569 lines
16 KiB
C++
569 lines
16 KiB
C++
/******************************Module*Header*******************************\
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* Module Name: gendrop.c
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*
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* The Splash style of the 3D Flying Objects screen saver.
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*
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* Simulation of a drop of water falling into a pool of water.
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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 <windows.h>
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#include <stdio.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 FLOAT_SMALL (1e-6)
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#define DROPPREC 10
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// Remember from pre-calc:
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// x = r cos th
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// y = r sin th
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// to convert from polar to rect, and that
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// x = x' cos th - y' sin th
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// y = x' sin th + y' cos th
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// to rotate axes.
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//
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// Also, note that the equation for a lemniscate is:
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// r = sqrt(sin 2*th)
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//
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static POINT3D *circle;
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static POINT3D *drop;
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static POINT3D *curves;
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static MESH waterMesh;
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static MESH waterInmesh;
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static MESH waterOutmesh;
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static MESH waterBorderMesh;
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static MESH *drops;
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static int iPrec;
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static float fRadiusFact = 0.35f;
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static FLOAT light0Pos[] = {100.0f, 100.0f, 100.0f, 0.0f};
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void genCurves()
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{
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// iPrec is already protected from getting too low in InitDropScene,
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// but this will make "prefix" happy:
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if( iPrec <= 1 )
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return;
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int i;
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double angle;
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double step = -PI / (float)(iPrec - 1);
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double start = PI / 2.0;
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double rotSin = sin(PI / 4.0);
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double rotCos = cos(PI / 4.0);
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double aFract = 0.0;
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double bFract = 1.0;
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double fractInc = 1.0 / (double)(iPrec - 1);
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POINT3D *pt = curves;
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for (i = 0, angle = start; i < iPrec; i++, angle += step) {
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circle[i].x = (float) (0.5 * cos(angle));
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circle[i].y = (float) (0.5 * sin(angle));
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}
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step = (-PI / 4.0) / (float)(iPrec - 1);
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start = PI / 4.0;
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for (i = 0, angle = start; i < iPrec; i++, angle += step) {
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double x, y, r;
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double xrot, yrot;
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double sinVal;
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sinVal = sin(2.0 * angle);
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if (sinVal < 0.0)
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sinVal = -sinVal;
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r = 1.5 * sqrt(sinVal);
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x = r * cos(angle);
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y = r * sin(angle);
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xrot = x * rotCos - y * rotSin;
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yrot = x * rotSin + y * rotCos - 1.0;
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drop[i].x = (float) xrot;
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drop[i].y = (float) yrot;
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}
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for (i = 0; i < DROPPREC; i++) {
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int j;
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for (j = 0; j < iPrec; j++, pt++) {
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pt->x = (float) (aFract * circle[j].x +
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bFract * drop[j].x);
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pt->y = (float) (aFract * circle[j].y +
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bFract * drop[j].y);
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pt->z = 0.0f;
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}
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aFract += fractInc;
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bFract -= fractInc;
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}
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}
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#define NORMS(x, y) waterMesh.norms[((x) * iPrec) + y]
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#define BNORMS(x, y) waterBorderMesh.norms[((x) * iPrec) + y]
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#define INGRID(x, y) waterInmesh.pts[((x) * iPrec) + y]
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#define OUTGRID(x, y) waterOutmesh.pts[((x) * iPrec) + y]
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#define GRID(x, y) waterMesh.pts[((x) * iPrec) + y]
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#define BGRID(x, y) waterBorderMesh.pts[((x) * iPrec) + y]
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void genWater(double freq, double damp, double mag, double w, double minr)
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{
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int i;
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int j;
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double r;
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double theta;
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double thetaInc = (2.0 * PI) / (float)iPrec;
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double posInc = 1.0 / (float)iPrec;
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int facecount;
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double xCenter = 0.0;
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double zCenter = 0.0;
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POINT3D norm;
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static BOOL first = TRUE;
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if (first) {
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for (i = 0, r = 0.0; i < iPrec; i++, r += posInc) {
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for (j = 0, theta = 0.0; j < iPrec; j++, theta += thetaInc) {
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float x, z;
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float dx, dz;
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float rr;
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x = (float) cos(theta);
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z = (float) sin(theta);
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dx = x - (float) xCenter;
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dz = z - (float) zCenter;
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rr = (float) sqrt((dx * dx) + (dz * dz));
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dx /= rr;
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dz /= rr;
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dx *= i / (float)(iPrec - 1);
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dz *= i / (float)(iPrec - 1);
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GRID(i, j).x = dx + (float) xCenter;
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GRID(i, j).z = dz + (float) zCenter;
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INGRID(i, j).y = 0.0f;
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OUTGRID(i, j).y = 0.0f;
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}
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}
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}
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for (i = (iPrec - 1), r = 1.0; i >= 0; i--, r -= posInc) {
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float val;
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if (i == 0) {
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if (minr != 0.0)
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val = (float) (-mag * cos(w + (r * freq)) * exp((-damp * r)/2.0));
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else
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val = INGRID(0, 0).y * 0.95f;
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} else
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val = OUTGRID(i - 1, 0).y * 0.95f;
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for (j = 0; j < iPrec; j++)
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OUTGRID(i, j).y = val;
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}
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for (i = 0, r = 0.0; i < iPrec; i++, r += posInc) {
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for (j = 0; j < iPrec; j++) {
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if (i == iPrec-1)
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INGRID(i, j).y = -OUTGRID(i, j).y;
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else
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INGRID(i, j).y = INGRID(i + 1, j).y * 0.95f;
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}
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}
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waterMesh.numFaces = 0;
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waterBorderMesh.numFaces = 0;
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for (i = 0; i < iPrec; i++) {
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for (j = 0; j < iPrec; j++) {
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NORMS(i, j).x = 0.0f;
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NORMS(i, j).y = 0.0f;
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NORMS(i, j).z = 0.0f;
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}
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}
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for (i = 0, r = 0.0; i < iPrec; i++, r += posInc) {
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for (j = 0, theta = 0.0; j < iPrec; j++, theta += thetaInc) {
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GRID(i, j).y = OUTGRID(i, j).y + INGRID(i, j).y;
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if (i == (iPrec - 1)) {
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GRID(i, j).y = 0.0f;
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BGRID(0, j).x = GRID(i, j).x;
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BGRID(0, j).z = GRID(i, j).z;
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BGRID(0, j).y = GRID(i, j).y;
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BGRID(1, j).x = GRID(i, j).x;
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BGRID(1, j).z = GRID(i, j).z;
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BGRID(1, j).y = -0.5f;
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}
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}
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}
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for (i = 0; i < 2; i++) {
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for (j = 0; j < iPrec; j++) {
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BNORMS(i, j).x = 0.0f;
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BNORMS(i, j).y = 0.0f;
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BNORMS(i, j).z = 0.0f;
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}
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}
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for (facecount = 0, i = 0; i < (iPrec - 1); i++) {
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for (j = 0; j < iPrec; j++) {
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int k, l;
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k = i + 1;
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if (j == (iPrec - 1))
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l = 0;
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else
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l = j + 1;
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ss_calcNorm(&norm, &GRID(k, j), &GRID(i, j), &GRID(i, l));
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if (norm.x > -FLOAT_SMALL && norm.x < FLOAT_SMALL &&
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norm.y > -FLOAT_SMALL && norm.y < FLOAT_SMALL &&
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norm.z > -FLOAT_SMALL && norm.z < FLOAT_SMALL)
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ss_calcNorm(&norm, &GRID(i, l), &GRID(k, l), &GRID(k, j));
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waterMesh.faces[facecount].material = 0;
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waterMesh.faces[facecount].norm = norm;
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NORMS(i, j).x += norm.x;
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NORMS(i, j).y += norm.y;
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NORMS(i, j).z += norm.z;
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NORMS(k, j).x += norm.x;
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NORMS(k, j).y += norm.y;
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NORMS(k, j).z += norm.z;
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NORMS(i, l).x += norm.x;
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NORMS(i, l).y += norm.y;
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NORMS(i, l).z += norm.z;
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NORMS(k, l).x += norm.x;
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NORMS(k, l).y += norm.y;
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NORMS(k, l).z += norm.z;
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waterMesh.faces[facecount].p[0] = (k * iPrec) + j;
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waterMesh.faces[facecount].p[1] = (i * iPrec) + j;
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waterMesh.faces[facecount].p[2] = (k * iPrec) + l;
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waterMesh.faces[facecount].p[3] = (i * iPrec) + l;
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waterMesh.numFaces++;
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facecount++;
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}
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}
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waterMesh.numPoints = iPrec * iPrec;
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for (facecount = 0, i = 0; i < 1; i++) {
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for (j = 0; j < iPrec; j++) {
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int k, l;
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k = i + 1;
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if (j == (iPrec - 1))
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l = 0;
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else
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l = j + 1;
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ss_calcNorm(&norm, &BGRID(k, j), &BGRID(i, j), &BGRID(i, l));
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waterBorderMesh.faces[facecount].material = 0;
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waterBorderMesh.faces[facecount].norm = norm;
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// Setting SMOOTH_BORDER will render the border (the sides of the "pool")
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// with smooth shading. This effect is good at higher tesselations, but
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// doesn't really look that good for low tesselations.
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//
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// A possible enhancement for later: use smooth shading if tesselation
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// exceeds some threshold. Should we just pick some arbitrary threshold?
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// Make it a setup option? Things look pretty good now, so don't bother?
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#if SMOOTH_BORDER
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BNORMS(i, j).x += norm.x;
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BNORMS(i, j).y += norm.y;
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BNORMS(i, j).z += norm.z;
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if (i) {
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BNORMS(i-1, j).x += norm.x;
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BNORMS(i-1, j).y += norm.y;
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BNORMS(i-1, j).z += norm.z;
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}
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if (j) {
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BNORMS(i, j-1).x += norm.x;
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BNORMS(i, j-1).y += norm.y;
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BNORMS(i, j-1).z += norm.z;
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}
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BNORMS(k, j).x += norm.x;
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BNORMS(k, j).y += norm.y;
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BNORMS(k, j).z += norm.z;
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BNORMS(i, l).x += norm.x;
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BNORMS(i, l).y += norm.y;
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BNORMS(i, l).z += norm.z;
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#else
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BNORMS(i, j) = norm;
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if (i)
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BNORMS(i-1, j) = norm;
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if (j)
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BNORMS(i, j-1) = norm;
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BNORMS(k, j) = norm;
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BNORMS(i, l) = norm;
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#endif
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waterBorderMesh.faces[facecount].p[0] = (k * iPrec) + j;
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waterBorderMesh.faces[facecount].p[1] = (i * iPrec) + j;
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waterBorderMesh.faces[facecount].p[2] = (k * iPrec) + l;
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waterBorderMesh.faces[facecount].p[3] = (i * iPrec) + l;
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waterBorderMesh.numFaces++;
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facecount++;
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}
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}
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waterBorderMesh.numPoints = 2 * iPrec;
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ss_normalizeNorms(waterBorderMesh.norms, waterBorderMesh.numPoints);
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ss_normalizeNorms(waterMesh.norms, waterMesh.numPoints);
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first = FALSE;
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}
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BOOL initDropScene()
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{
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int i;
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iPrec = (int)(fTesselFact * 10.5);
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if (iPrec < 4)
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iPrec = 4;
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if (fTesselFact > fRadiusFact)
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fRadiusFact = fTesselFact;
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circle = (POINT3D *)SaverAlloc(iPrec * sizeof(POINT3D));
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if( circle == NULL )
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return FALSE;
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drop = (POINT3D *)SaverAlloc(iPrec * sizeof(POINT3D));
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if( drop == NULL )
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return FALSE;
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curves = (POINT3D *)SaverAlloc(DROPPREC * iPrec * sizeof(POINT3D));
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if( curves == NULL )
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return FALSE;
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drops = (MESH *)SaverAlloc(DROPPREC * sizeof(MESH));
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if( drops == NULL )
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return FALSE;
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/*
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D3DXMATRIX matProj;
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D3DXMatrixOrthoLH( &matProj, 3.0, 3.0, 0.0f, 3.0f );
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m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
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*/
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SetProjectionMatrixInfo( TRUE, 3.0, 3.0, 0.0, 3.0 );
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D3DXMATRIX matView;
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D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
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D3DXVECTOR3 vEyePt(0, 0, 1.5f);
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D3DXVECTOR3 vLookatPt(0, 0, 0);
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D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
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m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
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if (!newMesh(&waterInmesh, iPrec * iPrec, iPrec * iPrec + iPrec) )
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return FALSE;
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if (!newMesh(&waterOutmesh, iPrec * iPrec, iPrec * iPrec + iPrec) )
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return FALSE;
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if (!newMesh(&waterMesh, iPrec * iPrec, iPrec * iPrec + iPrec) )
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return FALSE;
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if (!newMesh(&waterBorderMesh, iPrec, 2 * iPrec) )
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return FALSE;
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genCurves();
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for (i = 0; i < DROPPREC; i++)
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revolveSurface(&drops[i], &curves[i * iPrec], iPrec);
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return TRUE;
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}
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void delDropScene()
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{
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int i;
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for (i = 0; i < DROPPREC; i++) {
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delMesh(&drops[i]);
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}
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SaverFree(circle);
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SaverFree(drop);
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SaverFree(curves);
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SaverFree(drops);
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delMesh(&waterMesh);
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delMesh(&waterInmesh);
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delMesh(&waterOutmesh);
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delMesh(&waterBorderMesh);
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}
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void updateDropScene(int flags, FLOAT fElapsedTime)
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{
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static double zrot = 0.0;
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static double yrot = 0.0;
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static double myrot = 0.0;
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static double myrotInc = 0.1;
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static double zrotInc = 3.0;
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static double yrotInc = 1.5;
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static double ypos = 1.0;
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static int dropnum = 0;
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static double radius = 0.3;
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static double damp = 1.0;
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static double mag = 0.0;
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static double w = 1.0;
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static double freq = 1.0;
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static double dist;
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static double minr = 0.0;
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static FLOAT fH = 0.0f;
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static FLOAT fTimer = 0.0f;
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FLOAT fTimeFactor = fElapsedTime * 20.0f;
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if( fTimeFactor > 0.25f )
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fTimeFactor = 0.25f;
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RGBA color;
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D3DXMATRIX mat1, mat2, mat3, mat4, mat5, matFinal;
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zrot += zrotInc * fTimeFactor;
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if (zrot >= 45.0) {
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zrot = 45.0;
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zrotInc = -(2.0 + ((float)rand() / (float)RAND_MAX) * 3.0);
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} else if (zrot <= -45.0) {
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zrot = -45.0;
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zrotInc = 2.0 + ((float)rand() / (float)RAND_MAX) * 3.0;
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}
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yrot += yrotInc * fTimeFactor;
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if (yrot >= 10.0) {
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yrot = 10.0;
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yrotInc = -(1.0 + ((float)rand() / (float)RAND_MAX) * 2.0);
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} else if (zrot <= -10.0) {
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yrot = -10.0;
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yrotInc = 1.0 + ((float)rand() / (float)RAND_MAX) * 2.0;
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}
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if ((ypos + 0.5 < -radius) && (mag < 0.05)) {
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radius = (float)rand() / (6.0 * (float)RAND_MAX) + 0.1;
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ypos = 1.0;
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dropnum = 0;
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}
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dist = (ypos + 0.5);
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if ((dist > -radius / 2.0) && (dist < radius / 2.0)) {
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if (dist <= 0.0)
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dist = radius / 2.0;
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else
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dist = (radius / 2.0) - dist;
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freq = (0.25 * PI) / dist;
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if (freq < 0.2)
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freq = 0.2;
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minr = radius;
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damp = 20.0;
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mag = (0.35 / fRadiusFact) + 0.2 * dist;
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w = 0;
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} else {
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minr -= 0.05 * fTimeFactor;
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if (minr < 0.0)
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minr = 0.0;
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|
mag = mag * 0.95 * fTimeFactor;
|
|
if (minr == 0.0) {
|
|
w -= (PI / 6.0) * fTimeFactor;
|
|
mag *= 0.75 * fTimeFactor;
|
|
}
|
|
if (damp > 0.0)
|
|
damp -= 1.0 * fTimeFactor;
|
|
}
|
|
|
|
// Only call genWater about 10x per second
|
|
fTimer += fElapsedTime;
|
|
if( fTimer > 0.07f)
|
|
{
|
|
genWater(freq, damp, mag, w, minr);
|
|
fTimer = 0.0f;
|
|
}
|
|
|
|
D3DXMatrixRotationZ(&mat1, D3DXToRadian((FLOAT)zrot));
|
|
D3DXMatrixRotationX(&mat2, D3DXToRadian(30.0f));
|
|
D3DXMatrixTranslation(&mat3, 0.0f, -0.5f, 0.0f);
|
|
D3DXMatrixRotationY(&mat4, D3DXToRadian((FLOAT) (myrot * (180.0 / PI))));
|
|
matFinal = mat4 * mat3 * mat2 * mat1 ;
|
|
m_pd3dDevice->SetTransform( D3DTS_WORLD , &matFinal );
|
|
|
|
if (bColorCycle) {
|
|
ss_HsvToRgb(fH, 1.0f, 1.0f, &color );
|
|
|
|
myglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
|
|
(FLOAT *) &color);
|
|
fH += fTimeFactor;
|
|
if( fH >= 360.0f )
|
|
fH -= 360.0f;
|
|
} else {
|
|
myglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
|
|
(FLOAT *) &Material[6].Diffuse);
|
|
}
|
|
|
|
RenderMesh3(&waterMesh, bSmoothShading);
|
|
|
|
if (!bColorCycle)
|
|
{
|
|
myglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
|
|
(FLOAT *) &Material[2].Diffuse);
|
|
|
|
}
|
|
RenderMesh3(&waterBorderMesh, FALSE);
|
|
|
|
if (dist > -radius) {
|
|
|
|
if (!bColorCycle)
|
|
{
|
|
myglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
|
|
(FLOAT *) &Material[6].Diffuse);
|
|
}
|
|
D3DXMatrixRotationZ(&mat1, D3DXToRadian((FLOAT)zrot));
|
|
D3DXMatrixRotationX(&mat2, D3DXToRadian(30.0f));
|
|
D3DXMatrixTranslation(&mat3, 0.0f, (FLOAT) ypos, 0.0f);
|
|
D3DXMatrixScaling(&mat4, (FLOAT) radius, (FLOAT) radius, (FLOAT) radius);
|
|
D3DXMatrixRotationX(&mat5, D3DXToRadian(180.0f));
|
|
matFinal = mat5 * mat4 * mat3 * mat2 * mat1;
|
|
m_pd3dDevice->SetTransform( D3DTS_WORLD , &matFinal );
|
|
|
|
RenderMesh3( &drops[dropnum], bSmoothShading );
|
|
}
|
|
|
|
myrot += myrotInc * fTimeFactor;
|
|
|
|
ypos -= 0.08 * fTimeFactor;
|
|
dropnum = (int) ((DROPPREC - 1) - (ypos * (DROPPREC - 1)));
|
|
if (dropnum > (DROPPREC - 1))
|
|
dropnum = DROPPREC - 1;
|
|
}
|