ASM OpenGL: Esempi e Lezioni

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Mugetsu

Utente Gold
27 Maggio 2011
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Fonte Esempi: Masm32.com - Examples

Lo zip degli esempi contiene:
- Alpha_Blend_Texture
How to display transparent surfaces.

- Base
Just test the framework.

- Bump_Mapping
How to create normals maps & use dot3 textures generations.

- Custom_Sound_Mixer
How to mix sounds in real time.

- Direct_Input
Show how to use direct input.

- Display_BMP
How to display .bmp pictures.

- Display_DDS
How to display .dds pictures (compressed textures).

- Display_JPG
How to display .jpg pictures (or any other types of pictures).

- Display_TGA
How to display .tga pictures.

- Environment_Mapping_Texture
How to use cube map textures.

- Flat_Rendering
Show the difference between GL_SMOOTH & GL_FLAT.

- Fog
Distance attenuations.

- GLSL_Shaders_Toon
Use OpenGL's high language compiler to create shaders.

- gluLookAt_Camera
Camera handling in a spaceship simulator like.

- Hidden_Lines
How to display non-filled inconvex objects correctly.

- Horizontal_ScrollText
How make horizontal scrolltexts with bitmap fonts.

- Infinite_Light
How to use an infinite lighting.

- Light_And_colored_Texture
How to use glColor on textured objects with a light source.

- Lists_And_Glu_Primitives
How to use compiled lists and primitive from glu32.dll.

- Local_Light
How to use a local lighting.

- Move_Origin
How to change the origin of a matrix.

- Multi_Textures
How to use several textures units.

- Pixel_Shader_Simple
How to use pixel shaders to modify textures dynamically.

- Play_Sounds
How to mix & play .wav files in realtime.

- Render_To_Texture
How to render a scene on a texture.

- Scissor
How to split the screen in several parts.

- Simple_Object
How to display an object with direct vertices functions.

- Simple_Texture
How to display a textured object.

- Skybox_And_Camera
How to create a skybox & setup a simple camera.

- Specular_Material
How to use shining material.

- Sphere_Mapping_Texture
How to use the builtin textures coordinates generation.

- Spot_Light
How to use spot lighting.

- Sprites_Animations
Animations & collisions of 2d sprites.

- Sprites_Collisions
How to handle collisions between 2d sprites.

- Text_2D
How to display a text in 2d.

- Text_3D
How to display a text in 3d.

- Text_Bitmap_2D
How to display a text in 2d with bitmap fonts stored in textures.

- Texture_Matrix
How to rotate/translate/scale a texture used on an object.

- Vertex_Array_And_WaveFront_Obj
How to use vertex arrays and how to load wavefront 3d objects.

- Vertex_Shader_Simple
Modifying vertices and calculating some lighting with vertex shaders.

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This will grow with time, of course, so stay tuned for more.

The archive is organized as follow:

- Examples/*
- Each example have it's own directory + 2 batch files.

- Examples/Bin
Contains the assembled executables files.

- Examples/Common_Src
Contains the framework & the support routine (such as pictures loading, etc).

- Examples/Include
Contains the translation into asm of the latest (?) opengl definitions to replace the
opengl32.inc of masm32, they're mandatory for any serious opengl related work
+ some other ones.

- Examples/Lib
Contains the required static libraries.

- Media
Contains pictures & other misc. datas that'll be necessary for the examples to run.

-------------------

The sourcecodes of each example have been reduced to the minimum & are structured as is:

- Initialize:
Make all necessary initializations.

- Deinitialize
Free allocated resources.

- Update
Perform any animations.

- Draw
Draw the stuff on screen.
Download: http://perso.orange.fr/franck.charlet/Ogl_Asm.zip

Lezioni di NeHe:
Per quanto riguarda le lezioni, andate sul sito ufficiale: NeHe Productions - Everything OpenGL e scegliete le lezioni da seguire, poi infondo alla pagina vi potete scaricare la lezione per vari linguaggi, tra i quali ce anche l'assembly utilizzando: Masm.
 
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