if DEBUG align 4 proc gl_print_matrix uses eax ebx ecx edi, m:dword, rows:dword mov ecx,[rows] cmp ecx,1 jl .end_f mov ebx,[m] mov word[NumberSymbolsAD],3 finit @@: lea edi,[buf_param] mov byte[edi],0 fld dword[ebx] fstp qword[Data_Double] call DoubleFloat_to_String stdcall str_cat, edi,Data_String stdcall str_n_cat,edi,txt_zp_sp,2 stdcall str_len,edi add edi,eax fld dword[ebx+4] fstp qword[Data_Double] call DoubleFloat_to_String stdcall str_cat, edi,Data_String stdcall str_n_cat,edi,txt_zp_sp,2 stdcall str_len,edi add edi,eax fld dword[ebx+8] fstp qword[Data_Double] call DoubleFloat_to_String stdcall str_cat, edi,Data_String stdcall str_n_cat,edi,txt_zp_sp,2 stdcall str_len,edi add edi,eax fld dword[ebx+12] fstp qword[Data_Double] call DoubleFloat_to_String stdcall str_cat, edi,Data_String stdcall str_n_cat,edi,txt_nl,2 stdcall dbg_print,txt_sp,buf_param add ebx,16 dec ecx cmp ecx,0 jg @b .end_f: ret endp end if macro gl_matrix_update context, reg { local .end_0 xor reg,reg cmp dword[context+GLContext.matrix_mode],1 jg .end_0 inc reg .end_0: mov dword[context+GLContext.matrix_model_projection_updated],reg } align 4 proc glopMatrixMode uses eax ebx, context:dword, p:dword mov eax,[context] mov ebx,[p] cmp dword[ebx+4],GL_MODELVIEW ;cmp p[1],... jne @f mov dword[eax+GLContext.matrix_mode],0 jmp .end_f @@: cmp dword[ebx+4],GL_PROJECTION jne @f mov dword[eax+GLContext.matrix_mode],1 jmp .end_f @@: cmp dword[ebx+4],GL_TEXTURE jne .def mov dword[eax+GLContext.matrix_mode],2 jmp .end_f .def: ;assert(0); .end_f: ret endp align 4 proc glopLoadMatrix uses eax edi esi, context:dword, p:dword mov eax,[context] mov edi,[eax+GLContext.matrix_mode] lea edi,[eax+4*edi] mov edi,dword[edi+GLContext.matrix_stack_ptr] mov esi,[p] add esi,4 stdcall gl_M4_Transpose,edi,esi ;транспонируем входную матрицу в матрицу context.matrix_stack_ptr[context.matrix_mode] gl_matrix_update eax,edi ret endp align 4 proc glopLoadIdentity uses eax ebx, context:dword, p:dword mov eax,[context] mov ebx,[eax+GLContext.matrix_mode] lea ebx,[eax+4*ebx] stdcall gl_M4_Id,[ebx+GLContext.matrix_stack_ptr] gl_matrix_update eax,ebx ret endp align 4 proc glopMultMatrix uses eax edi esi, context:dword, p:dword locals m M4 endl mov esi,[p] add esi,4 lea edi,[ebp-sizeof.M4] stdcall gl_M4_Transpose,edi,esi ;транспонируем входную матрицу в локальную матрицу m mov eax,[context] mov esi,[eax+GLContext.matrix_mode] lea esi,[eax+4*esi] stdcall gl_M4_MulLeft,dword[esi+GLContext.matrix_stack_ptr],edi gl_matrix_update eax,edi ret endp align 4 proc glopPushMatrix uses eax ebx, context:dword, p:dword mov eax,[context] mov ebx,[eax+GLContext.matrix_mode] ; assert( (c->matrix_stack_ptr[ebx] - c->matrix_stack[ebx] + 1 ) ; < c->matrix_stack_depth_max[ebx] ); lea ebx,[eax+4*ebx+GLContext.matrix_stack_ptr] add dword[ebx],sizeof.M4 mov ebx,[ebx] ;ebx = ++context.matrix_stack_ptr[context.matrix_mode] sub ebx,sizeof.M4 push ebx add ebx,sizeof.M4 stdcall gl_M4_Move, ebx gl_matrix_update eax,ebx ret endp align 4 proc glopPopMatrix uses eax ebx, context:dword, p:dword mov eax,[context] mov ebx,[eax+GLContext.matrix_mode] ; assert( c->matrix_stack_ptr[n] > c->matrix_stack[n] ); lea ebx,[eax+4*ebx] sub dword[ebx+GLContext.matrix_stack_ptr],sizeof.M4 gl_matrix_update eax,ebx ret endp align 4 proc glopRotate uses eax ebx ecx edx, context:dword, p:dword locals u0 dd ? u1 dd ? u2 dd ? angle dd ? cost dd ? sint dd ? m M4 endl mov eax,[context] mov ebx,[p] lea ecx,[ebp-sizeof.M4] ;ecx=&m finit fldpi fmul dword[ebx+4] fdiv dword[an180f] fst dword[angle] ;angle = p[1].f * M_PI / 180.0 ;st0 = angle ; simple case detection xor edx,edx fld dword[ebx+16] ftst fstsw ax sahf je @f inc edx @@: fstp dword[u2] fld dword[ebx+12] ftst fstsw ax sahf je @f or edx,2 @@: fstp dword[u1] fld dword[ebx+8] ftst fstsw ax sahf je @f or edx,4 @@: fstp dword[u0] ;st0 = angle ;ebx = ((u0 != 0)<<2) | ((u1 != 0)<<1) | (u2 != 0) or edx,edx jz .end_f ;если нет поворотов выход из функции cmp edx,4 jne @f fld dword[u0] ftst fstsw ax ffree st0 fincstp sahf jae .u0ch fchs ;if (u0 < 0) angle *= -1 .u0ch: push dword 0 fstp dword[esp-4] sub esp,4 stdcall gl_M4_Rotate, ecx jmp .end_sw @@: cmp edx,2 jne @f fld dword[u1] ftst fstsw ax ffree st0 fincstp sahf jae .u1ch fchs ;if (u1 < 0) angle *= -1 .u1ch: push dword 1 fstp dword[esp-4] sub esp,4 stdcall gl_M4_Rotate, ecx jmp .end_sw @@: cmp edx,1 jne @f fld dword[u2] ftst fstsw ax ffree st0 fincstp sahf jae .u2ch fchs ;if (u2 < 0) angle *= -1 .u2ch: push dword 2 fstp dword[esp-4] sub esp,4 stdcall gl_M4_Rotate, ecx jmp .end_sw @@: ;default: ; normalize vector fld dword[u0] fmul st0,st0 fld dword[u1] fmul st0,st0 faddp fld dword[u2] fmul st0,st0 faddp ; fst dword[len] ;len = u0*u0+u1*u1+u2*u2 ftst fstsw ax sahf je .f2 ;if (len == 0.0f) return fsqrt fld1 fxch fdivp ;len = 1.0f / sqrt(len) ; fst dword[len] fld dword[u0] fmul st0,st1 fstp dword[u0] ;u0 *= len fld dword[u1] fmul st0,st1 fstp dword[u1] ;u1 *= len fld dword[u2] fmul st0,st1 fstp dword[u2] ;u2 *= len ;st0 = len, st1 = angle ffree st0 fincstp ; store cos and sin values fcos fst dword[cost] ;cost=cos(angle) fld dword[angle] fsin fst dword[sint] ;sint=sin(angle) ; fill in the values mov ebx,0.0 mov [ecx+3*16 ],ebx ;m[3][0] mov [ecx+3*16 +4],ebx ;m[3][1] mov [ecx+3*16 +8],ebx ;m[3][2] mov [ecx+ 12],ebx ;m[0][3] mov [ecx+ 16+12],ebx ;m[1][3] mov [ecx+2*16+12],ebx ;m[2][3] mov ebx,1.0 mov [ecx+3*16+12],ebx ;m[3][3] ; do the math fld dword[u0] fmul st0,st0 fld1 fsub st0,st1 fmul st0,st3 ;st0 = cost*(1-u0^2) faddp fstp dword[ecx] ;m[0][0] = u0*u0+cost*(1-u0*u0) fld1 fsub st0,st2 ;st0 = 1-cost fld st0 fmul dword[u0] fmul dword[u1] fld dword[u2] fmul st0,st3 ;st0 = u2*sint fchs faddp fstp dword[ecx+16] ;m[1][0] = u0*u1*(1-cost)-u2*sint fld st0 fmul dword[u0] fmul dword[u2] fld dword[u1] fmul st0,st3 ;st0 = u1*sint faddp fstp dword[ecx+32] ;m.m[2][0]=u[2]*u[0]*(1-cost)+u[1]*sint fld st0 fmul dword[u0] fmul dword[u1] fld dword[u2] fmul st0,st3 ;st0 = u2*sint faddp fstp dword[ecx+4] ;m.m[0][1]=u[0]*u[1]*(1-cost)+u[2]*sint fld dword[u1] fmul st0,st0 fld1 fsub st0,st1 fmul st0,st4 ;st0 = cost*(1-u1^2) faddp fstp dword[ecx+20] ;m.m[1][1]=u[1]*u[1]+cost*(1-u[1]*u[1]) fld st0 fmul dword[u1] fmul dword[u2] fld dword[u0] fmul st0,st3 ;st0 = u0*sint fchs faddp fstp dword[ecx+36] ;m.m[2][1]=u[1]*u[2]*(1-cost)-u[0]*sint fld st0 fmul dword[u0] fmul dword[u2] fld dword[u1] fmul st0,st3 ;st0 = u1*sint fchs faddp fstp dword[ecx+8] ;m.m[0][2]=u[2]*u[0]*(1-cost)-u[1]*sint fld st0 fmul dword[u1] fmul dword[u2] fld dword[u0] fmul st0,st3 ;st0 = u0*sint faddp fstp dword[ecx+24] ;m.m[1][2]=u[1]*u[2]*(1-cost)+u[0]*sint ffree st0 ;1-cost fincstp fld dword[u2] fmul st0,st0 fld1 fsub st0,st1 fmul st0,st3 ;st0 = cost*(1-u2^2) faddp fstp dword[ecx+40] ;m[2][2] = u2*u2+cost*(1-u2*u2) ffree st0 ;sint fincstp ffree st0 ;cost fincstp .end_sw: mov eax,[context] mov ebx,[eax+GLContext.matrix_mode] lea ebx,[eax+4*ebx] stdcall gl_M4_MulLeft,dword[ebx+GLContext.matrix_stack_ptr],ecx gl_matrix_update eax,ebx jmp .end_f .f2: ffree st0 ;len fincstp ffree st0 ;angle fincstp .end_f: ret endp align 4 proc glopScale uses eax ebx ecx, context:dword, p:dword mov ecx,[p] mov eax,[context] mov ebx,[eax+GLContext.matrix_mode] lea ebx,[eax+4*ebx] mov ebx,[ebx+GLContext.matrix_stack_ptr] ;ebx = &m[0] fld dword[ecx+ 4] ;x fld dword[ecx+ 8] ;y fld dword[ecx+12] ;z mov ecx,4 @@: fld dword[ebx] ;m[0] fmul st0,st3 ;m[0] * x fstp dword[ebx] ;m[0] *= x fld dword[ebx+4] ;m[1] fmul st0,st2 ;m[1] * y fstp dword[ebx+4];m[1] *= y fld dword[ebx+8] ;m[2] fmul st0,st1 ;m[2] * z fstp dword[ebx+8];m[2] *= z add ebx,16 loop @b ffree st0 fincstp ffree st0 fincstp ffree st0 fincstp gl_matrix_update eax,ebx ret endp align 4 proc glopTranslate uses eax ebx ecx, context:dword, p:dword mov ecx,[p] mov eax,[context] mov ebx,[eax+GLContext.matrix_mode] lea ebx,[eax+4*ebx] mov ebx,[ebx+GLContext.matrix_stack_ptr] ;ebx = &m[0] fld dword[ecx+ 4] ;x fld dword[ecx+ 8] ;y fld dword[ecx+12] ;z mov ecx,4 @@: fld dword[ebx] ;m[0] fmul st0,st3 ;m[0] * x fld dword[ebx+4] ;m[1] fmul st0,st3 ;m[1] * y faddp fld dword[ebx+8] ;m[2] fmul st0,st2 ;m[2] * z faddp fadd dword[ebx+12] ;m[3] fstp dword[ebx+12] ;m[3] = m[0] * x + m[1] * y + m[2] * z + m[3] add ebx,16 loop @b ffree st0 fincstp ffree st0 fincstp ffree st0 fincstp gl_matrix_update eax,ebx ret endp align 4 proc glopFrustum uses eax ebx ecx, context:dword, p:dword locals x dd ? y dd ? A dd ? B dd ? C dd ? D dd ? m M4 endl mov eax,[context] mov ebx,[p] fld dword[ebx+8] fsub dword[ebx+4] ;st0 = (right-left) fld dword[ebx+20] ;st0 = near fadd st0,st0 fdiv st0,st1 fstp dword[x] ;x = (2.0*near) / (right-left) fld dword[ebx+16] fsub dword[ebx+12] ;st0 = (top-bottom) fld dword[ebx+20] ;st0 = near fadd st0,st0 fdiv st0,st1 fstp dword[y] ;y = (2.0*near) / (top-bottom) fld dword[ebx+8] fadd dword[ebx+4] ;st0 = (right+left) fdiv st0,st2 ;st2 = (right-left) fstp dword[A] ;A = (right+left) / (right-left) fld dword[ebx+16] fadd dword[ebx+12] ;st0 = (top+bottom) fdiv st0,st1 ;st1 = (top-bottom) fstp dword[B] ;B = (top+bottom) / (top-bottom) fld dword[ebx+24] fsub dword[ebx+20] ;st0 = (farp-near) fld dword[ebx+24] fadd dword[ebx+20] fchs ;st0 = -(farp+near) fdiv st0,st1 fstp dword[C] ;C = -(farp+near) / (farp-near) fld dword[ebx+24] fmul dword[ebx+20] ;st0 = farp*near fadd st0,st0 fchs ;st0 = -(2.0*farp*near) fdiv st0,st1 fstp dword[D] ;D = -(2.0*farp*near) / (farp-near) ffree st0 fincstp ffree st0 fincstp ffree st0 fincstp mov ecx,ebp sub ecx,sizeof.M4 mov ebx,[x] mov dword[ecx],ebx mov dword[ecx+4],0.0 mov ebx,[A] mov dword[ecx+8],ebx mov dword[ecx+12],0.0 mov dword[ecx+16],0.0 mov ebx,[y] mov dword[ecx+20],ebx mov ebx,[B] mov dword[ecx+24],ebx mov dword[ecx+28],0.0 mov dword[ecx+32],0.0 mov dword[ecx+36],0.0 mov ebx,[C] mov dword[ecx+40],ebx mov ebx,[D] mov dword[ecx+44],ebx mov dword[ecx+48],0.0 mov dword[ecx+52],0.0 mov dword[ecx+56],-1.0 mov dword[ecx+60],0.0 mov ebx,[eax+GLContext.matrix_mode] shl ebx,2 add ebx,eax stdcall gl_M4_MulLeft,dword[ebx+GLContext.matrix_stack_ptr],ecx if DEBUG ;glopFrustum stdcall gl_print_matrix,ecx,4 stdcall gl_print_matrix,dword[ebx+GLContext.matrix_stack_ptr],4 end if gl_matrix_update eax,ebx ret endp align 4 proc glopOrtho uses eax ebx ecx, context:dword, p:dword locals x dd ? y dd ? A dd ? B dd ? C dd ? D dd ? m M4 endl mov eax,[context] mov ebx,[p] fld dword[ebx+8] fsub dword[ebx+4] ;st0 = (right-left) fld1 fadd st0,st0 ;st0 = 2.0 fdiv st0,st1 fstp dword[x] ;x = 2.0 / (right-left) fld dword[ebx+16] fsub dword[ebx+12] ;st0 = (top-bottom) fld1 fadd st0,st0 ;st0 = 2.0 fdiv st0,st1 fstp dword[y] ;y = 2.0 / (top-bottom) fld dword[ebx+8] fadd dword[ebx+4] fchs ;st0 = -(right+left) fdiv st0,st2 ;st2 = (right-left) fstp dword[A] ;A = -(right+left) / (right-left) fld dword[ebx+16] fadd dword[ebx+12] fchs ;st0 = -(top+bottom) fdiv st0,st1 ;st1 = (top-bottom) fstp dword[B] ;B = -(top+bottom) / (top-bottom) fld dword[ebx+24] fsub dword[ebx+20] ;st0 = (farp-near) fld1 fadd st0,st0 fchs ;st0 = -2.0 fdiv st0,st1 fstp dword[C] ;C = -2.0 / (farp-near) fld dword[ebx+24] fadd dword[ebx+20] ;st0 = farp+near fchs ;st0 = -(farp+near) fdiv st0,st1 fstp dword[D] ;D = -(farp*near) / (farp-near) ffree st0 fincstp ffree st0 fincstp ffree st0 fincstp lea ecx,[ebp-sizeof.M4] mov ebx,[x] mov dword[ecx],ebx mov dword[ecx+4],0.0 mov dword[ecx+8],0.0 mov ebx,[A] mov dword[ecx+12],ebx mov dword[ecx+16],0.0 mov ebx,[y] mov dword[ecx+20],ebx mov dword[ecx+24],0.0 mov ebx,[B] mov dword[ecx+28],ebx mov dword[ecx+32],0.0 mov dword[ecx+36],0.0 mov ebx,[C] mov dword[ecx+40],ebx mov ebx,[D] mov dword[ecx+44],ebx mov dword[ecx+48],0.0 mov dword[ecx+52],0.0 mov dword[ecx+56],0.0 mov dword[ecx+60],1.0 mov ebx,[eax+GLContext.matrix_mode] lea ebx,[eax+4*ebx] stdcall gl_M4_MulLeft,dword[ebx+GLContext.matrix_stack_ptr],ecx if DEBUG ;glopOrtho stdcall gl_print_matrix,ecx,4 stdcall gl_print_matrix,dword[ebx+GLContext.matrix_stack_ptr],4 end if gl_matrix_update eax,ebx ret endp