kolibrios/programs/develop/libraries/TinyGL/asm_fork/glu.asm
IgorA 09b127b67d add wired & points sphere;
add 2 functions in quadric object

git-svn-id: svn://kolibrios.org@5290 a494cfbc-eb01-0410-851d-a64ba20cac60
2014-12-29 22:06:55 +00:00

730 lines
15 KiB
NASM

struct GLUquadricObj
DrawStyle dd ? ; GLU_FILL, LINE, SILHOUETTE, or POINT
Orientation dd ? ; GLU_INSIDE or GLU_OUTSIDE
TextureFlag dd ? ; Generate texture coords?
Normals dd ? ; GLU_NONE, GLU_FLAT, or GLU_SMOOTH
ErrorFunc dd ? ; Error handler callback function
ends
offs_qobj_DrawStyle equ 0
offs_qobj_Orientation equ 4
offs_qobj_TextureFlag equ 8
offs_qobj_Normals equ 12
offs_qobj_ErrorFunc equ 16
;void drawTorus(float rc, int numc, float rt, int numt)
;{
;}
;static void normal3f(GLfloat x, GLfloat y, GLfloat z )
;{
;}
;void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
;{
;}
;void gluLookAt(GLdouble eyex, GLdouble eyey, GLdouble eyez,
; GLdouble centerx, GLdouble centery, GLdouble centerz,
; GLdouble upx, GLdouble upy, GLdouble upz)
;{
;}
align 4
gluNewQuadric:
stdcall gl_malloc, sizeof.GLUquadricObj
or eax,eax
jz @f
mov dword[eax+offs_qobj_DrawStyle],GLU_FILL
mov dword[eax+offs_qobj_Orientation],GLU_OUTSIDE
mov dword[eax+offs_qobj_TextureFlag],GL_FALSE
mov dword[eax+offs_qobj_Normals],GLU_SMOOTH
mov dword[eax+offs_qobj_ErrorFunc],0 ;NULL
@@:
ret
align 4
proc gluDeleteQuadric, state:dword
cmp dword[state],0
je @f
stdcall gl_free,[state]
@@:
ret
endp
;
; Set the drawing style to be GLU_FILL, GLU_LINE, GLU_SILHOUETTE,
; or GLU_POINT.
;
align 4
proc gluQuadricDrawStyle uses eax ebx, qobj:dword, drawStyle:dword
mov eax,[qobj]
or eax,eax
jz .err_q
mov ebx,[drawStyle]
cmp ebx,GLU_FILL
je @f
cmp ebx,GLU_LINE
je @f
cmp ebx,GLU_SILHOUETTE
je @f
cmp ebx,GLU_POINT
je @f
jmp .err_q
@@:
mov dword[eax+offs_qobj_DrawStyle],ebx
jmp @f
.err_q:
;quadric_error(qobj, GLU_INVALID_ENUM, "qluQuadricDrawStyle")
@@:
ret
endp
;
; Set the orientation to GLU_INSIDE or GLU_OUTSIDE.
;
align 4
proc gluQuadricOrientation uses eax ebx, qobj:dword, orientation:dword
mov eax,[qobj]
or eax,eax
jz .err_q
mov ebx,[orientation]
cmp ebx,GLU_INSIDE
je @f
cmp ebx,GLU_OUTSIDE
je @f
jmp .err_q
@@:
mov dword[eax+offs_qobj_Orientation],ebx
jmp @f
.err_q:
;quadric_error(qobj, GLU_INVALID_ENUM, "qluQuadricOrientation")
@@:
ret
endp
;void gluCylinder(GLUquadricObj *qobj, GLdouble baseRadius, GLdouble topRadius, GLdouble height, GLint slices, GLint stacks )
;{
;}
; Disk (adapted from Mesa)
;void gluDisk(GLUquadricObj *qobj, GLdouble innerRadius, GLdouble outerRadius, GLint slices, GLint loops )
;{
;}
;
; Sphere (adapted from Mesa)
;
;input:
; float radius, int slices, int stacks
align 4
proc gluSphere qobj:dword, radius:dword, slices:dword, stacks:dword
locals
rho dd ? ;float
drho dd ?
theta dd ?
dtheta dd ?
x dd ? ;float
y dd ? ;float
z dd ? ;float
s dd ? ;float
t dd ? ;float
d_s dd ? ;float
d_t dd ? ;float
i dd ? ;int
j dd ? ;int
imax dd ? ;int
normals dd ? ;int
nsign dd ? ;float
endl
pushad
mov eax,[qobj]
cmp dword[eax+offs_qobj_Normals],GLU_NONE ;if (qobj.Normals==GLU_NONE)
jne .els_0
mov dword[normals],GL_FALSE
jmp @f
.els_0:
mov dword[normals],GL_TRUE
@@:
cmp dword[eax+offs_qobj_Orientation],GLU_INSIDE ;if (qobj.Orientation==GLU_INSIDE)
jne .els_1
mov dword[nsign],-1.0
jmp @f
.els_1:
mov dword[nsign],1.0
@@:
fldpi
fidiv dword[stacks]
fstp dword[drho]
fld1
fldpi
fscale
fidiv dword[slices]
fstp dword[dtheta]
ffree st0
fincstp
cmp dword[eax+offs_qobj_DrawStyle],GLU_FILL ;if (qobj.DrawStyle==GLU_FILL)
jne .if_glu_line
; draw +Z end as a triangle fan
stdcall glBegin,GL_TRIANGLE_FAN
cmp dword[normals],GL_TRUE
jne @f
stdcall glNormal3f, 0.0, 0.0, 1.0
@@:
cmp dword[eax+offs_qobj_TextureFlag],0 ;if (qobj.TextureFlag)
je @f
;glTexCoord2f(0.5,0.0)
@@:
sub esp,4
fld dword[nsign]
fmul dword[radius]
fstp dword[esp]
stdcall glVertex3f, 0.0, 0.0 ;, nsign * radius
fld dword[drho]
fcos
fmul dword[nsign]
fstp dword[z] ;z = nsign * cos(drho)
mov dword[j],0
mov ecx,[slices]
align 4
.cycle_0: ;for (j=0;j<=slices;j++)
cmp dword[j],ecx
jg .cycle_0_end
fld dword[drho]
fsin
je @f
fild dword[j]
fmul dword[dtheta]
jmp .t0_end
@@:
fldz
.t0_end:
fst dword[theta] ;theta = (j==slices) ? 0.0 : j * dtheta
fsin
fchs
fmul st0,st1
fstp dword[x] ;x = -sin(theta) * sin(drho)
fld dword[theta]
fcos
fmulp
fstp dword[y] ;y = cos(theta) * sin(drho)
cmp dword[normals],GL_TRUE
jne @f
fld dword[nsign]
fld dword[z]
fmul st0,st1
fstp dword[esp-4]
fld dword[y]
fmul st0,st1
fstp dword[esp-8]
fld dword[x]
fmulp
fstp dword[esp-12]
sub esp,12
stdcall glNormal3f ;x*nsign, y*nsign, z*nsign
@@:
fld dword[radius]
fld dword[z]
fmul st0,st1
fstp dword[esp-4]
fld dword[y]
fmul st0,st1
fstp dword[esp-8]
fld dword[x]
fmulp
fstp dword[esp-12]
sub esp,12
call glVertex3f ;x*radius, y*radius, z*radius
inc dword[j]
jmp .cycle_0
.cycle_0_end:
call glEnd
fld1
fidiv dword[slices]
fstp dword[d_s] ;1.0 / slices
fld1
fidiv dword[stacks]
fstp dword[d_t] ;1.0 / stacks
mov dword[t],1.0 ; because loop now runs from 0
mov ebx,[stacks]
cmp dword[eax+offs_qobj_TextureFlag],0 ;if (qobj.TextureFlag)
je .els_2
mov dword[i],0
mov [imax],ebx
jmp @f
.els_2:
mov dword[i],1
dec ebx
mov [imax],ebx
@@:
; draw intermediate stacks as quad strips
mov ebx,[imax]
align 4
.cycle_1: ;for (i=imin;i<imax;i++)
cmp dword[i],ebx
jge .cycle_1_end
fild dword[i]
fmul dword[drho]
fstp dword[rho] ;rho = i * drho
stdcall glBegin,GL_QUAD_STRIP
mov dword[s],0.0
mov dword[j],0
align 4
.cycle_2: ;for (j=0;j<=slices;j++)
cmp dword[j],ecx
jg .cycle_2_end
fld dword[rho]
fsin
je @f
fild dword[j]
fmul dword[dtheta]
jmp .t1_end
@@:
fldz
.t1_end:
fst dword[theta] ;theta = (j==slices) ? 0.0 : j * dtheta
fsin
fchs
fmul st0,st1
fstp dword[x] ;x = -sin(theta) * sin(rho)
fld dword[theta]
fcos
fmulp
fstp dword[y] ;y = cos(theta) * sin(rho)
fld dword[rho]
fcos
fmul dword[nsign]
fstp dword[z] ;z = nsign * cos(rho)
cmp dword[normals],GL_TRUE
jne @f
fld dword[nsign]
fld dword[z]
fmul st0,st1
fstp dword[esp-4]
fld dword[y]
fmul st0,st1
fstp dword[esp-8]
fld dword[x]
fmulp
fstp dword[esp-12]
sub esp,12
stdcall glNormal3f ;x*nsign, y*nsign, z*nsign
@@:
cmp dword[eax+offs_qobj_TextureFlag],0 ;if (qobj.TextureFlag)
je @f
;glTexCoord2f(s,1-t)
@@:
fld dword[radius]
fld dword[z]
fmul st0,st1
fstp dword[esp-4]
fld dword[y]
fmul st0,st1
fstp dword[esp-8]
fld dword[x]
fmulp
fstp dword[esp-12]
sub esp,12
call glVertex3f ;x*radius, y*radius, z*radius
fld dword[rho]
fadd dword[drho]
fsin ;st0 = sin(rho+drho)
fld dword[theta]
fsin
fchs
fmul st0,st1
fstp dword[x] ;x = -sin(theta) * sin(rho+drho)
fld dword[theta]
fcos
fmulp
fstp dword[y] ;y = cos(theta) * sin(rho+drho)
fld dword[rho]
fadd dword[drho]
fcos
fmul dword[nsign]
fstp dword[z] ;z = nsign * cos(rho+drho)
cmp dword[normals],GL_TRUE
jne @f
fld dword[nsign]
fld dword[z]
fmul st0,st1
fstp dword[esp-4]
fld dword[y]
fmul st0,st1
fstp dword[esp-8]
fld dword[x]
fmulp
fstp dword[esp-12]
sub esp,12
stdcall glNormal3f ;x*nsign, y*nsign, z*nsign
@@:
cmp dword[eax+offs_qobj_TextureFlag],0 ;if (qobj.TextureFlag)
je @f
;glTexCoord2f(s,1-(t-dt))
fld dword[s]
fadd dword[d_s]
fstp dword[s]
@@:
fld dword[radius]
fld dword[z]
fmul st0,st1
fstp dword[esp-4]
fld dword[y]
fmul st0,st1
fstp dword[esp-8]
fld dword[x]
fmulp
fstp dword[esp-12]
sub esp,12
call glVertex3f ;x*radius, y*radius, z*radius
inc dword[j]
jmp .cycle_2
.cycle_2_end:
call glEnd
fld dword[t]
fsub dword[d_t]
fstp dword[t]
inc dword[i]
jmp .cycle_1
.cycle_1_end:
; draw -Z end as a triangle fan
stdcall glBegin,GL_TRIANGLE_FAN
cmp dword[normals],GL_TRUE
jne @f
stdcall glNormal3f, 0.0, 0.0, -1.0
@@:
cmp dword[eax+offs_qobj_TextureFlag],0 ;if (qobj.TextureFlag)
je @f
;glTexCoord2f(0.5,1.0)
mov dword[s],1.0
mov ebx,[d_t]
mov [t],ebx
@@:
sub esp,4
fld dword[radius]
fchs
fmul dword[nsign]
fstp dword[esp]
stdcall glVertex3f, 0.0, 0.0 ;, -radius*nsign
fldpi
fsub dword[drho]
fst dword[rho]
fcos
fmul dword[nsign]
fstp dword[z] ;z = nsign * cos(rho)
mov [j],ecx
align 4
.cycle_3: ;for (j=slices;j>=0;j--)
cmp dword[j],0
jl .cycle_3_end
fld dword[rho]
fsin
je @f
fild dword[j]
fmul dword[dtheta]
jmp .t2_end
@@:
fldz
.t2_end:
fst dword[theta] ;theta = (j==slices) ? 0.0 : j * dtheta
fsin
fchs
fmul st0,st1
fstp dword[x] ;x = -sin(theta) * sin(rho)
fld dword[theta]
fcos
fmulp
fstp dword[y] ;y = cos(theta) * sin(rho)
cmp dword[normals],GL_TRUE
jne @f
fld dword[nsign]
fld dword[z]
fmul st0,st1
fstp dword[esp-4]
fld dword[y]
fmul st0,st1
fstp dword[esp-8]
fld dword[x]
fmul st0,st1
fstp dword[esp-12]
sub esp,12
ffree st0
fincstp
stdcall glNormal3f ;x*nsign, y*nsign, z*nsign
@@:
cmp dword[eax+offs_qobj_TextureFlag],0 ;if (qobj.TextureFlag)
je @f
;glTexCoord2f(s,1-t)
fld dword[s]
fsub dword[d_s]
fstp dword[s]
@@:
fld dword[radius]
fld dword[z]
fmul st0,st1
fstp dword[esp-4]
fld dword[y]
fmul st0,st1
fstp dword[esp-8]
fld dword[x]
fmulp
fstp dword[esp-12]
sub esp,12
call glVertex3f ;x*radius, y*radius, z*radius
dec dword[j]
jmp .cycle_3
.cycle_3_end:
call glEnd
jmp .end_f
.if_glu_line:
cmp dword[eax+offs_qobj_DrawStyle],GLU_LINE ;if (qobj.DrawStyle==GLU_LINE)
je @f
cmp dword[eax+offs_qobj_DrawStyle],GLU_SILHOUETTE ;if (qobj.DrawStyle==GLU_SILHOUETTE)
je @f
jmp .if_glu_point
@@:
; draw stack lines
mov dword[i],1
mov ebx,[stacks]
mov ecx,[slices]
align 4
.cycle_4: ;for (i=1;i<stacks;i++)
cmp dword[i],ebx
jge .cycle_4_end
; stack line at i==stacks-1 was missing here
fild dword[i]
fmul dword[drho]
fstp dword[rho] ;rho = i * drho
stdcall glBegin,GL_LINE_LOOP
mov dword[j],0
align 4
.cycle_5: ;for (j=0;j<slices;j++)
cmp dword[j],ecx
jge .cycle_5_end
fild dword[j]
fmul dword[dtheta]
fst dword[theta] ;theta = j * dtheta;
fcos
fld dword[rho]
fsin
fxch ;толкаем sin(rho) в st1
fmul st0,st1
fstp dword[x] ;x = cos(theta) * sin(rho)
fld dword[theta]
fsin
fmulp ;множим на sin(rho) ранее записанный в st1
fstp dword[y] ;y = sin(theta) * sin(rho)
fld dword[rho]
fcos
fstp dword[z] ;z = cos(rho)
cmp dword[normals],GL_TRUE
jne @f
fld dword[nsign]
fld dword[z]
fmul st0,st1
fstp dword[esp-4]
fld dword[y]
fmul st0,st1
fstp dword[esp-8]
fld dword[x]
fmulp
fstp dword[esp-12]
sub esp,12
stdcall glNormal3f ;x*nsign, y*nsign, z*nsign
@@:
fld dword[radius]
fld dword[z]
fmul st0,st1
fstp dword[esp-4]
fld dword[y]
fmul st0,st1
fstp dword[esp-8]
fld dword[x]
fmulp
fstp dword[esp-12]
sub esp,12
call glVertex3f ;x*radius, y*radius, z*radius
inc dword[j]
jmp .cycle_5
.cycle_5_end:
call glEnd
inc dword[i]
jmp .cycle_4
.cycle_4_end:
; draw slice lines
mov dword[j],0
align 4
.cycle_6: ;for (j=0;j<slices;j++)
cmp dword[j],ecx
jge .cycle_6_end
fild dword[j]
fmul dword[dtheta]
fstp dword[theta] ;theta = j * dtheta;
stdcall glBegin,GL_LINE_STRIP
mov dword[i],0
align 4
.cycle_7: ;for (i=0;i<=stacks;i++)
cmp dword[i],ebx
jg .cycle_7_end
fild dword[i]
fmul dword[drho]
fst dword[rho] ;rho = i * drho
fsin
fld dword[theta]
fcos
fmul st0,st1
fstp dword[x] ;x = cos(theta) * sin(rho)
fld dword[theta]
fsin
fmulp
fstp dword[y] ;y = sin(theta) * sin(rho)
fld dword[rho]
fcos
fstp dword[z] ;z = cos(rho)
cmp dword[normals],GL_TRUE
jne @f
fld dword[nsign]
fld dword[z]
fmul st0,st1
fstp dword[esp-4]
fld dword[y]
fmul st0,st1
fstp dword[esp-8]
fld dword[x]
fmulp
fstp dword[esp-12]
sub esp,12
stdcall glNormal3f ;x*nsign, y*nsign, z*nsign
@@:
fld dword[radius]
fld dword[z]
fmul st0,st1
fstp dword[esp-4]
fld dword[y]
fmul st0,st1
fstp dword[esp-8]
fld dword[x]
fmulp
fstp dword[esp-12]
sub esp,12
call glVertex3f ;x*radius, y*radius, z*radius
inc dword[i]
jmp .cycle_7
.cycle_7_end:
call glEnd
inc dword[j]
jmp .cycle_6
.cycle_6_end:
jmp .end_f
.if_glu_point:
cmp dword[eax+offs_qobj_DrawStyle],GLU_POINT ;if (qobj.DrawStyle==GLU_POINT)
jne .end_f
; top and bottom-most points
stdcall glBegin,GL_POINTS
cmp dword[normals],GL_TRUE
jne @f
stdcall glNormal3f, 0.0,0.0,dword[nsign]
@@:
stdcall glVertex3f, 0.0,0.0,dword[radius]
cmp dword[normals],GL_TRUE
jne @f
sub esp,4
fld dword[nsign]
fchs
fstp dword[esp]
stdcall glNormal3f, 0.0,0.0 ;,-nsign
@@:
sub esp,4
fld dword[radius]
fchs
fstp dword[esp]
stdcall glVertex3f, 0.0,0.0 ;,-radius
; loop over stacks
mov dword[i],1
mov ebx,[stacks]
mov ecx,[slices]
align 4
.cycle_8: ;for (i=1;i<stacks;i++)
cmp dword[i],ebx
jge .cycle_8_end
fild dword[i]
fmul dword[drho]
fstp dword[rho] ;rho = i * drho
mov dword[j],0
align 4
.cycle_9: ;for (j=0;j<slices;j++)
cmp dword[j],ecx
jge .cycle_9_end
fild dword[j]
fmul dword[dtheta]
fst dword[theta] ;theta = j * dtheta;
fcos
fld dword[rho]
fsin
fxch ;толкаем sin(rho) в st1
fmul st0,st1
fstp dword[x] ;x = cos(theta) * sin(rho)
fld dword[theta]
fsin
fmulp ;множим на sin(rho) ранее записанный в st1
fstp dword[y] ;y = sin(theta) * sin(rho)
fld dword[rho]
fcos
fstp dword[z] ;z = cos(rho)
cmp dword[normals],GL_TRUE
jne @f
fld dword[nsign]
fld dword[z]
fmul st0,st1
fstp dword[esp-4]
fld dword[y]
fmul st0,st1
fstp dword[esp-8]
fld dword[x]
fmulp
fstp dword[esp-12]
sub esp,12
stdcall glNormal3f ;x*nsign, y*nsign, z*nsign
@@:
fld dword[radius]
fld dword[z]
fmul st0,st1
fstp dword[esp-4]
fld dword[y]
fmul st0,st1
fstp dword[esp-8]
fld dword[x]
fmulp
fstp dword[esp-12]
sub esp,12
call glVertex3f ;x*radius, y*radius, z*radius
inc dword[j]
jmp .cycle_9
.cycle_9_end:
inc dword[i]
jmp .cycle_8
.cycle_8_end:
call glEnd
.end_f:
popad
ret
endp