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926 lines
28 KiB
926 lines
28 KiB
/******************************Module*Header*******************************\
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* Module Name: genwin.c
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*
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* The Windows Logo style of the 3D Flying Objects screen saver.
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*
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* Animated 3D model of the Microsoft (R) Windows NT (TM) flag logo.
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*
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* Copyright (c) 1994 Microsoft Corporation
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*
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\**************************************************************************/
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#include <stdlib.h>
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#include <windows.h>
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#include <string.h>
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#include <math.h>
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#include <d3dx8.h>
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#include "D3DSaver.h"
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#include "FlyingObjects.h"
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#include "mesh.h"
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#define WIN_TOP_BORDER (float)0.1
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#define WIN_RIGHT_BORDER WIN_TOP_BORDER
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#define WIN_CROSSBAR (0.6522f * WIN_TOP_BORDER)
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#define WIN_NUMPIECES 7
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#define WIN_NUMCOLUMNS 6
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#define WIN_GAP (WIN_TOP_BORDER / 8.0f)
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#define WIN_GAP_X (2.0f * WIN_GAP)
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#define WIN_HEIGHT ((WIN_GAP * 6.0f) + \
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(WIN_NUMPIECES * WIN_TOP_BORDER))
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#define WIN_WIDTH (0.7024f * WIN_HEIGHT)
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#define WIN_THICKNESS WIN_CROSSBAR
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#define WIN_TOTALWIDTH (WIN_TOP_BORDER * 1.1f * (float)WIN_NUMCOLUMNS + \
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WIN_WIDTH)
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#define BLOCK_TOP 0x0001
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#define BLOCK_BOTTOM 0x0002
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#define BLOCK_LEFT 0x0004
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#define BLOCK_RIGHT 0x0008
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#define BLOCK_FRONT 0x0010
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#define BLOCK_BACK 0x0020
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#define BLOCK_ALL 0x003f
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#define DELTA_BLEND 0x2000
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#define NO_BLEND 0x1000
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#define CUBE_FACES 6
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#define CUBE_POINTS 8
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#define MAX_FRAMES 20
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#define MAXPREC 15
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#define S_IPREC 3
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static int Frames = 10;
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static MESH winMesh[MAX_FRAMES];
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static MESH winStreamer[MAX_FRAMES];
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static float sinAngle = 0.0f;
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static float xTrans = 0.2f;
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static int curMatl = 0;
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static int iPrec = 10;
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static RGBA matlBrightSpecular = {1.0f, 1.0f, 1.0f, 1.0f};
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static RGBA matlDimSpecular = {0.3f, 0.3f, 0.3f, 1.0f};
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static RGBA matlNoSpecular = {0.0f, 0.0f, 0.0f, 0.0f};
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static FLOAT light0Pos[] = {20.0f, -10.0f, 20.0f, 0.0f};
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static RGBA light1Ambient = {0.0f, 0.0f, 0.0f, 0.0f};
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static RGBA light1Diffuse = {0.4f, 0.4f, 0.4f, 1.0f};
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static RGBA light1Specular = {0.0f, 0.0f, 0.0f, 0.0f};
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static FLOAT light1Pos[] = {-20.0f, 5.0f, 0.0f, 0.0f};
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static RGBA winColors[] = {{0.3f, 0.3f, 0.3f, 1.0f},
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{0.94f, 0.37f, 0.13f, 1.0f}, // red
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{0.22f, 0.42f, 0.78f, 1.0f}, // blue
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{0.35f, 0.71f, 0.35f, 1.0f}, // green
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{0.95f, 0.82f, 0.12f, 1.0f}}; // yellow
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static int iPtInList(MESH *mesh, int start,
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POINT3D *p, POINT3D *norm, BOOL blend)
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{
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int i;
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POINT3D *pts = mesh->pts + start;
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if (blend) {
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for (i = start; i < mesh->numPoints; i++, pts++) {
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if ((pts->x == p->x) && (pts->y == p->y) && (pts->z == p->z)) {
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mesh->norms[i].x += norm->x;
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mesh->norms[i].y += norm->y;
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mesh->norms[i].z += norm->z;
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return i;
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}
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}
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} else {
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i = mesh->numPoints;
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}
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mesh->pts[i] = *p;
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mesh->norms[i] = *norm;
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mesh->numPoints++;
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return i;
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}
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float getZPos(float x)
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{
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float xAbs = x - xTrans;
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float angle = (float) (sinAngle + ((2.0 * PI) * (xAbs / WIN_TOTALWIDTH)));
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xAbs += (WIN_TOTALWIDTH / 2.0f);
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xAbs = WIN_TOTALWIDTH - xAbs;
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return (float)((sin((double)angle) / 4.0) *
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sqrt((double)(xAbs / WIN_TOTALWIDTH )));
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}
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void AddFace(MESH *mesh, int startBlend, POINT3D *pos, float w, float h)
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{
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#define FACE_VERTEX(i) \
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iPtInList(mesh, startBlend, pts + i, &mesh->faces[faceCount].norm, TRUE)
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int faceCount = mesh->numFaces;
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int numPts = mesh->numPoints;
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POINT3D *pts = mesh->pts + numPts;
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float zLeft = getZPos(pos->x);
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float zRight = getZPos(pos->x + w);
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pts->x = (float)pos->x;
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pts->y = (float)pos->y;
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pts->z = zLeft;
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pts++;
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pts->x = (float)pos->x;
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pts->y = (float)(pos->y + h);
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pts->z = zLeft;
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pts++;
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pts->x = (float)(pos->x + w);
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pts->y = (float)(pos->y + h);
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pts->z = zRight;
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pts++;
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pts->x = (float)(pos->x + w);
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pts->y = (float)pos->y;
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pts->z = zRight;
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pts -= 3;
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mesh->faces[faceCount].material = curMatl;
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ss_calcNorm(&mesh->faces[faceCount].norm, pts + 2, pts + 1, pts);
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mesh->faces[faceCount].p[3] = FACE_VERTEX(0);
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mesh->faces[faceCount].p[2] = FACE_VERTEX(1);
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mesh->faces[faceCount].p[1] = FACE_VERTEX(2);
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mesh->faces[faceCount].p[0] = FACE_VERTEX(3);
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mesh->numFaces++;
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}
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#define BLOCK_VERTEX(face, i)\
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{\
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if (flags & DELTA_BLEND) {\
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mesh->faces[faceCount].p[face] = \
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iPtInList(mesh, blendStart, &pts[i], &norms[((i & 0x2) >> 1)],\
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bBlend);\
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} else\
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mesh->faces[faceCount].p[face] = \
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iPtInList(mesh, blendStart, &pts[i],\
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&mesh->faces[faceCount].norm, bBlend);\
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}
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#define DELTA_FACT (float)10.0
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void AddBlock(MESH *mesh, int blendStart, POINT3D *pos,
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float w, float h, float d, ULONG flags)
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{
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POINT3D pts[8];
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POINT3D ptsL[8];
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POINT3D ptsR[8];
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POINT3D norms[2];
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POINT3D posPrev;
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float zLeft = getZPos(pos->x);
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float zRight = getZPos(pos->x + w);
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int faceCount = mesh->numFaces;
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BOOL bBlend = ((flags & NO_BLEND) == 0);
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flags |= DELTA_BLEND;
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pts[0].x = (float)pos->x;
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pts[0].y = (float)(pos->y + h);
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pts[0].z = zLeft;
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pts[1].x = (float)pos->x;
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pts[1].y = (float)(pos->y + h);
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pts[1].z = zLeft + d;
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pts[2].x = (float)(pos->x + w);
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pts[2].y = (float)(pos->y + h);
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pts[2].z = zRight + d;
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pts[3].x = (float)(pos->x + w);
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pts[3].y = (float)(pos->y + h);
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pts[3].z = zRight;
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pts[4].x = (float)pos->x;
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pts[4].y = (float)pos->y;
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pts[4].z = zLeft;
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pts[5].x = (float)pos->x;
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pts[5].y = (float)pos->y;
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pts[5].z = zLeft + d;
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pts[6].x = (float)(pos->x + w);
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pts[6].y = (float)pos->y;
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pts[6].z = zRight + d;
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pts[7].x = (float)(pos->x + w);
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pts[7].y = (float)pos->y;
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pts[7].z = zRight;
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if (flags & DELTA_BLEND)
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{
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float prevW = w;
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posPrev = *pos;
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w /= DELTA_FACT;
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zRight = getZPos(pos->x + w);
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ptsL[0].x = (float)pos->x;
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ptsL[0].y = (float)(pos->y + h);
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ptsL[0].z = zLeft;
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ptsL[1].x = (float)pos->x;
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ptsL[1].y = (float)(pos->y + h);
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ptsL[1].z = zLeft + d;
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ptsL[2].x = (float)(pos->x + w);
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ptsL[2].y = (float)(pos->y + h);
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ptsL[2].z = zRight + d;
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ptsL[3].x = (float)(pos->x + w);
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ptsL[3].y = (float)(pos->y + h);
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ptsL[3].z = zRight;
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ptsL[4].x = (float)pos->x;
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ptsL[4].y = (float)pos->y;
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ptsL[4].z = zLeft;
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ptsL[5].x = (float)pos->x;
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ptsL[5].y = (float)pos->y;
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ptsL[5].z = zLeft + d;
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ptsL[6].x = (float)(pos->x + w);
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ptsL[6].y = (float)pos->y;
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ptsL[6].z = zRight + d;
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ptsL[7].x = (float)(pos->x + w);
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ptsL[7].y = (float)pos->y;
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ptsL[7].z = zRight;
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pos->x += (prevW - w);
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zLeft = getZPos(pos->x);
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zRight = getZPos(pos->x + w);
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ptsR[0].x = (float)pos->x;
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ptsR[0].y = (float)(pos->y + h);
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ptsR[0].z = zLeft;
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ptsR[1].x = (float)pos->x;
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ptsR[1].y = (float)(pos->y + h);
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ptsR[1].z = zLeft + d;
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ptsR[2].x = (float)(pos->x + w);
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ptsR[2].y = (float)(pos->y + h);
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ptsR[2].z = zRight + d;
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ptsR[3].x = (float)(pos->x + w);
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ptsR[3].y = (float)(pos->y + h);
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ptsR[3].z = zRight;
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ptsR[4].x = (float)pos->x;
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ptsR[4].y = (float)pos->y;
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ptsR[4].z = zLeft;
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ptsR[5].x = (float)pos->x;
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ptsR[5].y = (float)pos->y;
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ptsR[5].z = zLeft + d;
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ptsR[6].x = (float)(pos->x + w);
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ptsR[6].y = (float)pos->y;
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ptsR[6].z = zRight + d;
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ptsR[7].x = (float)(pos->x + w);
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ptsR[7].y = (float)pos->y;
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ptsR[7].z = zRight;
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*pos = posPrev;
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}
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if (flags & BLOCK_TOP) {
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mesh->faces[faceCount].material = curMatl;
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ss_calcNorm(&mesh->faces[faceCount].norm, &pts[0], &pts[1], &pts[2]);
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if (flags & DELTA_BLEND) {
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ss_calcNorm(&norms[0], &ptsL[0], &ptsL[1], &ptsL[2]);
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ss_calcNorm(&norms[1], &ptsR[0], &ptsR[1], &ptsR[2]);
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}
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BLOCK_VERTEX(0, 0);
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BLOCK_VERTEX(1, 1);
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BLOCK_VERTEX(2, 2);
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BLOCK_VERTEX(3, 3);
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faceCount++;
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mesh->numFaces++;
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}
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if (flags & BLOCK_BOTTOM) {
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mesh->faces[faceCount].material = curMatl;
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ss_calcNorm(&mesh->faces[faceCount].norm, &pts[4], &pts[7], &pts[6]);
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if (flags & DELTA_BLEND) {
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ss_calcNorm(&norms[0], &ptsL[4], &ptsL[7], &ptsL[6]);
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ss_calcNorm(&norms[1], &ptsR[4], &ptsR[7], &ptsR[6]);
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}
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BLOCK_VERTEX(0, 4);
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BLOCK_VERTEX(1, 7);
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BLOCK_VERTEX(2, 6);
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BLOCK_VERTEX(3, 5);
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faceCount++;
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mesh->numFaces++;
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}
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if (flags & BLOCK_LEFT) {
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mesh->faces[faceCount].material = curMatl;
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ss_calcNorm(&mesh->faces[faceCount].norm, &pts[1], &pts[0], &pts[4]);
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if (flags & DELTA_BLEND) {
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ss_calcNorm(&norms[0], &ptsL[1], &ptsL[0], &ptsL[4]);
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ss_calcNorm(&norms[1], &ptsR[1], &ptsR[0], &ptsR[4]);
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}
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BLOCK_VERTEX(0, 1);
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BLOCK_VERTEX(1, 0);
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BLOCK_VERTEX(2, 4);
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BLOCK_VERTEX(3, 5);
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faceCount++;
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mesh->numFaces++;
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}
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if (flags & BLOCK_RIGHT) {
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mesh->faces[faceCount].material = curMatl;
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ss_calcNorm(&mesh->faces[faceCount].norm, &pts[3], &pts[2], &pts[6]);
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if (flags & DELTA_BLEND) {
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ss_calcNorm(&norms[0], &ptsL[3], &ptsL[2], &ptsL[6]);
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ss_calcNorm(&norms[1], &ptsR[3], &ptsR[2], &ptsR[6]);
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}
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BLOCK_VERTEX(0, 3);
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BLOCK_VERTEX(1, 2);
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BLOCK_VERTEX(2, 6);
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BLOCK_VERTEX(3, 7);
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faceCount++;
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mesh->numFaces++;
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}
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if (flags & BLOCK_FRONT) {
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mesh->faces[faceCount].material = curMatl;
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ss_calcNorm(&mesh->faces[faceCount].norm, &pts[0], &pts[3], &pts[7]);
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if (flags & DELTA_BLEND) {
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ss_calcNorm(&norms[0], &ptsL[0], &ptsL[3], &ptsL[7]);
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ss_calcNorm(&norms[1], &ptsR[0], &ptsR[3], &ptsR[7]);
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}
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BLOCK_VERTEX(0, 0);
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BLOCK_VERTEX(1, 3);
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BLOCK_VERTEX(2, 7);
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BLOCK_VERTEX(3, 4);
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faceCount++;
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mesh->numFaces++;
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}
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if (flags & BLOCK_BACK) {
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mesh->faces[faceCount].material = curMatl;
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ss_calcNorm(&mesh->faces[faceCount].norm, &pts[1], &pts[5], &pts[6]);
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if (flags & DELTA_BLEND) {
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ss_calcNorm(&norms[0], &ptsL[1], &ptsL[5], &ptsL[6]);
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ss_calcNorm(&norms[1], &ptsR[1], &ptsR[5], &ptsR[6]);
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}
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BLOCK_VERTEX(0, 1);
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BLOCK_VERTEX(1, 5);
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BLOCK_VERTEX(2, 6);
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BLOCK_VERTEX(3, 2);
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mesh->numFaces++;
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}
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}
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BOOL genWin(MESH *winMesh, MESH *winStreamer)
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{
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POINT3D pos, posCenter;
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float w, h, d;
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float wMax, hMax;
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float xpos;
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int i, j, prec;
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int startBlend;
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if( !newMesh(winMesh, CUBE_FACES * iPrec * 20, CUBE_POINTS * iPrec * 20) )
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return FALSE;
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//
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// create window frame
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//
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w = (WIN_WIDTH - WIN_TOP_BORDER) / (float)iPrec;
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h = (float)WIN_TOP_BORDER;
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d = (float)WIN_THICKNESS;
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// draw top and bottom portions
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pos.y = 0.0f;
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pos.z = 0.0f;
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for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
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i < iPrec; i++, pos.x += w)
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AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_TOP);
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for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
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i < iPrec; i++, pos.x += w)
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AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_BOTTOM);
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for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
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i < iPrec; i++, pos.x += w)
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AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_FRONT);
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for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
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i < iPrec; i++, pos.x += w)
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AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_BACK);
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pos.x = xTrans;
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AddBlock(winMesh, 0, &pos, w, h, d, BLOCK_LEFT | NO_BLEND);
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pos.y = WIN_HEIGHT - WIN_TOP_BORDER;
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pos.z = 0.0f;
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for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
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i < iPrec; i++, pos.x += w)
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AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_TOP);
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for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
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i < iPrec; i++, pos.x += w)
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AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_BOTTOM);
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for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
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i < iPrec; i++, pos.x += w)
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AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_FRONT);
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for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
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i < iPrec; i++, pos.x += w)
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AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_BACK);
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pos.x = xTrans;
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AddBlock(winMesh, 0, &pos, w, h, d, BLOCK_LEFT | NO_BLEND);
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|
// draw middle horizontal portions
|
|
|
|
prec = (iPrec / 2);
|
|
w = (WIN_WIDTH - WIN_TOP_BORDER - WIN_CROSSBAR) / 2.0f;
|
|
w /= (float)prec;
|
|
h = WIN_CROSSBAR;
|
|
pos.y = (WIN_HEIGHT - WIN_CROSSBAR) / 2.0f;
|
|
pos.z = 0.0f;
|
|
|
|
for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
|
|
i < prec; i++, pos.x += w)
|
|
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_TOP);
|
|
for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
|
|
i < prec; i++, pos.x += w)
|
|
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_BOTTOM);
|
|
for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
|
|
i < prec; i++, pos.x += w)
|
|
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_FRONT);
|
|
for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
|
|
i < prec; i++, pos.x += w)
|
|
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_BACK);
|
|
|
|
xpos = pos.x + WIN_CROSSBAR;
|
|
|
|
for (i = 0, pos.x = xpos, startBlend = winMesh->numPoints;
|
|
i < prec; i++, pos.x += w)
|
|
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_TOP);
|
|
for (i = 0, pos.x = xpos, startBlend = winMesh->numPoints;
|
|
i < prec; i++, pos.x += w)
|
|
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_BOTTOM);
|
|
for (i = 0, pos.x = xpos, startBlend = winMesh->numPoints;
|
|
i < prec; i++, pos.x += w)
|
|
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_FRONT);
|
|
for (i = 0, pos.x = xpos, startBlend = winMesh->numPoints;
|
|
i < prec; i++, pos.x += w)
|
|
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_BACK);
|
|
|
|
pos.x = xTrans;
|
|
AddBlock(winMesh, 0, &pos, w, h, d, BLOCK_LEFT | NO_BLEND);
|
|
|
|
|
|
// Draw thick right-hand edge of frame
|
|
|
|
pos.x = xpos = xTrans + WIN_WIDTH - WIN_RIGHT_BORDER;
|
|
pos.y = 0.0f;
|
|
pos.z = 0.0f;
|
|
w = WIN_RIGHT_BORDER / (float)S_IPREC;
|
|
h = WIN_HEIGHT;
|
|
|
|
AddBlock(winMesh, winMesh->numPoints, &pos, w, h, d, BLOCK_LEFT);
|
|
|
|
for (i = 0, pos.x = xpos, startBlend = winMesh->numPoints;
|
|
i < S_IPREC; i++, pos.x += w)
|
|
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_FRONT);
|
|
for (i = 0, pos.x = xpos, startBlend = winMesh->numPoints;
|
|
i < S_IPREC; i++, pos.x += w)
|
|
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_BACK);
|
|
for (i = 0, pos.x = xpos, startBlend = winMesh->numPoints;
|
|
i < S_IPREC; i++, pos.x += w)
|
|
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_TOP);
|
|
pos.y = WIN_HEIGHT;
|
|
for (i = 0, pos.x = xpos, startBlend = winMesh->numPoints;
|
|
i < S_IPREC; i++, pos.x += w)
|
|
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_BOTTOM);
|
|
|
|
pos.y = 0.0f;
|
|
pos.x = xTrans + WIN_WIDTH - w;
|
|
AddBlock(winMesh, winMesh->numPoints, &pos, w, h, d, BLOCK_RIGHT);
|
|
|
|
// draw middle-vertical portion of frame
|
|
|
|
pos.x = xTrans + (WIN_WIDTH - WIN_RIGHT_BORDER) / 2.0f - (WIN_CROSSBAR / 2.0f);
|
|
pos.y = WIN_TOP_BORDER;
|
|
pos.z = 0.0f;
|
|
w = WIN_CROSSBAR;
|
|
h = WIN_HEIGHT - 2.0f * WIN_TOP_BORDER;
|
|
AddBlock(winMesh, 0, &pos, w, h, d, BLOCK_ALL | NO_BLEND);
|
|
|
|
//
|
|
// add the panels
|
|
//
|
|
|
|
w = (WIN_WIDTH - WIN_RIGHT_BORDER - WIN_CROSSBAR) / 2.0f;
|
|
h = (WIN_HEIGHT - 2.0f * WIN_TOP_BORDER - WIN_CROSSBAR) / 2.0f;
|
|
|
|
w /= (float)(iPrec / 2);
|
|
|
|
curMatl = 2;
|
|
pos.x = xTrans;
|
|
pos.y = WIN_TOP_BORDER;
|
|
for (i = 0, startBlend = winMesh->numPoints; i < iPrec / 2; i++) {
|
|
AddFace(winMesh, startBlend, &pos, w, h);
|
|
pos.x += w;
|
|
}
|
|
curMatl = 4;
|
|
pos.x += WIN_CROSSBAR;
|
|
for (i = 0, startBlend = winMesh->numPoints; i < iPrec / 2; i++) {
|
|
AddFace(winMesh, startBlend, &pos, w, h);
|
|
pos.x += w;
|
|
}
|
|
|
|
curMatl = 1;
|
|
pos.x = xTrans;
|
|
pos.y = WIN_TOP_BORDER + h + WIN_CROSSBAR;
|
|
for (i = 0, startBlend = winMesh->numPoints; i < iPrec / 2; i++) {
|
|
AddFace(winMesh, startBlend, &pos, w, h);
|
|
pos.x += w;
|
|
}
|
|
curMatl = 3;
|
|
pos.x += WIN_CROSSBAR;
|
|
for (i = 0, startBlend = winMesh->numPoints; i < iPrec / 2; i++) {
|
|
AddFace(winMesh, startBlend, &pos, w, h);
|
|
pos.x += w;
|
|
}
|
|
|
|
ss_normalizeNorms(winMesh->norms, winMesh->numPoints);
|
|
|
|
if( !newMesh(winStreamer, CUBE_FACES * WIN_NUMPIECES * WIN_NUMCOLUMNS,
|
|
CUBE_POINTS * WIN_NUMPIECES * WIN_NUMCOLUMNS) )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
h = hMax = WIN_TOP_BORDER;
|
|
w = wMax = WIN_TOP_BORDER * 1.1f;
|
|
|
|
posCenter.x = pos.x = xTrans - wMax - WIN_GAP_X;
|
|
posCenter.y = pos.y = 0.0f;
|
|
|
|
for (i = 0; i < WIN_NUMCOLUMNS; i++) {
|
|
for (j = 0; j < WIN_NUMPIECES; j++) {
|
|
if (((j % 3) == 0) || (i == 0))
|
|
curMatl = 0;
|
|
else if (j < 3)
|
|
curMatl = 2;
|
|
else
|
|
curMatl = 1;
|
|
AddBlock(winStreamer, 0, &pos, w, h, d, BLOCK_ALL);
|
|
pos.y += (hMax + WIN_GAP);
|
|
}
|
|
|
|
posCenter.x -= (wMax + WIN_GAP_X);
|
|
posCenter.y = 0.0f;
|
|
|
|
h = h * 0.8f;
|
|
w = w * 0.8f;
|
|
|
|
pos.x = posCenter.x;
|
|
pos.y = posCenter.y;
|
|
|
|
pos.x += (wMax - w) / 2.0f;
|
|
pos.y += (hMax - h) / 2.0f;
|
|
}
|
|
ss_normalizeNorms(winStreamer->norms, winStreamer->numPoints);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
|
|
|
|
BOOL initWinScene()
|
|
{
|
|
int i;
|
|
float angleDelta;
|
|
|
|
iPrec = (int)(fTesselFact * 10.5);
|
|
if (iPrec < 5)
|
|
iPrec = 5;
|
|
if (iPrec > MAXPREC)
|
|
iPrec = MAXPREC;
|
|
/*
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glOrtho(-1.0, 1.0, -0.75, 1.25, 0.0, 3.0);
|
|
*/
|
|
SetProjectionMatrixInfo( TRUE, 2.0f, 2.0f, 0.0f, 3.0f );
|
|
|
|
/*
|
|
glTranslatef(0.0f, 0.0f, -1.5f);
|
|
*/
|
|
D3DXMATRIX matView1, matReverseX, matView2;
|
|
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
|
|
D3DXVECTOR3 vEyePt(0, 0, 1.5f);
|
|
D3DXVECTOR3 vLookatPt(0, 0, 0);
|
|
D3DXMatrixLookAtLH( &matView1, &vEyePt, &vLookatPt, &vUpVec );
|
|
D3DXMatrixScaling( &matReverseX, -1.0f, 1.0f, 1.0f );
|
|
matView2 = matView1 * matReverseX;
|
|
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView2 );
|
|
|
|
// Light 0
|
|
D3DLIGHT8 light;
|
|
m_pd3dDevice->GetLight(0, &light);
|
|
light.Position.x = light0Pos[0];
|
|
light.Position.y = light0Pos[1];
|
|
light.Position.z = light0Pos[2];
|
|
m_pd3dDevice->SetLight(0, &light);
|
|
|
|
// Light 1
|
|
light.Type = D3DLIGHT_POINT;
|
|
light.Ambient.r = light1Ambient.r;
|
|
light.Ambient.g = light1Ambient.g;
|
|
light.Ambient.b = light1Ambient.b;
|
|
light.Ambient.a = light1Ambient.a;
|
|
light.Diffuse.r = light1Diffuse.r;
|
|
light.Diffuse.g = light1Diffuse.g;
|
|
light.Diffuse.b = light1Diffuse.b;
|
|
light.Diffuse.a = light1Diffuse.a;
|
|
light.Specular.r = light1Specular.r;
|
|
light.Specular.g = light1Specular.g;
|
|
light.Specular.b = light1Specular.b;
|
|
light.Specular.a = light1Specular.a;
|
|
light.Position.x = light1Pos[0];
|
|
light.Position.y = light1Pos[1];
|
|
light.Position.z = light1Pos[2];
|
|
m_pd3dDevice->SetLight(1, &light);
|
|
m_pd3dDevice->LightEnable(1, TRUE);
|
|
|
|
/*
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glFrontFace(GL_CCW);
|
|
glEnable(GL_CULL_FACE);
|
|
*/
|
|
|
|
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
|
|
|
|
Frames = (int)((float)(MAX_FRAMES / 2) * fTesselFact);
|
|
|
|
if (Frames < 5)
|
|
Frames = 5;
|
|
if (Frames > MAX_FRAMES)
|
|
Frames = MAX_FRAMES;
|
|
|
|
angleDelta = (float) ((2.0 * PI) / Frames);
|
|
sinAngle = 0.0f;
|
|
|
|
for (i = 0; i < Frames; i++) {
|
|
if( !genWin(&winMesh[i], &winStreamer[i]) )
|
|
return FALSE;
|
|
sinAngle += angleDelta;
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
|
|
|
|
void delWinScene()
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < Frames; i++) {
|
|
delMesh(&winMesh[i]);
|
|
delMesh(&winStreamer[i]);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
void updateWinScene(int flags, FLOAT fElapsedTime)
|
|
{
|
|
MESH *mesh;
|
|
static double mxrot = 23.0;
|
|
static double myrot = 23.0;
|
|
static double mzrot = 5.7;
|
|
static double mxrotInc = 0.0;
|
|
static double myrotInc = 3.0;
|
|
static double mzrotInc = 0.0;
|
|
static FLOAT fH = 0.0f;
|
|
static int frameNum = 0;
|
|
static FLOAT fFrameNum = 0.0f;
|
|
if( fElapsedTime > 0.25f )
|
|
fElapsedTime = 0.25f;
|
|
FLOAT fTimeFactor = fElapsedTime * 20.0f;
|
|
D3DXMATRIX mat1, mat2, mat3, matFinal;
|
|
|
|
if (bColorCycle) {
|
|
ss_HsvToRgb(fH, 1.0f, 1.0f, &winColors[0] );
|
|
|
|
fH += fTimeFactor;
|
|
if( fH >= 360.0f )
|
|
fH -= 360.0f;
|
|
}
|
|
|
|
D3DXMatrixRotationX(&mat1, D3DXToRadian((FLOAT)mxrot));
|
|
D3DXMatrixRotationY(&mat2, D3DXToRadian((FLOAT)myrot));
|
|
D3DXMatrixRotationZ(&mat3, D3DXToRadian((FLOAT)mzrot));
|
|
matFinal = mat3 * mat2 * mat1 ;
|
|
m_pd3dDevice->SetTransform( D3DTS_WORLD , &matFinal );
|
|
|
|
curMatl = 0;
|
|
|
|
myglMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, (FLOAT *) &winColors[0]);
|
|
myglMaterialfv(GL_FRONT, GL_SPECULAR, (FLOAT *) &matlBrightSpecular);
|
|
myglMaterialf(GL_FRONT, GL_SHININESS, 60.0f);
|
|
|
|
mesh = &winMesh[frameNum];
|
|
|
|
{
|
|
HRESULT hr;
|
|
MESH* pMesh = mesh;
|
|
INT numPrims = 0;
|
|
INT numIndices = 0;
|
|
INT numVertices = 0;
|
|
WORD* i;
|
|
MYVERTEX* v;
|
|
hr = m_pVB->Lock( 0, 0, (BYTE**)&v, 0 );
|
|
hr = m_pIB->Lock( 0, MAX_INDICES, (BYTE**)&i, 0 );
|
|
|
|
m_pd3dDevice->SetVertexShader( D3DFVF_MYVERTEX );
|
|
|
|
for( int iFace = 0; iFace < pMesh->numFaces; iFace++ )
|
|
{
|
|
if (pMesh->faces[iFace].material != curMatl)
|
|
{
|
|
hr = m_pVB->Unlock();
|
|
hr = m_pIB->Unlock();
|
|
|
|
hr = m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(MYVERTEX) );
|
|
hr = m_pd3dDevice->SetIndices( m_pIB, 0 );
|
|
|
|
hr = m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, numVertices,
|
|
0, numPrims );
|
|
numVertices = 0;
|
|
numIndices = 0;
|
|
numPrims = 0;
|
|
hr = m_pVB->Lock( 0, 0, (BYTE**)&v, 0 );
|
|
hr = m_pIB->Lock( 0, MAX_INDICES, (BYTE**)&i, 0 );
|
|
|
|
curMatl = pMesh->faces[iFace].material;
|
|
myglMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,
|
|
(FLOAT *) &matlNoSpecular);
|
|
myglMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE,
|
|
(FLOAT *) &winColors[curMatl]);
|
|
|
|
}
|
|
v[numVertices+0].p = pMesh->pts[ pMesh->faces[iFace].p[0] ];
|
|
v[numVertices+1].p = pMesh->pts[ pMesh->faces[iFace].p[1] ];
|
|
v[numVertices+2].p = pMesh->pts[ pMesh->faces[iFace].p[2] ];
|
|
v[numVertices+3].p = pMesh->pts[ pMesh->faces[iFace].p[3] ];
|
|
|
|
if( bSmoothShading )
|
|
{
|
|
v[numVertices+0].n = pMesh->norms[ pMesh->faces[iFace].p[0] ];
|
|
v[numVertices+1].n = pMesh->norms[ pMesh->faces[iFace].p[1] ];
|
|
v[numVertices+2].n = pMesh->norms[ pMesh->faces[iFace].p[2] ];
|
|
v[numVertices+3].n = pMesh->norms[ pMesh->faces[iFace].p[3] ];
|
|
}
|
|
else
|
|
{
|
|
v[numVertices+0].n = pMesh->faces[iFace].norm;
|
|
v[numVertices+1].n = pMesh->faces[iFace].norm;
|
|
v[numVertices+2].n = pMesh->faces[iFace].norm;
|
|
v[numVertices+3].n = pMesh->faces[iFace].norm;
|
|
}
|
|
|
|
i[numIndices++] = numVertices + 0;
|
|
i[numIndices++] = numVertices + 1;
|
|
i[numIndices++] = numVertices + 2;
|
|
i[numIndices++] = numVertices + 2;
|
|
i[numIndices++] = numVertices + 0;
|
|
i[numIndices++] = numVertices + 3;
|
|
numVertices += 4;
|
|
numPrims += 2;
|
|
}
|
|
hr = m_pVB->Unlock();
|
|
hr = m_pIB->Unlock();
|
|
|
|
hr = m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(MYVERTEX) );
|
|
hr = m_pd3dDevice->SetIndices( m_pIB, 0 );
|
|
|
|
hr = m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, numVertices,
|
|
0, numPrims );
|
|
}
|
|
|
|
myglMaterialfv(GL_FRONT, GL_SPECULAR, (FLOAT *) &matlDimSpecular);
|
|
|
|
mesh = &winStreamer[frameNum];
|
|
|
|
{
|
|
HRESULT hr;
|
|
MESH* pMesh = mesh;
|
|
INT numPrims = 0;
|
|
INT numIndices = 0;
|
|
INT numVertices = 0;
|
|
WORD* i;
|
|
MYVERTEX* v;
|
|
hr = m_pVB->Lock( 0, 0, (BYTE**)&v, 0 );
|
|
hr = m_pIB->Lock( 0, MAX_INDICES, (BYTE**)&i, 0 );
|
|
|
|
m_pd3dDevice->SetVertexShader( D3DFVF_MYVERTEX );
|
|
|
|
for( int iFace = 0; iFace < pMesh->numFaces; iFace++ )
|
|
{
|
|
if (pMesh->faces[iFace].material != curMatl)
|
|
{
|
|
hr = m_pVB->Unlock();
|
|
hr = m_pIB->Unlock();
|
|
|
|
hr = m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(MYVERTEX) );
|
|
hr = m_pd3dDevice->SetIndices( m_pIB, 0 );
|
|
|
|
hr = m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, numVertices,
|
|
0, numPrims );
|
|
|
|
numVertices = 0;
|
|
numIndices = 0;
|
|
numPrims = 0;
|
|
hr = m_pVB->Lock( 0, 0, (BYTE**)&v, 0 );
|
|
hr = m_pIB->Lock( 0, MAX_INDICES, (BYTE**)&i, 0 );
|
|
|
|
curMatl = pMesh->faces[iFace].material;
|
|
myglMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE,
|
|
(FLOAT *) &winColors[curMatl]);
|
|
|
|
}
|
|
v[numVertices+0].p = pMesh->pts[ pMesh->faces[iFace].p[0] ];
|
|
v[numVertices+1].p = pMesh->pts[ pMesh->faces[iFace].p[1] ];
|
|
v[numVertices+2].p = pMesh->pts[ pMesh->faces[iFace].p[2] ];
|
|
v[numVertices+3].p = pMesh->pts[ pMesh->faces[iFace].p[3] ];
|
|
|
|
v[numVertices+0].n = pMesh->faces[iFace].norm;
|
|
v[numVertices+1].n = pMesh->faces[iFace].norm;
|
|
v[numVertices+2].n = pMesh->faces[iFace].norm;
|
|
v[numVertices+3].n = pMesh->faces[iFace].norm;
|
|
|
|
i[numIndices++] = numVertices + 0;
|
|
i[numIndices++] = numVertices + 1;
|
|
i[numIndices++] = numVertices + 2;
|
|
i[numIndices++] = numVertices + 2;
|
|
i[numIndices++] = numVertices + 0;
|
|
i[numIndices++] = numVertices + 3;
|
|
numVertices += 4;
|
|
numPrims += 2;
|
|
}
|
|
hr = m_pVB->Unlock();
|
|
hr = m_pIB->Unlock();
|
|
|
|
hr = m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(MYVERTEX) );
|
|
hr = m_pd3dDevice->SetIndices( m_pIB, 0 );
|
|
|
|
hr = m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, numVertices,
|
|
0, numPrims );
|
|
}
|
|
|
|
mxrot += mxrotInc * fTimeFactor;
|
|
myrot += myrotInc * fTimeFactor;
|
|
mzrot += mzrotInc * fTimeFactor;
|
|
|
|
if ((myrot < -45.0 && myrotInc < 0) || (myrot > 45.0 && myrotInc > 0))
|
|
myrotInc = -myrotInc;
|
|
|
|
fFrameNum += fTimeFactor;
|
|
frameNum = (INT)fFrameNum;
|
|
if (frameNum >= Frames)
|
|
{
|
|
frameNum = 0;
|
|
fFrameNum -= Frames;
|
|
}
|
|
}
|