mirror of https://github.com/tongzx/nt5src
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
302 lines
8.6 KiB
302 lines
8.6 KiB
/******************************Module*Header*******************************\
|
|
* Module Name: mesh.c
|
|
*
|
|
* Routines to create a mesh representation of a 3D object and to turn it
|
|
* into an OpenGL description.
|
|
*
|
|
* Copyright (c) 1994 Microsoft Corporation
|
|
*
|
|
\**************************************************************************/
|
|
#include <stdlib.h>
|
|
#include <windows.h>
|
|
#include <D3DX8.h>
|
|
#include <string.h>
|
|
#include <math.h>
|
|
#include <d3dx8.h>
|
|
#include "D3DSaver.h"
|
|
#include "FlyingObjects.h"
|
|
#include "mesh.h"
|
|
|
|
#define ZERO_EPS 0.00000001
|
|
|
|
|
|
|
|
|
|
/******************************Public*Routine******************************\
|
|
* newMesh
|
|
*
|
|
* Allocate memory for the mesh structure to accomodate the specified number
|
|
* of points and faces.
|
|
*
|
|
\**************************************************************************/
|
|
BOOL newMesh(MESH *mesh, int numFaces, int numPts)
|
|
{
|
|
mesh->numFaces = 0;
|
|
mesh->numPoints = 0;
|
|
|
|
if (numPts) {
|
|
mesh->pts = (POINT3D*)SaverAlloc((LONG)numPts * (LONG)sizeof(POINT3D));
|
|
if( mesh->pts == NULL )
|
|
return FALSE;
|
|
|
|
mesh->norms = (POINT3D*)SaverAlloc((LONG)numPts * (LONG)sizeof(POINT3D));
|
|
if( mesh->norms == NULL )
|
|
return FALSE;
|
|
}
|
|
mesh->faces = (MFACE*)SaverAlloc((LONG)numFaces * (LONG)sizeof(MFACE));
|
|
if (mesh->faces == NULL )
|
|
return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
|
|
|
|
/******************************Public*Routine******************************\
|
|
* delMesh
|
|
*
|
|
* Delete the allocated portions of the MESH structure.
|
|
*
|
|
\**************************************************************************/
|
|
void delMesh(MESH *mesh)
|
|
{
|
|
SaverFree(mesh->pts);
|
|
SaverFree(mesh->norms);
|
|
SaverFree(mesh->faces);
|
|
}
|
|
|
|
|
|
|
|
|
|
/******************************Public*Routine******************************\
|
|
* iPtInList
|
|
*
|
|
* Add a vertex and its normal to the mesh. If the vertex already exists,
|
|
* add in the normal to the existing normal (we to accumulate the average
|
|
* normal at each vertex). Normalization of the normals is the
|
|
* responsibility of the caller.
|
|
*
|
|
\**************************************************************************/
|
|
static int iPtInList(MESH *mesh, POINT3D *p, POINT3D *norm, int start)
|
|
{
|
|
int i;
|
|
POINT3D *pts = mesh->pts + start;
|
|
|
|
for (i = start; i < mesh->numPoints; i++, pts++)
|
|
{
|
|
// If the vertices are within ZERO_EPS of each other, then its the same
|
|
// vertex.
|
|
|
|
if ( fabs(pts->x - p->x) < ZERO_EPS &&
|
|
fabs(pts->y - p->y) < ZERO_EPS &&
|
|
fabs(pts->z - p->z) < ZERO_EPS )
|
|
{
|
|
mesh->norms[i].x += norm->x;
|
|
mesh->norms[i].y += norm->y;
|
|
mesh->norms[i].z += norm->z;
|
|
return i;
|
|
}
|
|
}
|
|
|
|
mesh->pts[i] = *p;
|
|
mesh->norms[i] = *norm;
|
|
mesh->numPoints++;
|
|
return i;
|
|
}
|
|
|
|
|
|
|
|
|
|
/******************************Public*Routine******************************\
|
|
* revolveSurface
|
|
*
|
|
* Takes the set of points in curve and fills the mesh structure with a
|
|
* surface of revolution. The surface consists of quads made up of the
|
|
* points in curve rotated about the y-axis. The number of increments
|
|
* in the revolution is determined by the steps parameter.
|
|
*
|
|
\**************************************************************************/
|
|
#define MAXPREC 40
|
|
void revolveSurface(MESH *mesh, POINT3D *curve, int steps)
|
|
{
|
|
int i;
|
|
int j;
|
|
int facecount = 0;
|
|
double rotation = 0.0;
|
|
double rotInc;
|
|
double cosVal;
|
|
double sinVal;
|
|
int stepsSqr;
|
|
POINT3D norm;
|
|
POINT3D a[MAXPREC + 1];
|
|
POINT3D b[MAXPREC + 1];
|
|
|
|
if (steps > MAXPREC)
|
|
steps = MAXPREC;
|
|
rotInc = (2.0 * PI) / (double)(steps - 1);
|
|
stepsSqr = steps * steps;
|
|
newMesh(mesh, stepsSqr, 4 * stepsSqr);
|
|
|
|
for (j = 0; j < steps; j++, rotation += rotInc) {
|
|
cosVal = cos(rotation);
|
|
sinVal = sin(rotation);
|
|
for (i = 0; i < steps; i++) {
|
|
a[i].x = (float) (curve[i].x * cosVal + curve[i].z * sinVal);
|
|
a[i].y = (float) (curve[i].y);
|
|
a[i].z = (float) (curve[i].z * cosVal - curve[i].x * sinVal);
|
|
}
|
|
|
|
cosVal = cos(rotation + rotInc);
|
|
sinVal = sin(rotation + rotInc);
|
|
for (i = 0; i < steps; i++) {
|
|
b[i].x = (float) (curve[i].x * cosVal + curve[i].z * sinVal);
|
|
b[i].y = (float) (curve[i].y);
|
|
b[i].z = (float) (curve[i].z * cosVal - curve[i].x * sinVal);
|
|
}
|
|
|
|
for (i = 0; i < (steps - 1); i++) {
|
|
ss_calcNorm(&norm, &b[i + 1], &b[i], &a[i]);
|
|
if ((norm.x * norm.x) + (norm.y * norm.y) + (norm.z * norm.z) < 0.9)
|
|
ss_calcNorm(&norm, &a[i], &a[i+1], &b[i + 1]);
|
|
mesh->faces[facecount].material = j & 7;
|
|
mesh->faces[facecount].norm = norm;
|
|
mesh->faces[facecount].p[0] = iPtInList(mesh, &b[i], &norm, 0);
|
|
mesh->faces[facecount].p[1] = iPtInList(mesh, &a[i], &norm, 0);
|
|
mesh->faces[facecount].p[2] = iPtInList(mesh, &b[i + 1], &norm, 0);
|
|
mesh->faces[facecount].p[3] = iPtInList(mesh, &a[i + 1], &norm, 0);
|
|
mesh->numFaces++;
|
|
facecount++;
|
|
}
|
|
}
|
|
|
|
ss_normalizeNorms(mesh->norms, mesh->numPoints);
|
|
}
|
|
|
|
|
|
|
|
|
|
HRESULT RenderMesh3( MESH* pMesh, BOOL bSmooth )
|
|
{
|
|
HRESULT hr;
|
|
INT numPrims = 0;
|
|
INT numIndices = 0;
|
|
INT numVertices = 0;
|
|
WORD iVertexA, iVertexB, iVertexC, iVertexD;
|
|
INT a,b,c,d;
|
|
MFACE *faces;
|
|
|
|
m_pd3dDevice->SetVertexShader( D3DFVF_MYVERTEX );
|
|
|
|
WORD* i;
|
|
MYVERTEX* v;
|
|
hr = m_pVB->Lock( 0, 0, (BYTE**)&v, 0 );
|
|
hr = m_pIB->Lock( 0, MAX_INDICES, (BYTE**)&i, 0 );
|
|
|
|
faces = pMesh->faces;
|
|
for( int iFace = 0; iFace < pMesh->numFaces; iFace++ )
|
|
{
|
|
a = faces[iFace].p[0];
|
|
b = faces[iFace].p[1];
|
|
c = faces[iFace].p[2];
|
|
d = faces[iFace].p[3];
|
|
|
|
v[numVertices].p = pMesh->pts[a];
|
|
v[numVertices].n = bSmooth ? pMesh->norms[a] : faces[iFace].norm;
|
|
iVertexA = numVertices++;
|
|
v[numVertices].p = pMesh->pts[b];
|
|
v[numVertices].n = bSmooth ? pMesh->norms[b] : faces[iFace].norm;
|
|
iVertexB = numVertices++;
|
|
v[numVertices].p = pMesh->pts[c];
|
|
v[numVertices].n = bSmooth ? pMesh->norms[c] : faces[iFace].norm;
|
|
iVertexC = numVertices++;
|
|
v[numVertices].p = pMesh->pts[d];
|
|
v[numVertices].n = bSmooth ? pMesh->norms[d] : faces[iFace].norm;
|
|
iVertexD = numVertices++;
|
|
|
|
i[numIndices++] = iVertexA;
|
|
i[numIndices++] = iVertexB;
|
|
i[numIndices++] = iVertexC;
|
|
numPrims++;
|
|
i[numIndices++] = iVertexC;
|
|
i[numIndices++] = iVertexB;
|
|
i[numIndices++] = iVertexD;
|
|
numPrims++;
|
|
}
|
|
|
|
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 );
|
|
return hr;
|
|
}
|
|
|
|
|
|
|
|
|
|
HRESULT RenderMesh3Backsides( MESH* pMesh, BOOL bSmooth )
|
|
{
|
|
HRESULT hr;
|
|
INT numPrims = 0;
|
|
INT numIndices = 0;
|
|
INT numVertices = 0;
|
|
WORD iVertexA, iVertexB, iVertexC, iVertexD;
|
|
INT a,b,c,d;
|
|
MFACE *faces;
|
|
|
|
m_pd3dDevice->SetVertexShader( D3DFVF_MYVERTEX );
|
|
|
|
WORD* i;
|
|
MYVERTEX* v;
|
|
hr = m_pVB->Lock( 0, 0, (BYTE**)&v, 0 );
|
|
hr = m_pIB->Lock( 0, MAX_INDICES, (BYTE**)&i, 0 );
|
|
|
|
faces = pMesh->faces;
|
|
for( int iFace = 0; iFace < pMesh->numFaces; iFace++ )
|
|
{
|
|
a = faces[iFace].p[0];
|
|
b = faces[iFace].p[1];
|
|
c = faces[iFace].p[2];
|
|
d = faces[iFace].p[3];
|
|
|
|
v[numVertices].p = pMesh->pts[a];
|
|
v[numVertices].n = bSmooth ? -pMesh->norms[a] : -faces[iFace].norm;
|
|
iVertexA = numVertices++;
|
|
v[numVertices].p = pMesh->pts[b];
|
|
v[numVertices].n = bSmooth ? -pMesh->norms[b] : -faces[iFace].norm;
|
|
iVertexB = numVertices++;
|
|
v[numVertices].p = pMesh->pts[c];
|
|
v[numVertices].n = bSmooth ? -pMesh->norms[c] : -faces[iFace].norm;
|
|
iVertexC = numVertices++;
|
|
v[numVertices].p = pMesh->pts[d];
|
|
v[numVertices].n = bSmooth ? -pMesh->norms[d] : -faces[iFace].norm;
|
|
iVertexD = numVertices++;
|
|
|
|
i[numIndices++] = iVertexB;
|
|
i[numIndices++] = iVertexA;
|
|
i[numIndices++] = iVertexC;
|
|
numPrims++;
|
|
i[numIndices++] = iVertexB;
|
|
i[numIndices++] = iVertexC;
|
|
i[numIndices++] = iVertexD;
|
|
numPrims++;
|
|
}
|
|
|
|
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 );
|
|
|
|
return hr;
|
|
}
|
|
|
|
|
|
|