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481 lines
16 KiB
481 lines
16 KiB
/******************************Module*Header*******************************\
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* Module Name: genwin2.c
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*
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* The new Windows style of the 3D Flying Objects screen saver.
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*
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* Texture maps .BMP files onto a simulation of a flag waving in the breeze.
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*
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* Copyright (c) 2001 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 "resource.h"
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#include "mesh.h"
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enum STATE
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{
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S_FREE,
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S_MOVETOORIGIN,
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S_FADETOCOLOR,
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S_PAUSE,
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S_FADEFROMCOLOR
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};
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#define TIME_FREE 10.0f
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#define TIME_FADETOCOLOR 1.0f
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#define TIME_PAUSE 5.0f
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#define TIME_FADEFROMCOLOR 1.0f
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// Note: There's no TIME_MOVETOORIGIN since that takes a variable amt of time.
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const FLOAT winTotalwidth = (FLOAT)0.75;
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const FLOAT winTotalheight = (FLOAT)0.75;
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#define MAX_FRAMES 20
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// IPREC is the number of faces in the mesh that models the flag.
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#define IPREC 35
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static int Frames = 10;
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static MESH winMesh[MAX_FRAMES];
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static FLOAT sinAngle = (FLOAT)0.0;
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static FLOAT xTrans = (FLOAT)0.0;
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// Material properties
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static RGBA matlBrightSpecular = {1.0f, 1.0f, 1.0f, 1.0f};
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// Lighting properties
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static FLOAT light0Pos[] = {-15.0f, 0.0f, -10.0f};
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/******************************Public*Routine******************************\
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* iPtInList
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*
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* Add a vertex and its normal to the mesh. If the vertex already exists,
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* add in the normal to the existing normal (we to accumulate the average
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* normal at each vertex). Normalization of the normals is the
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* responsibility of the caller.
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*
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\**************************************************************************/
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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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/******************************Public*Routine******************************\
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* getZpos
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*
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* Get the z-position (depth) of the "wavy" flag component at the given x.
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*
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* The function used to model the wave is:
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*
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* 1/2
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* z = x * sin((2*PI*x + sinAngle) / 8)
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*
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* The shape of the wave varies from frame to frame by changing the
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* phase, sinAngle.
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*
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\**************************************************************************/
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static FLOAT getZpos(FLOAT x)
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{
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FLOAT xAbs = x - xTrans;
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FLOAT angle = sinAngle + ((FLOAT) (2.0 * PI) * (xAbs / winTotalwidth));
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xAbs = winTotalwidth - xAbs;
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return (FLOAT)(-(sin((double)angle) / 8.0) *
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sqrt((double)(xAbs / winTotalwidth )));
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}
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/******************************Public*Routine******************************\
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* genTex
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*
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* Generate a mesh representing a frame of the flag. The phase, sinAngle,
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* is a global variable.
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*
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\**************************************************************************/
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static BOOL genTex(MESH *winMesh)
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{
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POINT3D pos;
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POINT3D pts[4];
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FLOAT w, h;
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int i;
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if( !newMesh(winMesh, IPREC * IPREC, IPREC * IPREC) )
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return FALSE;
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// Width and height of each face
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w = (winTotalwidth) / (FLOAT)(IPREC + 1);
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h = winTotalheight;
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// Generate the mesh data. At equally spaced intervals along the x-axis,
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// we compute the z-position of the flag surface.
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pos.y = (FLOAT) 0.0;
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pos.z = (FLOAT) 0.0;
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for (i = 0, pos.x = xTrans; i < IPREC; i++, pos.x += w) {
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int faceCount = winMesh->numFaces;
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pts[0].x = (FLOAT)pos.x;
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pts[0].y = (FLOAT)(pos.y);
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pts[0].z = getZpos(pos.x);
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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 = getZpos(pos.x);
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pts[2].x = (FLOAT)(pos.x + w);
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pts[2].y = (FLOAT)(pos.y);
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pts[2].z = getZpos(pos.x + w);
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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 = getZpos(pos.x + w);
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// Compute the face normal.
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ss_calcNorm(&winMesh->faces[faceCount].norm, pts + 2, pts + 1, pts);
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// Add the face to the mesh.
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winMesh->faces[faceCount].material = 0;
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winMesh->faces[faceCount].p[0] = iPtInList(winMesh, 0, pts,
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&winMesh->faces[faceCount].norm, TRUE);
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winMesh->faces[faceCount].p[1] = iPtInList(winMesh, 0, pts + 1,
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&winMesh->faces[faceCount].norm, TRUE);
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winMesh->faces[faceCount].p[2] = iPtInList(winMesh, 0, pts + 2,
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&winMesh->faces[faceCount].norm, TRUE);
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winMesh->faces[faceCount].p[3] = iPtInList(winMesh, 0, pts + 3,
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&winMesh->faces[faceCount].norm, TRUE);
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winMesh->numFaces++;
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}
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// Normalize the vertex normals in the mesh.
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ss_normalizeNorms(winMesh->norms, winMesh->numPoints);
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return TRUE;
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}
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/******************************Public*Routine******************************\
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* initWin2Scene
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*
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* Initialize the screen saver.
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*
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* This function is exported to the main module in ss3dfo.c.
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*
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\**************************************************************************/
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BOOL initWin2Scene()
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{
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int i;
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FLOAT angleDelta;
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SetProjectionMatrixInfo( TRUE, 2.0f, 2.0f, 0.0f, 3.0f );
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D3DXMATRIX matView;
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D3DXMatrixTranslation(&matView, -0.17f, -0.04f, 1.5f);
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m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
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// Adjust position of light 0
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D3DLIGHT8 light;
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m_pd3dDevice->GetLight(0, &light);
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light.Position.x = light0Pos[0];
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light.Position.y = light0Pos[1];
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light.Position.z = light0Pos[2];
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m_pd3dDevice->SetLight(0, &light);
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m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
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m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE);
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m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP );
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m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP );
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Frames = MAX_FRAMES;
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// Generate the geometry data (stored in the array of mesh structures),
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// for each frame of the animation. The shape of the flag is varied by
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// changing the global variable sinAngle.
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angleDelta = (FLOAT)(2.0 * PI) / (FLOAT)Frames;
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sinAngle = (FLOAT) 0.0;
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for (i = 0; i < Frames; i++) {
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if( !genTex(&winMesh[i]) )
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return FALSE;
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sinAngle += angleDelta;
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}
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return TRUE;
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}
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/******************************Public*Routine******************************\
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* delWin2Scene
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*
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* Cleanup the data associated with this screen saver.
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*
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* This function is exported to the main module in ss3dfo.c.
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*
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\**************************************************************************/
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void delWin2Scene()
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{
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int i;
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for (i = 0; i < Frames; i++)
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delMesh(&winMesh[i]);
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}
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/******************************Public*Routine******************************\
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* updateWin2Scene
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*
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* Generate a scene by taking one of the meshes and rendering it
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*
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* This function is exported to the main module in ss3dfo.c.
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*
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\**************************************************************************/
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void updateWin2Scene(int flags, FLOAT fElapsedTime)
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{
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MESH *pMesh;
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static double mxrot = 40.0;
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static double myrot = 0;
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static double mzrot = -12.0;
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static int frameNum = 0;
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static FLOAT fFrameNum = (FLOAT)Frames;
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FLOAT s = 0.0f;
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FLOAT ds;
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static FLOAT s_fTime = 0.0f;
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static FLOAT s_fTimeLastChange = 0.0f;
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static FLOAT s_fTimeNextChange = TIME_FREE;
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static STATE s_state = S_FREE;
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FLOAT fBeta;
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if( fElapsedTime > 0.25f )
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fElapsedTime = 0.25f;
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FLOAT fTimeFactor = fElapsedTime * 20.0f;
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HRESULT hr;
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s_fTime += fElapsedTime;
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if( s_fTimeNextChange != -1.0f && s_fTime > s_fTimeNextChange )
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{
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// Handle state transitions
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s_fTimeLastChange = s_fTime;
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switch( s_state )
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{
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case S_FREE:
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s_state = S_MOVETOORIGIN;
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g_bMoveToOrigin = TRUE;
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s_fTimeNextChange = -1.0f;
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break;
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case S_MOVETOORIGIN:
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s_state = S_FADETOCOLOR;
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s_fTimeNextChange = s_fTime + TIME_FADETOCOLOR;
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break;
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case S_FADETOCOLOR:
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s_state = S_PAUSE;
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s_fTimeNextChange = s_fTime + TIME_PAUSE;
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break;
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case S_PAUSE:
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s_state = S_FADEFROMCOLOR;
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s_fTimeNextChange = s_fTime + TIME_FADEFROMCOLOR;
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break;
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case S_FADEFROMCOLOR:
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s_state = S_FREE;
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s_fTimeNextChange = s_fTime + TIME_FREE;
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g_bMoveToOrigin = FALSE;
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break;
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}
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}
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fBeta = 0.0f;
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// Handle state processing
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switch( s_state )
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{
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case S_MOVETOORIGIN:
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if( g_bAtOrigin && frameNum == 0)
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s_fTimeNextChange = s_fTime; // provoke state change next time
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break;
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case S_FADETOCOLOR:
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fBeta = (s_fTime - s_fTimeLastChange) / TIME_FADETOCOLOR;
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break;
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case S_PAUSE:
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fBeta = 1.0f;
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break;
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case S_FADEFROMCOLOR:
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fBeta = 1.0f - ( (s_fTime - s_fTimeLastChange) / TIME_FADEFROMCOLOR );
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break;
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}
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if( fBeta != 0.0f )
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{
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// Render background logo
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MYVERTEX3 v[4];
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FLOAT fLeft = g_pFloatRect->xMin - g_xScreenOrigin;
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FLOAT fRight = fLeft + g_pFloatRect->xSize;
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FLOAT fBottom = g_pFloatRect->yMin - g_yScreenOrigin;
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FLOAT fTop = g_pFloatRect->yMin + g_pFloatRect->ySize;
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DWORD dwColor = D3DXCOLOR( 1.0f, 1.0f, 1.0f, fBeta );
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v[0].p = D3DXVECTOR3(fLeft, fBottom, 0.9f); v[0].rhw = 0.1f; v[0].dwDiffuse = dwColor; v[0].tu = 0.0f; v[0].tv = 0.0f;
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v[1].p = D3DXVECTOR3(fRight, fBottom, 0.9f); v[1].rhw = 0.1f; v[1].dwDiffuse = dwColor; v[1].tu = 1.0f; v[1].tv = 0.0f;
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v[2].p = D3DXVECTOR3(fLeft, fTop, 0.9f); v[2].rhw = 0.1f; v[2].dwDiffuse = dwColor; v[2].tu = 0.0f; v[2].tv = 1.0f;
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v[3].p = D3DXVECTOR3(fRight, fTop, 0.9f); v[3].rhw = 0.1f; v[3].dwDiffuse = dwColor; v[3].tu = 1.0f; v[3].tv = 1.0f;
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hr = m_pd3dDevice->SetTexture( 0, g_pDeviceObjects->m_pTexture2 );
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hr = m_pd3dDevice->SetVertexShader( D3DFVF_MYVERTEX3 );
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hr = m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLESTRIP, 2, v, sizeof(MYVERTEX3) );
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}
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m_pd3dDevice->SetTexture( 0, g_pDeviceObjects->m_pTexture );
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D3DXMATRIX mat1, mat2, mat3, mat4, matFinal;
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D3DXMatrixRotationX(&mat1, D3DXToRadian((FLOAT)mxrot));
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D3DXMatrixRotationY(&mat2, D3DXToRadian((FLOAT)myrot));
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D3DXMatrixRotationZ(&mat3, D3DXToRadian((FLOAT)mzrot));
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D3DXMatrixScaling( &mat4, 0.82f, 0.92f, 0.82f );
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matFinal = mat4 * mat3 * mat2 * mat1 ;
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m_pd3dDevice->SetTransform( D3DTS_WORLD, &matFinal );
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// Divide the texture into IPREC slices. ds is the texture coordinate
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// delta we apply as we move along the x-axis.
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ds = (FLOAT)1.0 / (FLOAT)IPREC;
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// Setup the material property of the flag. The material property, light
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// properties, and polygon orientation will interact with the texture.
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myglMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (FLOAT *) &matlBrightSpecular);
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myglMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, (FLOAT) 40.0);
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FLOAT fColor[4];
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fColor[0] = 1.0f;
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fColor[1] = 1.0f;
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fColor[2] = 1.0f;
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fColor[3] = 1.0f - fBeta; // Adjust flag alpha so it fades when showing logo
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if( fColor[3] != 0.0f )
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{
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// Render flag
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myglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, fColor);
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pMesh = &winMesh[frameNum];
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INT numPrims = 0;
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INT numIndices = 0;
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INT numVertices = 0;
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WORD iVertexA, iVertexB, iVertexC, iVertexD;
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INT a,b,c,d;
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MFACE *faces;
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WORD* i;
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MYVERTEX2* v;
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hr = m_pVB2->Lock( 0, 0, (BYTE**)&v, 0 );
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hr = m_pIB->Lock( 0, MAX_INDICES, (BYTE**)&i, 0 );
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faces = pMesh->faces;
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for( int iFace = 0; iFace < pMesh->numFaces; iFace++ )
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{
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a = faces[iFace].p[0];
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b = faces[iFace].p[1];
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c = faces[iFace].p[2];
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d = faces[iFace].p[3];
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v[numVertices].p = pMesh->pts[a];
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v[numVertices].n = bSmoothShading ? -pMesh->norms[a] : -faces[iFace].norm;
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v[numVertices].tu = s; v[numVertices].tv = 1.0f;
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iVertexA = numVertices++;
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v[numVertices].p = pMesh->pts[b];
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v[numVertices].n = bSmoothShading ? -pMesh->norms[b] : -faces[iFace].norm;
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v[numVertices].tu = s; v[numVertices].tv = 0.0f;
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iVertexB = numVertices++;
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v[numVertices].p = pMesh->pts[c];
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v[numVertices].n = bSmoothShading ? -pMesh->norms[c] : -faces[iFace].norm;
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v[numVertices].tu = s+ds; v[numVertices].tv = 1.0f;
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iVertexC = numVertices++;
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v[numVertices].p = pMesh->pts[d];
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v[numVertices].n = bSmoothShading ? -pMesh->norms[d] : -faces[iFace].norm;
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v[numVertices].tu = s+ds; v[numVertices].tv = 0.0f;
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iVertexD = numVertices++;
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s += ds;
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i[numIndices++] = iVertexA;
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i[numIndices++] = iVertexB;
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i[numIndices++] = iVertexC;
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numPrims++;
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i[numIndices++] = iVertexC;
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i[numIndices++] = iVertexB;
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i[numIndices++] = iVertexD;
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numPrims++;
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}
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hr = m_pVB2->Unlock();
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hr = m_pIB->Unlock();
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hr = m_pd3dDevice->SetVertexShader( D3DFVF_MYVERTEX2 );
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hr = m_pd3dDevice->SetStreamSource( 0, m_pVB2, sizeof(MYVERTEX2) );
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hr = m_pd3dDevice->SetIndices( m_pIB, 0 );
|
|
|
|
hr = m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, numVertices,
|
|
0, numPrims );
|
|
}
|
|
|
|
// Don't change frame number if we're in S_FADETOCOLOR, S_PAUSE,
|
|
// or S_FADEFROMCOLOR, unless by some chance we're in those states
|
|
// but framenum is not at zero (yet).
|
|
if( frameNum != 0 ||
|
|
s_state != S_FADETOCOLOR &&
|
|
s_state != S_PAUSE &&
|
|
s_state != S_FADEFROMCOLOR )
|
|
{
|
|
fFrameNum -= fTimeFactor;
|
|
frameNum = (INT)fFrameNum;
|
|
if (frameNum < 0)
|
|
{
|
|
fFrameNum = (FLOAT)(Frames - 1);
|
|
frameNum = Frames - 1;
|
|
}
|
|
}
|
|
}
|