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302 lines
8.9 KiB
302 lines
8.9 KiB
/******************************Module*Header*******************************\
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* Module Name: mesh.c
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*
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* Routines to create a mesh representation of a 3D object and to turn it
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* into an OpenGL description.
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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 <D3DX8.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 ZERO_EPS 0.00000001
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/******************************Public*Routine******************************\
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* newMesh
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*
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* Allocate memory for the mesh structure to accomodate the specified number
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* of points and faces.
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*
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\**************************************************************************/
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BOOL newMesh(MESH *mesh, int numFaces, int numPts)
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{
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mesh->numFaces = 0;
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mesh->numPoints = 0;
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if (numPts) {
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mesh->pts = (POINT3D*)SaverAlloc((LONG)numPts * (LONG)sizeof(POINT3D));
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if( mesh->pts == NULL )
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return FALSE;
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mesh->norms = (POINT3D*)SaverAlloc((LONG)numPts * (LONG)sizeof(POINT3D));
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if( mesh->norms == NULL )
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return FALSE;
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}
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mesh->faces = (MFACE*)SaverAlloc((LONG)numFaces * (LONG)sizeof(MFACE));
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if (mesh->faces == NULL )
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return FALSE;
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return TRUE;
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}
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/******************************Public*Routine******************************\
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* delMesh
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*
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* Delete the allocated portions of the MESH structure.
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*
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\**************************************************************************/
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void delMesh(MESH *mesh)
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{
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SaverFree(mesh->pts);
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SaverFree(mesh->norms);
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SaverFree(mesh->faces);
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}
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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, POINT3D *p, POINT3D *norm, int start)
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{
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int i;
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POINT3D *pts = mesh->pts + start;
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for (i = start; i < mesh->numPoints; i++, pts++)
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{
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// If the vertices are within ZERO_EPS of each other, then its the same
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// vertex.
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if ( fabs(pts->x - p->x) < ZERO_EPS &&
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fabs(pts->y - p->y) < ZERO_EPS &&
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fabs(pts->z - p->z) < ZERO_EPS )
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{
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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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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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* revolveSurface
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*
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* Takes the set of points in curve and fills the mesh structure with a
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* surface of revolution. The surface consists of quads made up of the
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* points in curve rotated about the y-axis. The number of increments
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* in the revolution is determined by the steps parameter.
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*
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\**************************************************************************/
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#define MAXPREC 40
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void revolveSurface(MESH *mesh, POINT3D *curve, int steps)
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{
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int i;
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int j;
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int facecount = 0;
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double rotation = 0.0;
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double rotInc;
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double cosVal;
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double sinVal;
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int stepsSqr;
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POINT3D norm;
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POINT3D a[MAXPREC + 1];
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POINT3D b[MAXPREC + 1];
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if (steps > MAXPREC)
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steps = MAXPREC;
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rotInc = (2.0 * PI) / (double)(steps - 1);
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stepsSqr = steps * steps;
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newMesh(mesh, stepsSqr, 4 * stepsSqr);
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for (j = 0; j < steps; j++, rotation += rotInc) {
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cosVal = cos(rotation);
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sinVal = sin(rotation);
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for (i = 0; i < steps; i++) {
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a[i].x = (float) (curve[i].x * cosVal + curve[i].z * sinVal);
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a[i].y = (float) (curve[i].y);
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a[i].z = (float) (curve[i].z * cosVal - curve[i].x * sinVal);
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}
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cosVal = cos(rotation + rotInc);
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sinVal = sin(rotation + rotInc);
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for (i = 0; i < steps; i++) {
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b[i].x = (float) (curve[i].x * cosVal + curve[i].z * sinVal);
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b[i].y = (float) (curve[i].y);
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b[i].z = (float) (curve[i].z * cosVal - curve[i].x * sinVal);
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}
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for (i = 0; i < (steps - 1); i++) {
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ss_calcNorm(&norm, &b[i + 1], &b[i], &a[i]);
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if ((norm.x * norm.x) + (norm.y * norm.y) + (norm.z * norm.z) < 0.9)
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ss_calcNorm(&norm, &a[i], &a[i+1], &b[i + 1]);
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mesh->faces[facecount].material = j & 7;
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mesh->faces[facecount].norm = norm;
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mesh->faces[facecount].p[0] = iPtInList(mesh, &b[i], &norm, 0);
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mesh->faces[facecount].p[1] = iPtInList(mesh, &a[i], &norm, 0);
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mesh->faces[facecount].p[2] = iPtInList(mesh, &b[i + 1], &norm, 0);
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mesh->faces[facecount].p[3] = iPtInList(mesh, &a[i + 1], &norm, 0);
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mesh->numFaces++;
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facecount++;
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}
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}
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ss_normalizeNorms(mesh->norms, mesh->numPoints);
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}
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HRESULT RenderMesh3( MESH* pMesh, BOOL bSmooth )
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{
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HRESULT hr;
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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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m_pd3dDevice->SetVertexShader( D3DFVF_MYVERTEX );
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WORD* i;
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MYVERTEX* v;
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hr = m_pVB->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 = bSmooth ? pMesh->norms[a] : faces[iFace].norm;
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iVertexA = numVertices++;
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v[numVertices].p = pMesh->pts[b];
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v[numVertices].n = bSmooth ? pMesh->norms[b] : faces[iFace].norm;
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iVertexB = numVertices++;
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v[numVertices].p = pMesh->pts[c];
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v[numVertices].n = bSmooth ? pMesh->norms[c] : faces[iFace].norm;
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iVertexC = numVertices++;
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v[numVertices].p = pMesh->pts[d];
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v[numVertices].n = bSmooth ? pMesh->norms[d] : faces[iFace].norm;
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iVertexD = numVertices++;
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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_pVB->Unlock();
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hr = m_pIB->Unlock();
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hr = m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(MYVERTEX) );
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hr = m_pd3dDevice->SetIndices( m_pIB, 0 );
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hr = m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, numVertices,
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0, numPrims );
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return hr;
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}
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HRESULT RenderMesh3Backsides( MESH* pMesh, BOOL bSmooth )
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{
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HRESULT hr;
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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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m_pd3dDevice->SetVertexShader( D3DFVF_MYVERTEX );
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WORD* i;
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MYVERTEX* v;
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hr = m_pVB->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 = bSmooth ? -pMesh->norms[a] : -faces[iFace].norm;
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iVertexA = numVertices++;
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v[numVertices].p = pMesh->pts[b];
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v[numVertices].n = bSmooth ? -pMesh->norms[b] : -faces[iFace].norm;
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iVertexB = numVertices++;
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v[numVertices].p = pMesh->pts[c];
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v[numVertices].n = bSmooth ? -pMesh->norms[c] : -faces[iFace].norm;
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iVertexC = numVertices++;
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v[numVertices].p = pMesh->pts[d];
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v[numVertices].n = bSmooth ? -pMesh->norms[d] : -faces[iFace].norm;
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iVertexD = numVertices++;
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i[numIndices++] = iVertexB;
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i[numIndices++] = iVertexA;
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i[numIndices++] = iVertexC;
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numPrims++;
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i[numIndices++] = iVertexB;
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i[numIndices++] = iVertexC;
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i[numIndices++] = iVertexD;
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numPrims++;
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}
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hr = m_pVB->Unlock();
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hr = m_pIB->Unlock();
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hr = m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(MYVERTEX) );
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hr = m_pd3dDevice->SetIndices( m_pIB, 0 );
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hr = m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, numVertices,
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0, numPrims );
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return hr;
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}
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