
jne @f
mov dword[edx+GLContext.draw_triangle_front],gl_draw_triangle_line
jmp .end_if_1
align 4
@@: ;default:
mov dword[edx+GLContext.draw_triangle_front],gl_draw_triangle_fill
.end_if_1:
cmp dword[edx+GLContext.polygon_mode_back],GL_POINT
jne @f
mov dword[edx+GLContext.draw_triangle_back],gl_draw_triangle_point
jmp .end_if_2
align 4
@@:
cmp dword[edx+GLContext.polygon_mode_back],GL_LINE
jne @f
mov dword[edx+GLContext.draw_triangle_back],gl_draw_triangle_line
jmp .end_if_2
align 4
@@: ;default:
mov dword[edx+GLContext.draw_triangle_back],gl_draw_triangle_fill
.end_if_2:
ret
endp
; coords, tranformation , clip code and projection
; TODO : handle all cases
align 16
proc gl_vertex_transform, context:dword, v:dword
pushad
mov eax,[context]
mov edx,[v]
cmp dword[eax+GLContext.lighting_enabled],0 ;if (context.lighting_enabled)
jne @f
cmp dword[eax+GLContext.texture_2d_enabled],0
jne @f
jmp .els_0
align 4
@@:
; eye coordinates needed for lighting
mov ebx,dword[eax+GLContext.matrix_stack_ptr]
finit
fld dword[edx+GLVertex.coord+offs_X]
fld dword[edx+GLVertex.coord+offs_Y]
fld dword[edx+GLVertex.coord+offs_Z]
mov ecx,4
.cycle_0:
fld dword[ebx] ;st0 = m[0]
fmul st0,st3 ;st0 *= v.coord.X
fld dword[ebx+4] ;st0 = m[1]
fmul st0,st3 ;st0 *= v.coord.Y
faddp ;st0 = v.coord.X * m[0] + v.coord.Y * m[1]
fld dword[ebx+8] ;st0 = m[2]
fmul st0,st2 ;st0 *= v.coord.Z
fadd dword[ebx+12] ;st0 += m[3]
faddp ;st0 = v.ec.X
fstp dword[edx+GLVertex.ec] ;v.ec.X = v.coord.X * m[0] + v.coord.Y * m[1] + v.coord.Z * m[2] + m[3]
add ebx,16 ;следущая строка матрицы
add edx,4 ;следущая координата вектора
loop .cycle_0
ffree st0
fincstp
ffree st0
fincstp
ffree st0
fincstp
; projection coordinates
mov ebx,dword[eax+GLContext.matrix_stack_ptr+4]
mov edx,[v]
fld dword[edx+GLVertex.ec+offs_X]
fld dword[edx+GLVertex.ec+offs_Y]
fld dword[edx+GLVertex.ec+offs_Z]
fld dword[edx+GLVertex.ec+offs_W]
mov ecx,4
.cycle_1:
fld dword[ebx] ;st0 = m[0]
fmul st0,st4 ;st0 *= v.ec.X
fld dword[ebx+4] ;st0 = m[1]
fmul st0,st4 ;st0 *= v.ec.Y
faddp ;st0 = v.ec.X * m[0] + v.ec.Y * m[1]
fld dword[ebx+8] ;st0 = m[2]
fmul st0,st3 ;st0 *= v.ec.Z
faddp ;st0 = v.ec.X * m[0] + v.ec.Y * m[1] + v.ec.Z * m[2]
fld dword[ebx+12] ;st0 = m[3]
fmul st0,st2 ;st0 *= v.ec.W
faddp ;st0 = v.pc.X
fstp dword[edx+GLVertex.pc] ;v.pc.X = v.ec.X * m[0] + v.ec.Y * m[1] + v.ec.Z * m[2] + v.ec.W * m[3]
add ebx,16 ;следущая строка матрицы
add edx,4 ;следущая координата вектора
loop .cycle_1
ffree st0
fincstp
ffree st0
fincstp
ffree st0
fincstp
ffree st0
fincstp
lea ebx,[eax+GLContext.matrix_model_view_inv]
lea edi,[eax+GLContext.current_normal]
mov edx,[v]
fld dword[edi] ;edi = &n
fld dword[edi+offs_Y]
fld dword[edi+offs_Z]
add edx,GLVertex.normal
fld dword[ebx] ;st0 = m[0]
fmul st0,st3 ;st0 *= n.X
fld dword[ebx+4] ;st0 = m[1]
fmul st0,st3 ;st0 *= n.Y
faddp ;st0 = n.X * m[0] + n.Y * m[1]
fld dword[ebx+8] ;st0 = m[2]
fmul st0,st2 ;st0 *= n.Z
faddp ;st0 = v.normal.X
fstp dword[edx] ;v.normal.X = n.X * m[0] + n.Y * m[1] + n.Z * m[2]
fld dword[ebx+16];st0 = m[4]
fmul st0,st3 ;st0 *= n.X
fld dword[ebx+20];st0 = m[5]
fmul st0,st3 ;st0 *= n.Y
faddp ;st0 = n.X * m[4] + n.Y * m[5]
fld dword[ebx+24];st0 = m[6]
fmul st0,st2 ;st0 *= n.Z
faddp ;st0 = v.normal.X
fstp dword[edx+4];v.normal.X = n.X * m[4] + n.Y * m[5] + n.Z * m[6]
fld dword[ebx+32];st0 = m[8]
fmul st0,st3 ;st0 *= n.X
fld dword[ebx+36];st0 = m[9]
fmul st0,st3 ;st0 *= n.Y
faddp ;st0 = n.X * m[8] + n.Y * m[9]
fld dword[ebx+40];st0 = m[10]
fmul st0,st2 ;st0 *= n.Z
faddp ;st0 = v.normal.X
fstp dword[edx+8];v.normal.X = n.X * m[8] + n.Y * m[9] + n.Z * m[10]
cmp dword[eax+GLContext.normalize_enabled],0
je .end_els
stdcall gl_V3_Norm,edx
jmp .end_els
align 4
.els_0:
; no eye coordinates needed, no normal
; NOTE: W = 1 is assumed
lea ebx,[eax+GLContext.matrix_model_projection]
finit
fld dword[edx+GLVertex.coord+offs_X]
fld dword[edx+GLVertex.coord+offs_Y]
fld dword[edx+GLVertex.coord+offs_Z]
lea esi,[edx+GLVertex.pc]
fld dword[ebx] ;st0 = m[0]
fmul st0,st3 ;st0 *= v.coord.X
fld dword[ebx+4] ;st0 = m[1]
fmul st0,st3 ;st0 *= v.coord.Y
faddp ;st0 = v.coord.X * m[0] + v.coord.Y * m[1]
fld dword[ebx+8] ;st0 = m[2]
fmul st0,st2 ;st0 *= v.coord.Z
fadd dword[ebx+12] ;st0 += m[3]
faddp ;st0 = v.pc.X
fstp dword[esi] ;v.pc.X = v.coord.X * m[0] + v.coord.Y * m[1] + v.coord.Z * m[2] + m[3]
fld dword[ebx+16] ;st0 = m[4]
fmul st0,st3 ;st0 *= v.coord.X
fld dword[ebx+20] ;st0 = m[5]
fmul st0,st3 ;st0 *= v.coord.Y
faddp ;st0 = v.coord.X * m[4] + v.coord.Y * m[5]
fld dword[ebx+24] ;st0 = m[6]
fmul st0,st2 ;st0 *= v.coord.Z
fadd dword[ebx+28] ;st0 += m[7]
faddp ;st0 = v.pc.Y
fstp dword[esi+4] ;v.pc.Y = v.coord.X * m[4] + v.coord.Y * m[5] + v.coord.Z * m[6] + m[7]
fld dword[ebx+32] ;st0 = m[8]
fmul st0,st3 ;st0 *= v.coord.X
fld dword[ebx+36] ;st0 = m[9]
fmul st0,st3 ;st0 *= v.coord.Y
faddp ;st0 = v.coord.X * m[8] + v.coord.Y * m[9]
fld dword[ebx+40] ;st0 = m[10]
fmul st0,st2 ;st0 *= v.coord.Z
fadd dword[ebx+44] ;st0 += m[11]
faddp ;st0 = v.pc.Z
fstp dword[esi+8] ;v.pc.Z = v.coord.X * m[8] + v.coord.Y * m[9] + v.coord.Z * m[10] + m[11]
cmp dword[eax+GLContext.matrix_model_projection_no_w_transform],0
je .els_1
;if (context.matrix_model_projection_no_w_transform)
mov ebx,dword[ebx+60] ;ebx = m[15]
mov dword[esi+12],ebx ;v.pc.W = m[15]
jmp .end_els
align 4
.els_1:
fld dword[ebx+48] ;st0 = m[12]
fmul st0,st3 ;st0 *= v.coord.X
fld dword[ebx+52] ;st0 = m[13]
fmul st0,st3 ;st0 *= v.coord.Y
faddp ;st0 = v.coord.X * m[12] + v.coord.Y * m[13]
fld dword[ebx+56] ;st0 = m[14]
fmul st0,st2 ;st0 *= v.coord.Z
fadd dword[ebx+60] ;st0 += m[15]
faddp ;st0 = v.pc.W
fstp dword[esi+12] ;v.pc.W = v.coord.X * m[12] + v.coord.Y * m[13] + v.coord.Z * m[14] + m[15]
.end_els:
ffree st0
fincstp
ffree st0
fincstp
ffree st0
fincstp
if DEBUG ;gl_vertex_transform
stdcall dbg_print,f_vt,txt_nl
mov edx,[v]
add edx,GLVertex.pc
stdcall gl_print_matrix,edx,1
end if
mov edx,[v]
stdcall gl_clipcode, dword[edx+GLVertex.pc+offs_X], dword[edx+GLVertex.pc+offs_Y],\
dword[edx+GLVertex.pc+offs_Z], dword[edx+GLVertex.pc+offs_W]
mov dword[edx+GLVertex.clip_code],eax
popad
ret
endp
align 16
proc glopVertex, context:dword, p:dword
locals
;ebx = GLVertex * v
n dd ? ;ebp-4
endl
pushad
mov edx,[context]
; assert(c->in_begin != 0);
mov ecx,[edx+GLContext.vertex_n]
mov [n],ecx
inc dword[edx+GLContext.vertex_cnt]
; quick fix to avoid crashes on large polygons
mov ecx,[edx+GLContext.vertex_max]
cmp dword[n],ecx
jl @f
shl dword[edx+GLContext.vertex_max],1 ; just double size
imul ecx,2*sizeof.GLVertex
stdcall gl_malloc,ecx
cmp eax,0
jne .no_err
;gl_fatal_error("unable to allocate GLVertex array.\n");
.no_err:
mov edi,eax
mov ebx,eax
mov esi,[edx+GLContext.vertex]
mov ecx,[n]
imul ecx,(sizeof.GLVertex)/4 ;((...)/4) что-бы использовать movsd вместо movsb
rep movsd
stdcall gl_free,dword[edx+GLContext.vertex]
mov dword[edx+GLContext.vertex],ebx
@@:
; new vertex entry
mov ebx,[n]
imul ebx,sizeof.GLVertex
add ebx,[edx+GLContext.vertex]
inc dword[n]
mov esi,[p]
add esi,4
lea edi,[ebx+GLVertex.coord] ;edi = &v.coord
mov ecx,4
rep movsd
stdcall gl_vertex_transform, edx, ebx
; color
cmp dword[edx+GLContext.lighting_enabled],0
je .els_0
stdcall gl_shade_vertex, edx,ebx
jmp @f
align 4
.els_0:
lea esi,[edx+GLContext.current_color]
lea edi,[ebx+GLVertex.color] ;edi = &v.color
mov ecx,4
rep movsd
@@:
; tex coords
cmp dword[edx+GLContext.texture_2d_enabled],0
je @f
cmp dword[edx+GLContext.apply_texture_matrix],0
je .els_1
lea eax,[edx+GLContext.current_tex_coord]
push eax ;&context.current_tex_coord
lea eax,[ebx+GLVertex.tex_coord]
stdcall gl_M4_MulV4, eax, dword[edx+GLContext.matrix_stack_ptr+8]
jmp @f
align 4
.els_1:
lea esi,[edx+GLContext.current_tex_coord]
lea edi,[ebx+GLVertex.tex_coord]
mov ecx,4
rep movsd
@@:
; precompute the mapping to the viewport
cmp dword[ebx+GLVertex.clip_code],0
jne @f
stdcall gl_transform_to_viewport, edx,ebx
@@:
; edge flag
mov eax,[edx+GLContext.current_edge_flag]
mov dword[ebx+GLVertex.edge_flag],eax ;v.edge_flag = context.current_edge_flag
cmp dword[edx+GLContext.begin_type],GL_POINTS
jne @f
stdcall gl_draw_point, edx, dword[edx+GLContext.vertex] ;dword[edx+...] = &context.vertex[0]
mov dword[n],0
jmp .end_f
align 4
@@:
cmp dword[edx+GLContext.begin_type],GL_LINES
jne @f
cmp dword[n],2
jne .end_f
mov eax,[edx+GLContext.vertex]
push eax
add eax,sizeof.GLVertex
stdcall gl_draw_line, edx, eax
xor eax,eax
mov dword[n],eax
jmp .end_f
align 4
@@:
cmp dword[edx+GLContext.begin_type],GL_LINE_STRIP
je .li_loop
cmp dword[edx+GLContext.begin_type],GL_LINE_LOOP
jne @f
.li_loop:
cmp dword[n],1
jne .els_2
mov esi,[edx+GLContext.vertex]
lea edi,[esi+2*sizeof.GLVertex]
mov ecx,(sizeof.GLVertex)/4 ;((...)/4) что-бы использовать movsd вместо movsb
rep movsd ;context.vertex[2] = context.vertex[0]
jmp .end_f
align 4
.els_2:
cmp dword[n],2
jne .end_f ;else if (n == 2)
mov edi,[edx+GLContext.vertex]
lea esi,[edi+sizeof.GLVertex]
stdcall gl_draw_line, edx, esi, edi
mov ecx,(sizeof.GLVertex)/4 ;((...)/4) что-бы использовать movsd вместо movsb
rep movsd ;context.vertex[0] = context.vertex[1]
mov dword[n],1
jmp .end_f
align 4
@@:
cmp dword[edx+GLContext.begin_type],GL_TRIANGLES
jne @f
cmp dword[n],3
jne .end_f
mov eax,[edx+GLContext.vertex]
mov [esp-12],eax
add eax,sizeof.GLVertex
mov [esp-8],eax
add eax,sizeof.GLVertex
mov [esp-4],eax
sub esp,12
stdcall gl_draw_triangle, edx ;v0,v1,v2
xor eax,eax
mov dword[n],eax
jmp .end_f
align 4
@@:
cmp dword[edx+GLContext.begin_type],GL_TRIANGLE_STRIP
jne @f
cmp dword[edx+GLContext.vertex_cnt],3 ;if (context.vertex_cnt >= 3)
jl .end_f
cmp dword[n],3
jne .ts3
xor eax,eax
mov dword[n],eax
.ts3:
; needed to respect triangle orientation
mov eax,[edx+GLContext.vertex]
bt dword[edx+GLContext.vertex_cnt],0
jc .case_1
mov [esp-4],eax
add eax,sizeof.GLVertex
mov [esp-8],eax
add eax,sizeof.GLVertex
mov [esp-12],eax
sub esp,12
stdcall gl_draw_triangle, edx ;v2,v1,v0
jmp .end_f
align 4
.case_1:
mov [esp-12],eax
add eax,sizeof.GLVertex
mov [esp-8],eax
add eax,sizeof.GLVertex
mov [esp-4],eax
sub esp,12
stdcall gl_draw_triangle, edx ;v0,v1,v2
jmp .end_f
align 4
@@:
cmp dword[edx+GLContext.begin_type],GL_TRIANGLE_FAN
jne @f
cmp dword[n],3
jne .end_f
mov eax,[edx+GLContext.vertex]
mov [esp-12],eax
lea edi,[eax+sizeof.GLVertex]
mov [esp-8],edi
lea esi,[edi+sizeof.GLVertex]
mov [esp-4],esi
sub esp,12
stdcall gl_draw_triangle, edx ;v0,v1,v2
mov ecx,(sizeof.GLVertex)/4 ;((...)/4) что-бы использовать movsd вместо movsb
rep movsd ;context.vertex[1] = context.vertex[2]
mov dword[n],2
jmp .end_f
align 4
@@:
cmp dword[edx+GLContext.begin_type],GL_QUADS
jne @f
cmp dword[n],4
jne .end_f
mov eax,[edx+GLContext.vertex]
add eax,2*sizeof.GLVertex
mov dword[eax+GLVertex.edge_flag],0 ;context.vertex[2].edge_flag = 0
push eax
sub eax,sizeof.GLVertex
push eax
sub eax,sizeof.GLVertex
stdcall gl_draw_triangle, edx,eax ;v0,v1,v2
mov dword[eax+GLVertex.edge_flag],0 ;context.vertex[0].edge_flag = 0
add eax,2*sizeof.GLVertex
mov dword[eax+GLVertex.edge_flag],1 ;context.vertex[2].edge_flag = 1
add eax,sizeof.GLVertex
push eax
sub eax,sizeof.GLVertex
push eax
sub eax,2*sizeof.GLVertex
stdcall gl_draw_triangle, edx,eax ;v0,v2,v3
xor eax,eax
mov dword[n],eax
jmp .end_f
align 4
@@:
cmp dword[edx+GLContext.begin_type],GL_QUAD_STRIP
jne @f
cmp dword[n],4
jne .end_f
mov eax,[edx+GLContext.vertex]
mov [esp-12],eax
mov edi,eax
add eax,sizeof.GLVertex
mov [esp-8],eax
add eax,sizeof.GLVertex
mov [esp-4],eax
mov esi,eax
sub esp,12
stdcall gl_draw_triangle, edx ;v0,v1,v2
mov [esp-4],eax
add eax,sizeof.GLVertex
mov [esp-8],eax
sub eax,2*sizeof.GLVertex
mov [esp-12],eax
sub esp,12
stdcall gl_draw_triangle, edx ;v1,v3,v2
mov ecx,(sizeof.GLVertex)/2 ;((...)/2) копируем 2 вершины
rep movsd ;context.vertex[0] = context.vertex[2], context.vertex[1] = context.vertex[3]
mov dword[n],2
jmp .end_f
align 4
@@:
cmp dword[edx+GLContext.begin_type],GL_POLYGON
je .end_f
; default:
; gl_fatal_error("glBegin: type %x not handled\n", c->begin_type);
; }
.end_f:
mov ecx,[n]
mov [edx+GLContext.vertex_n],ecx
popad
ret
endp
align 16
proc glopEnd uses eax ebx ecx, context:dword, p:dword
mov eax,[context]
; assert(c->in_begin == 1);
cmp dword[eax+GLContext.begin_type],GL_LINE_LOOP
jne .else_i
cmp dword[eax+GLContext.vertex_cnt],3
jl .end_i
mov ebx,[eax+GLContext.vertex]
push ebx
add ebx,2*sizeof.GLVertex
push ebx
stdcall gl_draw_line, eax
jmp .end_i
align 4
.else_i:
cmp dword[eax+GLContext.begin_type],GL_POLYGON
jne .end_i
mov ebx,dword[eax+GLContext.vertex_cnt]
@@: ;while (ebx >= 3)
cmp ebx,3
jl .end_i
dec ebx
mov ecx,ebx
imul ecx,sizeof.GLVertex
add ecx,[eax+GLContext.vertex]
push ecx ;ecx = &context.vertex[i]
sub ecx,sizeof.GLVertex
push ecx ;ecx = &context.vertex[i-1]
stdcall gl_draw_triangle, eax,[eax+GLContext.vertex]
jmp @b
align 4
.end_i:
mov dword[eax+GLContext.in_begin],0
ret
endp