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608 lines
18 KiB
608 lines
18 KiB
/******************************Module*Header*******************************\
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* Module Name: gentex.c
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*
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* The Textured Flag 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) 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 "resource.h"
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#include "mesh.h"
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static FLOAT winTotalwidth = (FLOAT)0.75;
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static FLOAT winTotalheight = (FLOAT)0.75 * (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 15
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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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static int curMatl = 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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static RGBA matlDimSpecular = {0.5f, 0.5f, 0.5f, 1.0f};
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static RGBA matlNoSpecular = {0.0f, 0.0f, 0.0f, 0.0f};
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// Lighting properties.
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static FLOAT light0Pos[] = {20.0f, 5.0f, 20.0f, 0.0f};
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static FLOAT light1Pos[] = {-20.0f, 5.0f, 0.0f, 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 RGBA flagColors[] = {{1.0f, 1.0f, 1.0f, 1.0f},
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{0.94f, 0.37f, 0.13f, 1.0f}, // red
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};
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// Default texture resource
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static TEX_RES gTexRes = { TEX_BMP, IDB_DEFTEX };
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static TEXTURE gTex = {0}; // One global texture
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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) / 4)
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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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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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// xAbs += (winTotalwidth / 2.0);
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return (FLOAT)((sin((double)angle) / 4.0) *
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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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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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* initTexScene
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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 initTexScene()
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{
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int i;
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FLOAT angleDelta;
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// FLOAT aspectRatio;
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// Initialize the transform.
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/*
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(-0.25, 1.0, -0.25, 1.0, 0.0, 3.0);
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glTranslatef(0.0f, 0.0f, -1.5f);
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*/
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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, 0.0f, 0.0f, 1.5f);
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m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
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// Initialize and turn on lighting.
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/*
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glDisable(GL_DEPTH_TEST);
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*/
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// 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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// Light 1
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light.Type = D3DLIGHT_POINT;
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light.Ambient.r = light1Ambient.r;
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light.Ambient.g = light1Ambient.g;
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light.Ambient.b = light1Ambient.b;
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light.Ambient.a = light1Ambient.a;
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light.Diffuse.r = light1Diffuse.r;
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light.Diffuse.g = light1Diffuse.g;
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light.Diffuse.b = light1Diffuse.b;
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light.Diffuse.a = light1Diffuse.a;
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light.Specular.r = light1Specular.r;
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light.Specular.g = light1Specular.g;
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light.Specular.b = light1Specular.b;
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light.Specular.a = light1Specular.a;
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light.Position.x = light1Pos[0];
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light.Position.y = light1Pos[1];
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light.Position.z = light1Pos[2];
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m_pd3dDevice->SetLight(1, &light);
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m_pd3dDevice->LightEnable(1, TRUE);
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// Leave OpenGL in a state ready to accept the model view transform (we
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// are going to have the flag vary its orientation from frame to frame).
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/*
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glMatrixMode(GL_MODELVIEW);
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*/
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// Define orientation of polygon faces.
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// glFrontFace(GL_CW);
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// glEnable(GL_CULL_FACE);
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m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
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m_pd3dDevice->SetTextureStageState( 0 , D3DTSS_COLORARG1 , D3DTA_TEXTURE );
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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 = (int)((FLOAT)(MAX_FRAMES / 2) * fTesselFact);
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// Load user texture - if that fails load default texture resource
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#if 0
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// glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if( ss_LoadTextureFile( &gTexFile, &gTex ) ||
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ss_LoadTextureResource( &gTexRes, &gTex) )
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{
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/* glEnable(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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*/
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ss_SetTexture( &gTex );
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// Correct aspect ratio of flag to match image.
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//
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// The 1.4 is a correction factor to account for the length of the
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// curve that models the surface ripple of the waving flag. This
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// factor is the length of the curve at zero phase. It would be
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// more accurate to determine the length of the curve at each phase,
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// but this is a sufficient approximation for our purposes.
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aspectRatio = ((FLOAT) gTex.height / (FLOAT) gTex.width)
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* (FLOAT) 1.4;
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if (aspectRatio < (FLOAT) 1.0) {
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winTotalwidth = (FLOAT)0.75;
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winTotalheight = winTotalwidth * aspectRatio;
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} else {
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winTotalheight = (FLOAT) 0.75;
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winTotalwidth = winTotalheight / aspectRatio;
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};
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}
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#endif
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if (Frames < 5)
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Frames = 5;
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if (Frames > MAX_FRAMES)
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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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* delTexScene
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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 delTexScene()
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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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// Delete the texture
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ss_DeleteTexture( &gTex );
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}
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/******************************Public*Routine******************************\
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* updateTexScene
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*
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* Generate a scene by taking one of the meshes and rendering it with
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* OpenGL.
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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 updateTexScene(int flags, FLOAT fElapsedTime)
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{
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MESH *mesh;
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static double mxrot = 23.0;
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static double myrot = 23.0;
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static double mzrot = 5.7;
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static double mxrotInc = 0.0;
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static double myrotInc = 3.0;
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static double mzrotInc = 0.0;
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static int frameNum = 0;
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static FLOAT fFrameNum = 0.0f;
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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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/*
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MFACE *faces;
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int i;
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POINT3D *pp;
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POINT3D *pn;
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int lastC, lastD;
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int aOffs, bOffs, cOffs, dOffs;
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int a, b;
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*/
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FLOAT s = (FLOAT) 0.0;
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FLOAT ds;
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// In addition to having the flag wave (an effect acheived by switching
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// meshes from frame to frame), the flag changes its orientation from
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// frame to frame. This is done by applying a model view transform.
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D3DXMATRIX mat1, mat2, mat3, 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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matFinal = 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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curMatl = 0;
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myglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, (FLOAT *) &flagColors[0]);
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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) 60.0);
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// Pick the mesh for the current frame.
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mesh = &winMesh[frameNum];
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// Take the geometry data is the mesh and convert it to a single OpenGL
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// quad strip. If smooth shading is required, use the vertex normals stored
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// in the mesh. Otherwise, use the face normals.
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//
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// As we define each vertex, we also define a corresponding vertex and
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// texture coordinate.
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// glBegin(GL_QUAD_STRIP);
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#if 0
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pp = mesh->pts;
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pn = mesh->norms;
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for (i = 0, faces = mesh->faces, lastC = faces->p[0], lastD = faces->p[1];
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i < mesh->numFaces; i++, faces++) {
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a = faces->p[0];
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b = faces->p[1];
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if (!bSmoothShading) {
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// Since flag is a single quad strip, this isn't needed.
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// But lets keep it in case we ever change to a more
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// complex model (ie., one that uses more than one quad
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// strip).
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#if 0
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if ((a != lastC) || (b != lastD)) {
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/*
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glNormal3fv((FLOAT *)&(faces - 1)->norm);
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glTexCoord2f(s, (FLOAT) 0.0);
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glVertex3fv((FLOAT *)((char *)pp +
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(lastC << 3) + (lastC << 2)));
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glTexCoord2f(s, (FLOAT) 1.0);
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glVertex3fv((FLOAT *)((char *)pp +
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(lastD << 3) + (lastD << 2)));
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*/
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s += ds;
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/*
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glEnd();
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glBegin(GL_QUAD_STRIP);
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*/
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}
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#endif
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if (faces->material != curMatl) {
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curMatl = faces->material;
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/*
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,
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(FLOAT *) &matlNoSpecular);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE,
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(FLOAT *) &flagColors[curMatl]);
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*/
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}
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/*
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glNormal3fv((FLOAT *)&faces->norm);
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glTexCoord2f(s, (FLOAT) 0.0);
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glVertex3fv((FLOAT *)((char *)pp + (a << 3) + (a << 2)));
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glTexCoord2f(s, (FLOAT) 1.0);
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glVertex3fv((FLOAT *)((char *)pp + (b << 3) + (b << 2)));
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*/
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s += ds;
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} else {
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aOffs = (a << 3) + (a << 2);
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bOffs = (b << 3) + (b << 2);
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if (faces->material != curMatl) {
|
|
curMatl = faces->material;
|
|
/*
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,
|
|
(FLOAT *) &matlNoSpecular);
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE,
|
|
(FLOAT *) &flagColors[curMatl]);
|
|
*/
|
|
}
|
|
/*
|
|
glTexCoord2f(s, (FLOAT) 0.0);
|
|
glNormal3fv((FLOAT *)((char *)pn + aOffs));
|
|
glVertex3fv((FLOAT *)((char *)pp + aOffs));
|
|
glTexCoord2f(s, (FLOAT) 1.0);
|
|
glNormal3fv((FLOAT *)((char *)pn + bOffs));
|
|
glVertex3fv((FLOAT *)((char *)pp + bOffs));
|
|
*/
|
|
s += ds;
|
|
}
|
|
|
|
lastC = faces->p[2];
|
|
lastD = faces->p[3];
|
|
}
|
|
|
|
if (!bSmoothShading) {
|
|
/*
|
|
glNormal3fv((FLOAT *)&(faces - 1)->norm);
|
|
glTexCoord2f(s, (FLOAT) 0.0);
|
|
glVertex3fv((FLOAT *)((char *)pp + (lastC << 3) + (lastC << 2)));
|
|
glTexCoord2f(s, (FLOAT) 1.0);
|
|
glVertex3fv((FLOAT *)((char *)pp + (lastD << 3) + (lastD << 2)));
|
|
*/
|
|
} else {
|
|
cOffs = (lastC << 3) + (lastC << 2);
|
|
dOffs = (lastD << 3) + (lastD << 2);
|
|
/*
|
|
glTexCoord2f(s, (FLOAT) 0.0);
|
|
glNormal3fv((FLOAT *)((char *)pn + cOffs));
|
|
glVertex3fv((FLOAT *)((char *)pp + cOffs));
|
|
glTexCoord2f(s, (FLOAT) 1.0);
|
|
glNormal3fv((FLOAT *)((char *)pn + dOffs));
|
|
glVertex3fv((FLOAT *)((char *)pp + dOffs));
|
|
*/
|
|
}
|
|
|
|
// glEnd();
|
|
#endif
|
|
{
|
|
HRESULT hr;
|
|
WORD indexArray[4];
|
|
MYVERTEX2 vertexArray[4];
|
|
|
|
m_pd3dDevice->SetVertexShader( D3DFVF_MYVERTEX2 );
|
|
|
|
indexArray[0] = 0;
|
|
indexArray[1] = 1;
|
|
indexArray[2] = 2;
|
|
indexArray[3] = 3;
|
|
|
|
for( int iFace = 0; iFace < mesh->numFaces; iFace++ )
|
|
{
|
|
vertexArray[0].p = mesh->pts[ mesh->faces[iFace].p[0] ];
|
|
vertexArray[1].p = mesh->pts[ mesh->faces[iFace].p[1] ];
|
|
vertexArray[2].p = mesh->pts[ mesh->faces[iFace].p[2] ];
|
|
vertexArray[3].p = mesh->pts[ mesh->faces[iFace].p[3] ];
|
|
|
|
vertexArray[0].tu = s; vertexArray[0].tv = 1.0f;
|
|
vertexArray[1].tu = s; vertexArray[1].tv = 0.0f;
|
|
vertexArray[2].tu = s+ds; vertexArray[2].tv = 1.0f;
|
|
vertexArray[3].tu = s+ds; vertexArray[3].tv = 0.0f;
|
|
s += ds;
|
|
|
|
if( bSmoothShading )
|
|
{
|
|
vertexArray[0].n = mesh->norms[ mesh->faces[iFace].p[0] ];
|
|
vertexArray[1].n = mesh->norms[ mesh->faces[iFace].p[1] ];
|
|
vertexArray[2].n = mesh->norms[ mesh->faces[iFace].p[2] ];
|
|
vertexArray[3].n = mesh->norms[ mesh->faces[iFace].p[3] ];
|
|
}
|
|
else
|
|
{
|
|
vertexArray[0].n = mesh->faces[iFace].norm;
|
|
vertexArray[1].n = mesh->faces[iFace].norm;
|
|
vertexArray[2].n = mesh->faces[iFace].norm;
|
|
vertexArray[3].n = mesh->faces[iFace].norm;
|
|
}
|
|
|
|
hr = m_pd3dDevice->DrawIndexedPrimitiveUP( D3DPT_TRIANGLESTRIP, 0,
|
|
4, 2, indexArray, D3DFMT_INDEX16, vertexArray, sizeof(MYVERTEX2) );
|
|
}
|
|
}
|
|
|
|
// Transfer the image to the floating OpenGL window.
|
|
|
|
// Determine the flag orientation for the next frame.
|
|
// What we are doing is an oscillating rotation about the y-axis
|
|
// (mxrotInc and mzrotInc are currently 0).
|
|
|
|
|
|
mxrot += mxrotInc * fTimeFactor;
|
|
myrot += myrotInc * fTimeFactor;
|
|
mzrot += mzrotInc * fTimeFactor;
|
|
|
|
if ((myrot < -65.0 && myrotInc < 0) || (myrot > 25.0 && myrotInc > 0))
|
|
myrotInc = -myrotInc;
|
|
|
|
// frameNum++;
|
|
fFrameNum += fTimeFactor;
|
|
frameNum = (INT)fFrameNum;
|
|
if (frameNum >= Frames)
|
|
{
|
|
fFrameNum = 0.0f;
|
|
frameNum = 0;
|
|
}
|
|
}
|