コード例 #1
0
ファイル: 3dEngine.cpp プロジェクト: lynxluna/conspiracy
void SetCameraView(CAMERA *Cam, float AspectRatio)
{
	//kamerabeallitas :)

	MATRIX m;
	VECTOR3 u,dir;

	dir=V3_Normalize(V3_Sub(Cam->Target,Cam->Eye));
	M_Rotate(dir.x,dir.y,dir.z,(float)Cam->Roll*360.0f/255.0f*(float)radtheta,m);
	M_Xformd(m,Cam->Up,u); //itt keszul a rotated up vector (a rollhoz)

	Cam->i=V3_Normalize(V3_Cross(dir,u));
	Cam->j=V3_Normalize(V3_Cross(dir,Cam->i)); //kamera sikjaban egysegvektorok (billboardinghoz)

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(Cam->Fov,AspectRatio,0.1,2000.0);
	
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	
	gluLookAt(Cam->Eye.x,Cam->Eye.y,Cam->Eye.z,
			  Cam->Target.x,Cam->Target.y,Cam->Target.z,
			  u.x,u.y,u.z);

}
コード例 #2
0
void GeneratePrimitive(OBJECT *Object)
{
	int x,y;
	int x1,x2,y1,y2;
	VECTOR3 v;
#ifdef INCLUDE_OBJ_STORED
	if (Object->Primitive!=aDDict_STORED)
	{
		Object->VertexNum=0;
		Object->PolygonNum=0;
	}
#else
	Object->VertexNum=0;
	Object->PolygonNum=0;
#endif
	//M_Identity(Object->ModelView);
	//Object->Primitive=PrimitiveID;
	switch (Object->Primitive)
	{
#ifdef INCLUDE_OBJ_BOX
	case aDDict_BOX:
		{
			for (int x=0; x<14; x++) Object->AddVertex(BoxVertexData[x*5]/10.0f,BoxVertexData[x*5+1]/10.0f,BoxVertexData[x*5+2]/10.0f,BoxVertexData[x*5+3]/10.0f,BoxVertexData[x*5+4]/10.0f);
			for (int x=0; x<24; x++) Object->AddPolygon(BoxPolyData[x*7],BoxPolyData[x*7+1],BoxPolyData[x*7+2],BoxPolyData[x*7+3],BoxPolyData[x*7+4],BoxPolyData[x*7+5],BoxPolyData[x*7+6],0.5f,0.5f,1,0,0);
		}
		break;
#endif
#ifdef INCLUDE_OBJ_SPHERE
	case aDDict_SPHERE:

		Object->AddVertex(0,-0.5,0,0.5,0);
		Object->AddVertex(0,0.5,0,0.5,0);
		float theta,phi;
		for (x=1; x<Object->Param1-1; x++)
		{
			theta=(float)((x/(float)(Object->Param1-1)*180-90)*radtheta);
			for (int y=0; y<Object->Param2; y++)
			{
				phi=y/(float)Object->Param2*360.0f*(float)radtheta;
				v.x=(float)cos(theta)*(float)cos(phi)*0.5f;
				v.y=(float)cos(theta)*(float)sin(phi)*0.5f;
				v.z=(float)sin(theta)*0.5f;
				Object->AddVertex(v.x,v.z,-v.y,x/(float)Object->Param1,y/(float)Object->Param2);
			}
		}

		for (x=0; x<Object->Param1-1; x++)
		{
			x1=(x-1)*Object->Param2;
			x2=x*Object->Param2;
			for (int y=0; y<Object->Param2; y++)
			{
				y1=y+2;
				y2=(y+1)%Object->Param2+2;
				if (x>0 && x<Object->Param1-2)
				{
					Object->AddPolygon(x1+y1,x2+y1,x2+y2,aDDict_GOURAUDSHADE,(x)/(float)(Object->Param1),(y)/(float)Object->Param2,(x+1)/(float)(Object->Param1),y/(float)Object->Param2,(x+1)/(float)(Object->Param1),(y+1)/(float)Object->Param2,1,0,1);
					Object->AddPolygon(x1+y1,x2+y2,x1+y2,aDDict_GOURAUDSHADE,(x)/(float)(Object->Param1),(y)/(float)Object->Param2,(x+1)/(float)(Object->Param1),(y+1)/(float)Object->Param2,x/(float)(Object->Param1),(y+1)/(float)Object->Param2,0,1,1);
				}
				else
				if (x==0) Object->AddPolygon(y2,0,y1,aDDict_GOURAUDSHADE,(1)/(float)(Object->Param1),(y+1)/(float)Object->Param2,0,(y+1)/(float)Object->Param2,(1)/(float)(Object->Param1),(y)/(float)Object->Param2,1,1,1);
				else Object->AddPolygon(x1+y1,1,x1+y2,aDDict_GOURAUDSHADE,(x)/(float)(Object->Param1),(y)/(float)Object->Param2,1,(y+1)/(float)Object->Param2,(x)/(float)(Object->Param1),(y+1)/(float)Object->Param2,1,1,1);
			}
		}

		break;
#endif
#ifdef INCLUDE_OBJ_CYLINDER
	case aDDict_CYLINDER:
		Object->AddVertex(0,-0.5,0,0.5,0.5);
		Object->AddVertex(0,0.5,0,0.5,0.5);
		for (y=0; y<Object->Param2+1; y++)
		{
			for (x=0; x<Object->Param1; x++)
			{
				float theta=(float)((x/(float)Object->Param1*360.0f)*radtheta);
				v.x=(float)cos(theta)*0.5f;
				v.y=(float)sin(theta)*0.5f;
				v.z=-0.5f+y/(float)Object->Param2;
				Object->AddVertex(v.x,v.z,-v.y,x/(float)Object->Param1,v.z+0.5f);
			}
		}

		for (x=0; x<Object->Param1; x++)
		{
			x1=x;
			x2=(x+1)%Object->Param1;
			if (Object->Param3)
			{
				Object->AddPolygon(0,x1+2,x2+2,0.5f,0.5f,(float)sin(x/(float)(Object->Param1)*360*radtheta)*0.5f+0.5f,(float)cos(x/(float)(Object->Param1)*360*radtheta)*0.5f+0.5f,(float)sin((x+1)/(float)(Object->Param1)*360*radtheta)*0.5f+0.5f,(float)cos((x+1)/(float)(Object->Param1)*360*radtheta)*0.5f+0.5f,1,1,1);
				Object->AddPolygon(x1+Object->Param1*Object->Param2+2,1,x2+Object->Param1*Object->Param2+2,(float)sin(x/(float)(Object->Param1)*360*radtheta)*0.5f+0.5f,(float)cos(x/(float)(Object->Param1)*360*radtheta)*0.5f+0.5f,0.5f,0.5f,(float)sin((x+1)/(float)(Object->Param1)*360*radtheta)*0.5f+0.5f,(float)cos((x+1)/(float)(Object->Param1)*360*radtheta)*0.5f+0.5f,1,1,1);
			}
			for (int y=0; y<Object->Param2; y++)
			{
				y1=y*Object->Param1+2;
				y2=(y+1)*Object->Param1+2;
				Object->AddPolygon(x2+y1,x1+y1,x2+y2,aDDict_GOURAUDSHADE,(x+1)/(float)(Object->Param1),y/(float)Object->Param2,x/(float)(Object->Param1),y/(float)Object->Param2,(x+1)/(float)(Object->Param1),(y+1)/(float)Object->Param2,1,1,0);
				Object->AddPolygon(x2+y2,x1+y1,x1+y2,aDDict_GOURAUDSHADE,(x+1)/(float)(Object->Param1),(y+1)/(float)Object->Param2,x/(float)(Object->Param1),y/(float)Object->Param2,x/(float)(Object->Param1),(y+1)/(float)Object->Param2,0,1,1);
			}
		}


		break;
#endif
#ifdef INCLUDE_OBJ_CONE
	case aDDict_CONE:
		Object->AddVertex(0,0.5,0,0.5,0.5);
		Object->AddVertex(0,-0.5,0,0.5,0.5);

		for (y=1; y<=Object->Param3; y++)
		{
			for (x=0; x<Object->Param1; x++)
			{
				float theta=(float)((x/(float)Object->Param1*360.0f)*radtheta);
				v.x=(float)cos(theta)*0.5f*y/(float)Object->Param3;
				v.y=(float)sin(theta)*0.5f*y/(float)Object->Param3;
				v.z=-(-0.5f+y/(float)Object->Param3);
				Object->AddVertex(v.x,v.z,-v.y,v.x+0.5f,v.y+0.5f);
			}
		}

		for (x=0; x<Object->Param1; x++)
		{
			x1=x;
			x2=(x+1)%Object->Param1;

			Object->AddPolygon(x1+2,0,x2+2,aDDict_GOURAUDSHADE,1,1,1);
			
			if (Object->Param2)
				Object->AddPolygon(1,x1+Object->Param1*(Object->Param3-1)+2,x2+Object->Param1*(Object->Param3-1)+2,1,1,1);

			for (int y=0; y<Object->Param3-1; y++)
			{
				y1=y*Object->Param1+2;
				y2=(y+1)*Object->Param1+2;
				Object->AddPolygon(x1+y1,x2+y1,x2+y2,aDDict_GOURAUDSHADE,1,0,1);
				Object->AddPolygon(x1+y1,x2+y2,x1+y2,aDDict_GOURAUDSHADE,0,1,1);
			}
		}
		
		break;
#endif
#ifdef INCLUDE_OBJ_PLANE
	case aDDict_PLANE:
		for (x=0; x<=Object->Param1; x++)
			for (y=0; y<=Object->Param2; y++)
				Object->AddVertex(x/(float)Object->Param1-0.5f,0,y/(float)Object->Param2-0.5f,x/(float)Object->Param1,y/(float)Object->Param2);
		for (x=0; x<Object->Param1; x++)
		{
			x1=x*(Object->Param2+1);
			x2=(x+1)*(Object->Param2+1);
			for (int y=0; y<Object->Param2; y++)
			{
				y1=y;
				y2=(y+1)%(Object->Param2+1);
				Object->AddPolygon(x1+y1,x2+y1,x2+y2,1,0,1);
				Object->AddPolygon(x1+y1,x2+y2,x1+y2,0,1,1);
			}
		}
		break;
#endif
#ifdef INCLUDE_OBJ_CIRCLE
	case aDDict_CIRCLE:
		for (x=0; x<Object->Param1; x++)
		{
				theta=(float)((x/(float)Object->Param1*360.0f)*radtheta);
				v.x=(float)cos(theta);
				v.y=(float)sin(theta);
				v.z=0;
				float p=Object->Param2/255.0f*0.5f;
				Object->AddVertex(v.x*0.5f,v.z,-v.y*0.5f,x/(float)Object->Param1,0);
				Object->AddVertex(v.x*p,v.z,-v.y*p,x/(float)Object->Param1,1);
		}
		for (x=0; x<Object->Param1; x++)
		{
			x1=(x)%Object->Param1*2;
			x2=(x+1)%Object->Param1*2;
			y1=0;
			y2=1;
			Object->AddPolygon(x1+y1,x2+y1,x2+y2,aDDict_FLATSHADE,x/(float)Object->Param1,0,(x+1)/(float)Object->Param1,0,(x+1)/(float)Object->Param1,1,1,0,1);
			Object->AddPolygon(x1+y1,x2+y2,x1+y2,aDDict_FLATSHADE,x/(float)Object->Param1,0,(x+1)/(float)Object->Param1,1,x/(float)Object->Param1,1,0,1,1);
		}
		break;
#endif
#ifdef INCLUDE_OBJ_LINE
	case aDDict_LINE:
		for (x=-1; x<=Object->Param1; x++)
		{
			Object->AddVertex(0,0,-0.5f+x/(float)(Object->Param1-1),0,0);
			/*if (x>0 && x<Object->Param1) 
				Object->AddEdge(x,x+1,-1);*/
		}
		break;
#endif
#ifdef INCLUDE_OBJ_ARC
	case aDDict_ARC:
		for (x=-1; x<=Object->Param1; x++)
		{
			float phase=x/(float)(Object->Param1-1)*(float)Object->Param2*radtheta;
			
			Object->AddVertex((float)(0.5f*cos(phase)),0,(float)(0.5f*sin(phase)),0,0);
			/*if (x>0 && x<Object->Param1) 
				Object->AddEdge(x,x+1,-1);*/
		}
		break;
#endif
#ifdef INCLUDE_OBJ_LOFT
	case aDDict_LOFT: 
		{
		VECTOR3 Up=V3_Make(0,1,0);

		Object->Backface=false;
		OBJECT *v1,*v2;
		v1=(OBJECT*)Object->Param1;
		v2=(OBJECT*)Object->Param2;

		if (v1 && v2)
		{
			bool xc=v1->Param2==360,
				 yc=v2->Param2==360;

			int v1v=v1->VertexNum-2;
			int v2v=v2->VertexNum-2;

			if (xc) v1v--;
			if (yc) v2v--;

			int xx=0;
			if ((v1->VertexNum>1) && (v2->VertexNum>1))
			{
				int xa,ya;

				for (xa=1;xa<=v1v;xa++)
				{
					VECTOR3 va,vb,vc;
					va=v1->VertexList[xa-1].Position;
					vb=v1->VertexList[xa].Position;
					vc=v1->VertexList[xa+1].Position;
					M_Xformd(v1->ModelView,va,va);
					M_Xformd(v1->ModelView,vb,vb);
					M_Xformd(v1->ModelView,vc,vc);

					VECTOR3 a1=V3_Normalize(V3_Sub(vb,va));
					VECTOR3 a2=V3_Normalize(V3_Sub(vc,va));
					VECTOR3 dir=V3_Normalize(V3_Add(a1,a2));

					VECTOR3 nx=V3_Cross(Up,dir);
					VECTOR3 ny=V3_Cross(nx,dir);

					int yy=0;
					for (ya=1;ya<=v2v;ya++)
					{
						VECTOR3 yv=v2->VertexList[ya].Position;
						M_Xformd(v2->ModelView,yv,yv);

						VECTOR3 nv=V3_Add(V3_Mults(nx,yv.x),V3_Mults(ny,yv.z));

						nv=V3_Add(nv,vb);

						Object->AddVertex(nv.x,nv.y,nv.z,xx/(float)(v1v-1),yy/(float)(v2v-1));

						yy++;
					}

					xx++;
				}

				if (xc) v1v++;
				if (yc) v2v++;

				for (xx=0;xx<=v2v-2;xx++)
					for (int yy=0;yy<=v1v-2;yy++)
					{
						int xa=xx, ya=yy;
						int x1=xx+1,y1=yy+1;
						int v2vs=v2v;

						if (yc)
						{
							v2vs--;
							xa%=v2v-1;
							x1%=v2v-1;
						}
						if (xc)
						{
							ya%=v1v-1;
							y1%=v1v-1;
						}

						Object->AddPolygon(ya*v2vs+xa,ya*v2vs+x1,y1*v2vs+x1,aDDict_GOURAUDSHADE,xx/((float)v2v-1),yy/((float)v1v-1),(xx+1)/((float)v2v-1),yy/((float)v1v-1),(xx+1)/((float)v2v-1),(yy+1)/((float)v1v-1),1,0,1);
						Object->AddPolygon(ya*v2vs+xa,y1*v2vs+x1,y1*v2vs+xa,aDDict_GOURAUDSHADE,xx/((float)v2v-1),yy/((float)v1v-1),(xx+1)/((float)v2v-1),(yy+1)/((float)v1v-1),xx/((float)v2v-1),(yy+1)/((float)v1v-1),0,1,1);
					}


			}
		}
		}
		break;
#endif
#ifdef INCLUDE_OBJ_FUR
	case aDDict_FUR:
		{
			srand(115); //9,26,30,35,39,46,62,75,79,115,116,126
						//135 volt az utolso
			OBJECT *Host=(OBJECT*)Object->Param5;
			for (int x=0; x<Host->PolygonNum; x++)
			{
				VECTOR3 Ha,Hb,Hc;
				Ha=Host->VertexList[Host->PolygonList[x].v[0]].Position;
				Hb=Host->VertexList[Host->PolygonList[x].v[1]].Position;
				Hc=Host->VertexList[Host->PolygonList[x].v[2]].Position;

				MATRIX m;
				memcpy(&m,Host->ModelView,sizeof(MATRIX));
				//for (int a=0; a<4; a++) for (int b=0; b<4; b++) m[a][b]=KillFloat(m[a][b],2);

				M_Xformd(m,Ha,Ha);
				M_Xformd(m,Hb,Hb);
				M_Xformd(m,Hc,Hc);

				VECTOR3 Origin=V3_Mults(V3_Add(V3_Add(Ha,Hb),Hc),1/3.0f);
				VECTOR3 i=V3_Normalize(V3_Cross(V3_Sub(Hc,Ha),V3_Sub(Hb,Ha)));

				for (int y=0; y<Object->Param2; y++)
				{
					VECTOR3 Random=V3_Normalize(V3_Make((float)rand(),(float)rand(),(float)rand()));
					VECTOR3 j=V3_Cross(i,Random);
					VECTOR3 k=V3_Mults(V3_Cross(i,j),0.5f);

					VECTOR3 a,b,c,d;
					float r=((rand()/(float)RAND_MAX)-0.5f)*2.0f;
					i=V3_Mults(i,Object->Param3/255.0f);
					k=V3_Mults(k,Object->Param1/255.0f);
					
					a=V3_Add(Origin,k);
					b=V3_Add(V3_Add(Origin,k),i);
					c=V3_Add(V3_Sub(Origin,k),i);
					d=V3_Sub(Origin,k);

					Object->AddVertex(a.x,a.y,a.z,0,0);
					Object->AddVertex(b.x,b.y,b.z,0,1);
					Object->AddVertex(c.x,c.y,c.z,1,1);
					Object->AddVertex(d.x,d.y,d.z,1,0);

					Object->AddPolygon((x*Object->Param2+y)*4,(x*Object->Param2+y)*4+1,(x*Object->Param2+y)*4+2,aDDict_GOURAUDSHADE,1,0,1);
					Object->AddPolygon((x*Object->Param2+y)*4,(x*Object->Param2+y)*4+2,(x*Object->Param2+y)*4+3,aDDict_GOURAUDSHADE,0,1,1);
				}
			}
		}
		break;
#endif
#ifdef INCLUDE_OBJ_SUPERSHAPE
	case aDDict_SUPERSHAPE:
		{
			SUPERSHAPE *s=(SUPERSHAPE*)Object->Param1;

			for (int x=0; x<=s->Xres; x++)
			{
				float phi=LinearInterpolate((float)s->Rangex1,(float)s->Rangex2,x/(float)(s->Xres))/180.0f*3.1415f;
			
				float r0=0;
				if (!s->Sphere) r0=s->Trad0;

				float r1a=SuperShapeRad(s->SuperShape1.mint+s->SuperShape1.mfloat/255.0f,s->SuperShape1.n1,s->SuperShape1.n2,s->SuperShape1.n3,s->SuperShape1.a,s->SuperShape1.b,phi)+r0;

				if (s->RadFunc)
				{
					float r1;
					if (s->RadFunc==1) r1=s->Rada*phi;
					if (s->RadFunc==2) r1=(float)(s->Rada*exp(s->Radb*phi));
					r1a*=r1;
				}

				float r1=s->Verta*phi;
				
				for (int y=0; y<=s->Yres; y++)
				{
					float ro=LinearInterpolate((float)s->Rangey1,(float)s->Rangey2,y/(float)(s->Yres))/180.0f*3.1415f;

					float r2a=SuperShapeRad(s->SuperShape2.mint+s->SuperShape2.mfloat/255.0f,s->SuperShape2.n1,s->SuperShape2.n2,s->SuperShape2.n3,s->SuperShape2.a,s->SuperShape2.b,ro);

					VECTOR3 pos;
					if (s->Sphere) pos=V3_Make((float)(r1a*cos(phi )*r2a*cos(ro )),(float)(r1a*sin(phi )*r2a*cos(ro )),(float)(r2a*sin(ro )));
					else pos=V3_Make((float)(cos(phi )*(r1a+r2a*cos(ro ))),(float)(sin(phi )*(r1a+r2a*cos(ro ))),(float)(r2a*sin(ro )));

					if (s->VertFunc) pos.z*=r1;

					Object->AddVertex(pos.x,pos.y,pos.z,x/(float)(s->Xres),y/(float)(s->Yres));

				}
			}

			for (x=0; x<s->Xres; x++)
			{
				for (int y=0; y<s->Yres; y++)
				{
					Object->AddPolygon(x*(s->Yres+1)+y,(x+1)*(s->Yres+1)+y+1,(x+1)*(s->Yres+1)+y,aDDict_GOURAUDSHADE,0,1,1);
					Object->AddPolygon(x*(s->Yres+1)+y,(x)*(s->Yres+1)+y+1,(x+1)*(s->Yres+1)+y+1,aDDict_GOURAUDSHADE,1,0,1);
				}
			}

		}
		break;
#endif
	case -25472:
	default: break;
	}
		
#ifdef INCLUDE_OBJ_STORED
	if (Object->Primitive!=aDDict_STORED)
	{
		Object->CalculateTextureCoordinates();
	}
#else
	Object->CalculateTextureCoordinates();
#endif

	for (x=0; x<Object->PolygonNum; x++)
	{
		if (Object->Shading!=aDDict_DEFAULTSHADE) Object->PolygonList[x].CurrentShading=Object->Shading;
	}


}
コード例 #3
0
ファイル: 3dEngine.cpp プロジェクト: lynxluna/conspiracy
void SCENE::SetupDummies()
{
	bool Lighting=true;
	//na ez lovi be a scene display listjeit

	ObjDummyCount=CountObjects();
	ObjDummies=new OBJDUMMY[ObjDummyCount];
	memset(ObjDummies,0,sizeof(OBJDUMMY)*ObjDummyCount); //dummy tomb

	int FilledDummy=0;

	int x;
	for (x=0; x<ObjectNum; x++) //dummy tomb feltoltese
	{
		if (ObjectList[x].Primitive<100 && ObjectList[x].Primitive!=11 /*clone*/) CalculateDummy(&ObjectList[x],FilledDummy,&ObjectList[x].ModelView);
		if (ObjectList[x].Primitive==11 /*clone*/) SetupClones(this,x,FilledDummy,&ObjectList[x].ModelView);
	}

	qsort(ObjDummies,ObjDummyCount,sizeof(OBJDUMMY),DummyCompare); //attributumsort

	glNewList(ZmaskList,GL_COMPILE); //ket lista keszul, egy a zmaskos objecteknek, egy a nem zmaskosoknak
									 //ez a zmaskos, a nem zmaskos a valtaskor kap erteket
	glBegin(GL_TRIANGLES);
	unsigned char c[4],o[4];
	for (x=0; x<4; x++) c[x]=o[x]=2;

	for (int z=0; z<ObjDummyCount; z++) //a fo loop
	{
		//glErrorCheck();
		OBJECT *LastObject=NULL;
		if (z) LastObject=ObjDummies[z-1].OriginalObj;  //ez az elozo object, referencianak h melyik
														//attributum valtozott


		OBJECT *Object=ObjDummies[z].OriginalObj;		//az aktualis object

		//MATRIX Position;
		//memcpy(&Position,ObjDummies[z].ModelView,sizeof(MATRIX)); //az object pozicioja
		/*MATRIX InvTransp;
		memcpy(&InvTransp,&Position,sizeof(MATRIX));
		M_Invert(InvTransp);
		M_Transpose(InvTransp);*/
		
		//eltranszformaljuk az osszes vertexet a vegleges pozicioba, es kiszamoljuk a normalokat,
		//erre azert van szukseg mert igy jok lesznek a normalok es a nonuniform scalezettek nem bugzanak be
		for (x=0; x<Object->VertexNum; x++)
		{
				Object->VertexList[x].MapTransformedPosition=Object->VertexList[x].Position;
				M_Xformd(ObjDummies[z].ModelView,Object->VertexList[x].MapTransformedPosition,Object->VertexList[x].MapTransformedPosition);
		}
		Object->CalculateNormals();

		//ha szinvaltozas van
		bool NewCol=!LastObject;
		if (!ColorDiscard && LastObject) for (int a=0; a<4; a++) if (Object->Color.c[a]!=LastObject->Color.c[a]) NewCol=true;

		bool Cut;

		//ha elertunk a zmask valtashoz
		bool ZmaskChange=!Object->ZMask && (!LastObject || LastObject->ZMask);
		NewCol=ZmaskChange || NewCol;
		//ha envmap objecthez ertunk
		bool EnvmapTurnOn=((LastObject && !ObjDummies[z-1].Envmap) || !LastObject) && ObjDummies[z].Envmap;
		//ha wireframe valtas van
		//bool WireframeChange=!LastObject || ZmaskChange || EnvmapTurnOn || (Object->Wireframe != LastObject->Wireframe);
		//ha kikapcsolodott a textura
		bool TextureDisable=(!Object->Textured && ((LastObject && LastObject->Textured) || !LastObject));// || (WireframeChange && Object->Wireframe && !ObjDummies[z].Envmap);
		//ha valtozott a textura
		bool TextureChange=Object->Textured && (ZmaskChange || (!LastObject || !LastObject->Textured) || (LastObject && LastObject->Material->TextureID*8+LastObject->Material->SlotNumber!=Object->Material->TextureID*8+Object->Material->SlotNumber));// || (WireframeChange && !Object->Wireframe && Object->Textured));
		//ha valtozott a blendmode
		bool BlendChange=!LastObject || LastObject->SRCBlend!=Object->SRCBlend || LastObject->DSTBlend!=Object->DSTBlend;
		//ha valtozott az envmap
		bool EnvmapChange=Object->EnvMap && LastObject && ObjDummies[z-1].Envmap && (LastObject->EnvMap->TextureID*8+LastObject->EnvMap->SlotNumber!=Object->EnvMap->TextureID*8+Object->EnvMap->SlotNumber);
		//ha valtozott a backface culling ki be kapcsoltsaga
		bool BackChange=!LastObject || ZmaskChange || (Object->Backface != LastObject->Backface);
		//ha valtozott a backface culling iranya
		bool BackFrontChange=!LastObject || ZmaskChange || (Object->Backface && Object->Backfront!=LastObject->Backfront);
		//ha valtozott az alpha epsilon
		bool AepsilonChange=!LastObject || ZmaskChange || (Object->AEpsilon != LastObject->AEpsilon);

		//ha meg kell szakitani modvaltas miatt a glbegin() glend()-et
		Cut=ZmaskChange || 
			(!ObjDummies[z].Envmap && (TextureDisable || TextureChange || BlendChange) ) ||
			(ObjDummies[z].Envmap && (EnvmapTurnOn || EnvmapChange)) ||
			(NewCol && !ColorDiscard) ||
			BackChange ||
			BackFrontChange ||
			AepsilonChange;
			//||WireframeChange;

		//ha meg kell szakitani, akkor megszakitjuk :)
		if (Cut) glEnd();

		//zmask valtas, innen a nem zmaskos objectek jonnek (kulon listaba mert egy world tobb scenebol
		//allhat, es eloszor a zmaskos scene listakat kell renderelni, utana a nem zmaskosakat)
		if (ZmaskChange)
		{
			glEndList();
			glNewList(NoZmaskList,GL_COMPILE);
		}

		//alpha epsilon valtas
		if (AepsilonChange)
		{
			glAlphaFunc(GL_GEQUAL,Object->AEpsilon/255.0f);
		}

		//szinvaltas
		if (!ColorDiscard && NewCol) glColor4ub(Object->Color.c[0],Object->Color.c[1],Object->Color.c[2],Object->Color.c[3]);

		//backface cull ki/bekapcs
		if (BackChange)
			if (Object->Backface) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
		//backface cull reverse
		if (BackFrontChange)
			if (Object->Backfront) glCullFace(GL_FRONT); else glCullFace(GL_BACK);


		//ha nem envmap az object
		if (!ObjDummies[z].Envmap)
		{
			//textura kikapcs
			if (TextureDisable) glDisable(GL_TEXTURE_2D);

			//texturavaltas
			if (TextureChange)
			{
				glEnable(GL_TEXTURE_2D);
				glBindTexture(GL_TEXTURE_2D,Object->Material->ImageData.TextureHandle);
			}
			//blendmodevaltas
			if (BlendChange) glBlendFunc(Object->DSTBlend,Object->SRCBlend);
		}
		else
		//ha envmap az object
		{
			//envmap bekapcs
			if (EnvmapTurnOn)
			{
				glEnable(GL_TEXTURE_2D);
				glBindTexture(GL_TEXTURE_2D,Object->EnvMap->ImageData.TextureHandle);
				glEnable(GL_TEXTURE_GEN_S);
				glEnable(GL_TEXTURE_GEN_T);
				glBlendFunc(GL_ONE,GL_ONE);
			}
			//envmap textura valtas
			if (EnvmapChange) glBindTexture(GL_TEXTURE_2D,Object->EnvMap->ImageData.TextureHandle);				
		}

		/*if (WireframeChange)
		{
			if (!Object->Wireframe || ObjDummies[z].Envmap) 
			{
				if (Lighting)
				glEnable(GL_LIGHTING);
			}
			else 
			{
				Lighting=glIsEnabled(GL_LIGHTING)!=0;
				glDisable(GL_LIGHTING);
			}
		}*/

		//ha vagas volt, ujra kell glbegin
		if (Cut) 
			if (!Object->Wireframe || ObjDummies[z].Envmap)
			glBegin(GL_TRIANGLES);
			else
			glBegin(GL_LINES);

		if (!Object->Wireframe || ObjDummies[z].Envmap)
		{
			for (x=0; x<Object->PolygonNum; x++)
			{
				if (Object->PolygonList[x].CurrentShading!=aDDict_GOURAUDSHADE) 
					glNormal3f(Object->PolygonList[x].CurrentNormal.x,Object->PolygonList[x].CurrentNormal.y,Object->PolygonList[x].CurrentNormal.z);
				
				//vertex1

				if (Object->PolygonList[x].CurrentShading==aDDict_GOURAUDSHADE) 
					glNormal3f(Object->VertexList[Object->PolygonList[x].v[0]].CurrentNormal.x,Object->VertexList[Object->PolygonList[x].v[0]].CurrentNormal.y,Object->VertexList[Object->PolygonList[x].v[0]].CurrentNormal.z);
				if (Object->Textured) glTexCoord2f(Object->PolygonList[x].ct[0].x,Object->PolygonList[x].ct[0].y);
				glVertex3f(Object->VertexList[Object->PolygonList[x].v[0]].MapTransformedPosition.x,Object->VertexList[Object->PolygonList[x].v[0]].MapTransformedPosition.y,Object->VertexList[Object->PolygonList[x].v[0]].MapTransformedPosition.z);

				//vertex2
				
				if (Object->PolygonList[x].CurrentShading==aDDict_GOURAUDSHADE) 
					glNormal3f(Object->VertexList[Object->PolygonList[x].v[1]].CurrentNormal.x,Object->VertexList[Object->PolygonList[x].v[1]].CurrentNormal.y,Object->VertexList[Object->PolygonList[x].v[1]].CurrentNormal.z);
				if (Object->Textured) glTexCoord2f(Object->PolygonList[x].ct[1].x,Object->PolygonList[x].ct[1].y);			
				glVertex3f(Object->VertexList[Object->PolygonList[x].v[1]].MapTransformedPosition.x,Object->VertexList[Object->PolygonList[x].v[1]].MapTransformedPosition.y,Object->VertexList[Object->PolygonList[x].v[1]].MapTransformedPosition.z);

				//vertex3
				
				if (Object->PolygonList[x].CurrentShading==aDDict_GOURAUDSHADE) 
					glNormal3f(Object->VertexList[Object->PolygonList[x].v[2]].CurrentNormal.x,Object->VertexList[Object->PolygonList[x].v[2]].CurrentNormal.y,Object->VertexList[Object->PolygonList[x].v[2]].CurrentNormal.z);
				if (Object->Textured) glTexCoord2f(Object->PolygonList[x].ct[2].x,Object->PolygonList[x].ct[2].y);
				glVertex3f(Object->VertexList[Object->PolygonList[x].v[2]].MapTransformedPosition.x,Object->VertexList[Object->PolygonList[x].v[2]].MapTransformedPosition.y,Object->VertexList[Object->PolygonList[x].v[2]].MapTransformedPosition.z);
			}

			/*if (ObjDummies[z].Envmap)
			{
				glEnd();
				
				glColor4f(0,1,0,1);
				glDisable(GL_BLEND);
				glDisable(GL_LINE_SMOOTH);
				glDisable(GL_TEXTURE_2D);
				glBlendFunc(GL_ONE,GL_ZERO);
				glDisable(GL_LIGHTING);
				glBegin(GL_LINES);
				for (x=0; x<Object->VertexNum; x++)
				{
					glVertex3f(Object->VertexList[x].MapTransformedPosition.x,Object->VertexList[x].MapTransformedPosition.y,Object->VertexList[x].MapTransformedPosition.z);
					glVertex3f(Object->VertexList[x].MapTransformedPosition.x+Object->VertexList[x].CurrentNormal.x/5.0f,
							   Object->VertexList[x].MapTransformedPosition.y+Object->VertexList[x].CurrentNormal.y/5.0f,
							   Object->VertexList[x].MapTransformedPosition.z+Object->VertexList[x].CurrentNormal.z/5.0f);
				}
				glEnd();
			}


			glBegin(GL_TRIANGLES);*/

		}
		else
		{
			glEnd();
			glPushAttrib(GL_LIGHTING_BIT);
			glPushAttrib(GL_TEXTURE_BIT);
			glDisable(GL_LIGHTING);
			glDisable(GL_TEXTURE_2D);
			glBegin(GL_LINES);
			for (x=0; x<Object->EdgeNum; x++)
				if (Object->EdgeList[x].InWireframe)
				{
					glVertex3f(Object->VertexList[Object->EdgeList[x].v1].MapTransformedPosition.x,Object->VertexList[Object->EdgeList[x].v1].MapTransformedPosition.y,Object->VertexList[Object->EdgeList[x].v1].MapTransformedPosition.z);
					glVertex3f(Object->VertexList[Object->EdgeList[x].v2].MapTransformedPosition.x,Object->VertexList[Object->EdgeList[x].v2].MapTransformedPosition.y,Object->VertexList[Object->EdgeList[x].v2].MapTransformedPosition.z);
				}
			glEnd();

			glPopAttrib();
			glPopAttrib();
			glBegin(GL_LINES);
		}

	}

	//ha elertunk minden vegere, lezarjuk a stuffot
	glEnd();
	glEndList();
}