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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-21 20:39:18 +02:00

merge tmj

This commit is contained in:
VB
2017-02-14 19:26:51 +01:00
25 changed files with 1053 additions and 1179 deletions

View File

@@ -15,6 +15,7 @@ http://mozilla.org/MPL/2.0/.
#include "dumb3d.h"
#include "Float3d.h"
#include "VBO.h"
#include "Texture.h"
using namespace Math3D;
@@ -215,7 +216,7 @@ class TSubModel
// światła
float fCosViewAngle; // cos kata pod jakim sie teraz patrzy
// Ra: dalej są zmienne robocze, można je przestawiać z zachowaniem rozmiaru klasy
int TextureID; // numer tekstury, -1 wymienna, 0 brak
texture_manager::size_type TextureID; // numer tekstury, -1 wymienna, 0 brak
bool bWire; // nie używane, ale wczytywane
// short TexAlpha; //Ra: nie używane już
GLuint uiDisplayList; // roboczy numer listy wyświetlania
@@ -254,7 +255,7 @@ class TSubModel
public:
static size_t iInstance; // identyfikator egzemplarza, który aktualnie renderuje model
static GLuint *ReplacableSkinId;
static texture_manager::size_type *ReplacableSkinId;
static int iAlpha; // maska bitowa dla danego przebiegu
static double fSquareDist;
static TModel3d *pRoot;
@@ -273,7 +274,7 @@ class TSubModel
{
return Child;
};
int TriangleAdd(TModel3d *m, int tex, int tri);
int TriangleAdd(TModel3d *m, texture_manager::size_type tex, int tri);
float8 * TrianglePtr(int tex, int pos, int *la, int *ld, int *ls);
// float8* TrianglePtr(const char *tex,int tri);
// void SetRotate(vector3 vNewRotateAxis,float fNewAngle);
@@ -313,7 +314,7 @@ class TSubModel
void InfoSet(TSubModelInfo *info);
void BinInit(TSubModel *s, float4x4 *m, float8 *v, TStringPack *t, TStringPack *n = NULL,
bool dynamic = false);
void ReplacableSet(GLuint *r, int a)
void ReplacableSet(texture_manager::size_type *r, int a)
{
ReplacableSkinId = r;
iAlpha = a;
@@ -412,29 +413,29 @@ class TModel3d : public CMesh
void SaveToBinFile(char const *FileName);
void BreakHierarhy();
// renderowanie specjalne
void Render(double fSquareDistance, GLuint *ReplacableSkinId = NULL, int iAlpha = 0x30300030);
void RenderAlpha(double fSquareDistance, GLuint *ReplacableSkinId = NULL,
void Render(double fSquareDistance, texture_manager::size_type *ReplacableSkinId = NULL, int iAlpha = 0x30300030);
void RenderAlpha(double fSquareDistance, texture_manager::size_type *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RaRender(double fSquareDistance, GLuint *ReplacableSkinId = NULL, int iAlpha = 0x30300030);
void RaRenderAlpha(double fSquareDistance, GLuint *ReplacableSkinId = NULL,
void RaRender(double fSquareDistance, texture_manager::size_type *ReplacableSkinId = NULL, int iAlpha = 0x30300030);
void RaRenderAlpha(double fSquareDistance, texture_manager::size_type *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
// jeden kąt obrotu
void Render(vector3 pPosition, double fAngle = 0, GLuint *ReplacableSkinId = NULL,
void Render(vector3 pPosition, double fAngle = 0, texture_manager::size_type *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RenderAlpha(vector3 pPosition, double fAngle = 0, GLuint *ReplacableSkinId = NULL,
void RenderAlpha(vector3 pPosition, double fAngle = 0, texture_manager::size_type *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RaRender(vector3 pPosition, double fAngle = 0, GLuint *ReplacableSkinId = NULL,
void RaRender(vector3 pPosition, double fAngle = 0, texture_manager::size_type *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RaRenderAlpha(vector3 pPosition, double fAngle = 0, GLuint *ReplacableSkinId = NULL,
void RaRenderAlpha(vector3 pPosition, double fAngle = 0, texture_manager::size_type *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
// trzy kąty obrotu
void Render(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSkinId = NULL,
void Render( vector3 *vPosition, vector3 *vAngle, texture_manager::size_type *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RenderAlpha(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSkinId = NULL,
void RenderAlpha( vector3 *vPosition, vector3 *vAngle, texture_manager::size_type *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RaRender(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSkinId = NULL,
void RaRender( vector3 *vPosition, vector3 *vAngle, texture_manager::size_type *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RaRenderAlpha(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSkinId = NULL,
void RaRenderAlpha( vector3 *vPosition, vector3 *vAngle, texture_manager::size_type *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
// inline int GetSubModelsCount() { return (SubModelsCount); };
int Flags()