Cube  Diff

Differences From Artifact [567a64e197]:

To Artifact [a893c08a25]:


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	int numGlCommands;
	int *glCommands;
	int numTriangles;
	int frameSize;
	int numFrames;
	int numVerts;
	char *frames;
	vec **mverts;
	OFVector3D **mverts;
	int displaylist;
	int displaylistverts;

	mapmodelinfo mmi;
	char *loadname;
	int mdlnum;
	bool loaded;

	bool load(char *filename);
	void render(vec &light, int numFrame, int range, float x, float y,
	    float z, float yaw, float pitch, float scale, float speed, int snap,
	    int basetime);
	void render(OFVector3D &light, int numFrame, int range, float x,
	    float y, float z, float yaw, float pitch, float scale, float speed,
	    int snap, int basetime);
	void scale(int frame, float scale, int sn);

	md2()
	    : numGlCommands(0), frameSize(0), numFrames(0), displaylist(0),
	      loaded(false) {};

	~md2()
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	numGlCommands = header.numGlCommands;
	frameSize = header.frameSize;
	numTriangles = header.numTriangles;
	numVerts = header.numVertices;

	fclose(file);

	mverts = new vec *[numFrames];
	mverts = new OFVector3D *[numFrames];
	loopj(numFrames) mverts[j] = NULL;

	return true;
};

float
snap(int sn, float f)
{
	return sn ? (float)(((int)(f + sn * 0.5f)) & (~(sn - 1))) : f;
};

void
md2::scale(int frame, float scale, int sn)
{
	mverts[frame] = new vec[numVerts];
	mverts[frame] = new OFVector3D[numVerts];
	md2_frame *cf = (md2_frame *)((char *)frames + frameSize * frame);
	float sc = 16.0f / scale;
	loop(vi, numVerts)
	{
		uchar *cv = (uchar *)&cf->vertices[vi].vertex;
		vec *v = &(mverts[frame])[vi];
		OFVector3D *v = &(mverts[frame])[vi];
		v->x = (snap(sn, cv[0] * cf->scale[0]) + cf->translate[0]) / sc;
		v->y =
		    -(snap(sn, cv[1] * cf->scale[1]) + cf->translate[1]) / sc;
		v->z = (snap(sn, cv[2] * cf->scale[2]) + cf->translate[2]) / sc;
	};
};

void
md2::render(vec &light, int frame, int range, float x, float y, float z,
md2::render(OFVector3D &light, int frame, int range, float x, float y, float z,
    float yaw, float pitch, float sc, float speed, int snap, int basetime)
{
	loopi(range) if (!mverts[frame + i]) scale(frame + i, sc, snap);

	glPushMatrix();
	glTranslatef(x, y, z);
	glRotatef(yaw + 180, 0, -1, 0);
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		int fr1 = (int)(time / speed);
		float frac1 = (time - fr1 * speed) / speed;
		float frac2 = 1 - frac1;
		fr1 = fr1 % range + frame;
		int fr2 = fr1 + 1;
		if (fr2 >= frame + range)
			fr2 = frame;
		vec *verts1 = mverts[fr1];
		vec *verts2 = mverts[fr2];
		OFVector3D *verts1 = mverts[fr1];
		OFVector3D *verts2 = mverts[fr2];

		for (int *command = glCommands; (*command) != 0;) {
			int numVertex = *command++;
			if (numVertex > 0) {
				glBegin(GL_TRIANGLE_STRIP);
			} else {
				glBegin(GL_TRIANGLE_FAN);
				numVertex = -numVertex;
			};

			loopi(numVertex)
			{
				float tu = *((float *)command++);
				float tv = *((float *)command++);
				glTexCoord2f(tu, tv);
				int vn = *command++;
				vec &v1 = verts1[vn];
				vec &v2 = verts2[vn];
				OFVector3D &v1 = verts1[vn];
				OFVector3D &v2 = verts2[vn];
#define ip(c) v1.c *frac2 + v2.c *frac1
				glVertex3f(ip(x), ip(z), ip(y));
			};

			xtraverts += numVertex;

			glEnd();
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	int xs, ys;
	glBindTexture(GL_TEXTURE_2D,
	    tex ? lookuptexture(tex, xs, ys) : FIRSTMDL + m->mdlnum);

	int ix = (int)x;
	int iy = (int)z;
	vec light = {1.0f, 1.0f, 1.0f};
	OFVector3D light = OFMakeVector3D(1, 1, 1);

	if (!OUTBORD(ix, iy)) {
		sqr *s = S(ix, iy);
		float ll = 256.0f; // 0.96f;
		float of = 0.0f;   // 0.1f;
		light.x = s->r / ll + of;
		light.y = s->g / ll + of;