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TmX



Joined: 02 Mar 2006
Posts: 822
Location: Jakarta, Indonesia
TmX
I have this following code
Code:
#include <windows.h>
#include <GL/glut.h>

static GLfloat spin=0.0;

void myInit(void);
void myDisplay(void);
void spinDisplay(void);
void spinCDisplay(void);
void myReshape(int, int); 
void myMouse(int, int, int, int);

int main(int argc, char *argv[]) {
    glutInit(&argc, argv);
  glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
        glutInitWindowPosition(100,100);
    glutCreateWindow("My Animation");
 glutDisplayFunc(myDisplay);
 glutReshapeFunc(myReshape);
 glutMouseFunc(myMouse);
     myInit();
   glutMainLoop();
     return 0;
}

void myInit() {
     glClearColor(0.0,0.0,0.0,0.0);
}

void myDisplay() {
     glClear(GL_COLOR_BUFFER_BIT);
       glPushMatrix();
     glTranslated(0.0,20.0,0.0);
 glRotatef(spin,0.0,0.0,1.0);
        glColor3f(1.0,0.0,0.0);
     glRectf(-10.0,35.0,10.0,15.0);
      glPopMatrix();
      glPushMatrix();
     glTranslated(0.0,-20.0,0.0);
        glRotatef(spin,0.0,0.0,-1.0);
       glColor3f(0.0,1.0,0.0);
     glRectf(-10.0,-15.0,10.0,-35.0);
    glPopMatrix();
      glutSwapBuffers();
}

void spinDisplay() {
       spin=spin+12;
       if(spin>360.0) spin=spin-360.0;
  glutPostRedisplay();
}

void spinCDisplay() {
    spin=spin-11;
       if(spin<360.0) spin=spin+360.0;
  glutPostRedisplay();
}

void myReshape(int w, int h) {
   glViewport(0,0,w,h);
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
   glOrtho(-50.0,50.0,-50.0,50.0,-1.0,1.0);
    glMatrixMode(GL_MODELVIEW);
 glLoadIdentity();
}

void myMouse(int button, int state, int x, int y) {
 switch(button) {
               case GLUT_LEFT_BUTTON : 
                        if(state==GLUT_DOWN) glutIdleFunc(spinDisplay);
                     break;
              case GLUT_MIDDLE_BUTTON:
                        if(state==GLUT_DOWN) glutIdleFunc(NULL);
                    break;
              case GLUT_RIGHT_BUTTON: 
                        if(state==GLUT_DOWN) glutIdleFunc(spinCDisplay);
                    break;
              default: 
                       break;
      }
}
    


Several parts of them are not that hard to translate in assembly, such as:
Code:
myDisplay:
 glClear,GL_COLOR_BUFFER_BIT
 glPushMatrix
        glTranslated,0.0,20.0,0.0
   glRotatef,spin,0.0,0.0,1.0
  glColor3f,1.0,0.0,0.0
       glRectf,-10.0,35.0,10.0,15.0
        glPopMatrix
 glPushMatrix
        glTranslated,0.0,-20.0,0.0
  glRotatef,spin,0.0,0.0,-1.0)
    glColor3f,0.0,1.0,0.0
       glRectf,-10.0,-15.0,10.0,-35.0
      glPopMatrix
 glutSwapBuffers    


My question is: how to translate glutDisplayFunc, glutReshapeFunc, or
glutMouseFunc?

I don't know how to pass function/procedure as argument in assembly, yet.
Post 17 Dec 2009, 08:19
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revolution
When all else fails, read the source


Joined: 24 Aug 2004
Posts: 17665
Location: In your JS exploiting you and your system
revolution
Code:
push myDisplay
call glutDisplayFunc    
Post 17 Dec 2009, 08:38
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TmX



Joined: 02 Mar 2006
Posts: 822
Location: Jakarta, Indonesia
TmX
Ah I see.

So here's my another attempt:
Code:
format PE GUI 4.0

entry start

include 'win32ax.inc'
include 'opengl.inc'
include 'glut32.inc'
include 'macro\if.inc'

section '.text' code readable executable
start:
  ;glutInit(&argc, argv);
 ;invoke glutInitDisplayMode, GLUT_DOUBLE | GLUT_RGB
 invoke glutInitWindowPosition,100,100
       invoke glutCreateWindow,"My Animation"
    push myDisplay
      call glutDisplayFunc
        push myReshape
      call glutReshapeFunc
        push myMouse
        call glutMouseFunc
  call myInit
 invoke glutMainLoop
 
myInit:
     invoke glClearColor,0.0,0.0,0.0,0.0
 
myDisplay:
  invoke glClear,GL_COLOR_BUFFER_BIT
  invoke glPushMatrix
 invoke glTranslated,0.0,20.0,0.0
    invoke glRotatef,[spin],0.0,0.0,1.0
 invoke glColor3f,1.0,0.0,0.0
        invoke glRectf,-10.0,35.0,10.0,15.0
 invoke glPopMatrix
  invoke glPushMatrix
 invoke glTranslated,0.0,-20.0,0.0
   invoke glRotatef,[spin],0.0,0.0,-1.0
        invoke glColor3f,0.0,1.0,0.0
        invoke glRectf,-10.0,-15.0,10.0,-35.0
       invoke glPopMatrix
  invoke glutSwapBuffers
      
spinDisplay:
        add spin, 12.0
      .if (spin > 360.0) 
              add spin,-360.0;
    .endif
      invoke glutPostRedisplay
    
spinCDisplay:
       add spin,-11.0
      .if (spin < 360.0) 
              add spin,360.0
      .endif
      invoke glutPostRedisplay
    
proc myReshape, w,h 
    push ebx esi edi
    invoke glViewport,0,0,w,h
   invoke glMatrixMode,GL_PROJECTION
   invoke glLoadIdentity
       invoke glOrtho,-50.0,50.0,-50.0,50.0,-1.0,1.0
       invoke glMatrixMode,GL_MODELVIEW
    invoke glLoadIdentity
       pop edi esi ebx
     ret
endp

proc myMouse, button, state, x, y
        push ebx esi edi
    .if (button = GLUT_LEFT_BUTTON)
             .if (state = GLUT_DOWN) 
                    push spinDisplay
                    call glutIdleFunc
           .endif
      .endif
      .elseif (button = GLUT_MIDDLE_BUTTON)
               .if (state =GLUT_DOWN) 
                     push NULL       
                    call glutIdleFunc
           .endif
      .endif
      .elseif (button = GLUT_RIGHT_BUTTON) 
               . if (state = GLUT_DOWN) 
                   push spinCDisplay
                   call glutIdleFunc
                   break;
              .endif
      .endif
      pop edi esi ebx
     ret
endp
 
section '.data' data readable writeable
spin GLfloat 0.0
    


Quote:

C:\Codes>fasm gltest.asm
flat assembler version 1.69.10 (1572863 kilobytes memory)
gltest.asm [45]:
add spin, 12.0
error: invalid operand.


I'm sure more error will be revealed.

BTW, I attach the glut32.inc


Description:
Download
Filename: glut32.inc
Filesize: 4.83 KB
Downloaded: 44 Time(s)

Post 17 Dec 2009, 14:57
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LocoDelAssembly
Your code has a bug


Joined: 06 May 2005
Posts: 4633
Location: Argentina
LocoDelAssembly
You must use FPU or SSE instructions to perform the addition because ADD instruction works with integers only (using just "add [spin], 12" won't do the trick because ADD won't follow the IEEE-754 format).

Example using FPU:
Code:
finit ; use this at the beginning of the program
.
.
.
fld [twelve] ; You can't use constants in FPU instructions Sad
fld [spin]
faddp
fstp [spin]
.
.
.
spin GLfloat 0.0 
twelve GLfloat 12.0    
Post 17 Dec 2009, 15:08
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revolution
When all else fails, read the source


Joined: 24 Aug 2004
Posts: 17665
Location: In your JS exploiting you and your system
revolution
Since you are using the macros then you can simply do this:
Code:
invoke glutDisplayFunc,myDisplay    
Post 17 Dec 2009, 15:32
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madmatt



Joined: 07 Oct 2003
Posts: 1045
Location: Michigan, USA
madmatt
Hello, TmX
For some functions, like this one:
Code:
invoke glOrtho,-50.0,50.0,-50.0,50.0,-1.0,1.0    

will require 'double floats' for parameters so you'll need to do this:
Code:
invoke glOrtho, double (-50.0), double 50.0, double (-50.0), double 50.0, double (-1.0), double 1.0    

negative values have to be put in parenthesis (-1.0).
Post 20 Dec 2009, 09:44
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bitshifter



Joined: 04 Dec 2007
Posts: 764
Location: Massachusetts, USA
bitshifter
Hello
Im glad to see an OpenGL enthusiast!
This was a demo i wrote a while back...
http://board.flatassembler.net/topic.php?t=9262
Maybe it can help you with learning gl and fpu...
And if you are targeting Win32, then drop glut, it sucks...
Post 20 Dec 2009, 17:41
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