d3dx9: Partially implement D3DXComputeTangentFrameEx().
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55ef5afbda
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4346b79c2f
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@ -7235,6 +7235,39 @@ error:
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return hr;
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}
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static D3DXVECTOR3 *vertex_element_vec3(BYTE *vertices, const D3DVERTEXELEMENT9 *declaration,
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DWORD vertex_stride, DWORD index)
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{
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return (D3DXVECTOR3 *)(vertices + declaration->Offset + index * vertex_stride);
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}
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static D3DXVECTOR3 read_vec3(BYTE *vertices, const D3DVERTEXELEMENT9 *declaration,
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DWORD vertex_stride, DWORD index)
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{
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D3DXVECTOR3 vec3 = {0};
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const D3DXVECTOR3 *src = vertex_element_vec3(vertices, declaration, vertex_stride, index);
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switch (declaration->Type)
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{
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case D3DDECLTYPE_FLOAT1:
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vec3.x = src->x;
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break;
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case D3DDECLTYPE_FLOAT2:
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vec3.x = src->x;
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vec3.y = src->y;
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break;
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case D3DDECLTYPE_FLOAT3:
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case D3DDECLTYPE_FLOAT4:
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vec3 = *src;
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break;
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default:
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ERR("Cannot read vec3\n");
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break;
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}
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return vec3;
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}
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/*************************************************************************
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* D3DXComputeTangentFrameEx (D3DX9_36.@)
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*/
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@ -7244,15 +7277,220 @@ HRESULT WINAPI D3DXComputeTangentFrameEx(ID3DXMesh *mesh, DWORD texture_in_seman
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const DWORD *adjacency, float partial_edge_threshold, float singular_point_threshold,
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float normal_edge_threshold, ID3DXMesh **mesh_out, ID3DXBuffer **vertex_mapping)
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{
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FIXME("mesh %p, texture_in_semantic %u, texture_in_index %u, u_partial_out_semantic %u, u_partial_out_index %u, "
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HRESULT hr;
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void *indices = NULL;
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BYTE *vertices = NULL;
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DWORD *point_reps = NULL;
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size_t normal_size;
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BOOL indices_are_32bit;
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DWORD i, j, num_faces, num_vertices, vertex_stride;
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D3DVERTEXELEMENT9 declaration[MAX_FVF_DECL_SIZE] = {D3DDECL_END()};
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D3DVERTEXELEMENT9 *position_declaration = NULL, *normal_declaration = NULL;
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DWORD weighting_method = options & (D3DXTANGENT_WEIGHT_EQUAL | D3DXTANGENT_WEIGHT_BY_AREA);
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TRACE("mesh %p, texture_in_semantic %u, texture_in_index %u, u_partial_out_semantic %u, u_partial_out_index %u, "
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"v_partial_out_semantic %u, v_partial_out_index %u, normal_out_semantic %u, normal_out_index %u, "
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"options %#x, adjacency %p, partial_edge_threshold %f, singular_point_threshold %f, "
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"normal_edge_threshold %f, mesh_out %p, vertex_mapping %p stub!\n",
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"normal_edge_threshold %f, mesh_out %p, vertex_mapping %p\n",
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mesh, texture_in_semantic, texture_in_index, u_partial_out_semantic, u_partial_out_index,
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v_partial_out_semantic, v_partial_out_index, normal_out_semantic, normal_out_index, options, adjacency,
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partial_edge_threshold, singular_point_threshold, normal_edge_threshold, mesh_out, vertex_mapping);
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return E_NOTIMPL;
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if (!mesh)
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{
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WARN("mesh is NULL\n");
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return D3DERR_INVALIDCALL;
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}
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if (weighting_method == (D3DXTANGENT_WEIGHT_EQUAL | D3DXTANGENT_WEIGHT_BY_AREA))
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{
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WARN("D3DXTANGENT_WEIGHT_BY_AREA and D3DXTANGENT_WEIGHT_EQUAL are mutally exclusive\n");
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return D3DERR_INVALIDCALL;
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}
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if (u_partial_out_semantic != D3DX_DEFAULT)
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{
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FIXME("tangent vectors computation is not supported\n");
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return E_NOTIMPL;
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}
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if (v_partial_out_semantic != D3DX_DEFAULT)
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{
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FIXME("binormal vectors computation is not supported\n");
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return E_NOTIMPL;
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}
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if (options & ~(D3DXTANGENT_GENERATE_IN_PLACE | D3DXTANGENT_CALCULATE_NORMALS | D3DXTANGENT_WEIGHT_EQUAL | D3DXTANGENT_WEIGHT_BY_AREA))
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{
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FIXME("unsupported options %#x\n", options);
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return E_NOTIMPL;
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}
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if (!(options & D3DXTANGENT_CALCULATE_NORMALS))
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{
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FIXME("only normals computation is supported\n");
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return E_NOTIMPL;
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}
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if (!(options & D3DXTANGENT_GENERATE_IN_PLACE) || mesh_out || vertex_mapping)
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{
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FIXME("only D3DXTANGENT_GENERATE_IN_PLACE is supported\n");
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return E_NOTIMPL;
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}
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if (FAILED(hr = mesh->lpVtbl->GetDeclaration(mesh, declaration)))
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return hr;
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for (i = 0; declaration[i].Stream != 0xff; i++)
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{
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if (declaration[i].Usage == D3DDECLUSAGE_POSITION && !declaration[i].UsageIndex)
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position_declaration = &declaration[i];
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if (declaration[i].Usage == normal_out_semantic && declaration[i].UsageIndex == normal_out_index)
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normal_declaration = &declaration[i];
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}
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if (!position_declaration || !normal_declaration)
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return D3DERR_INVALIDCALL;
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if (normal_declaration->Type == D3DDECLTYPE_FLOAT3)
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{
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normal_size = sizeof(D3DXVECTOR3);
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}
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else if (normal_declaration->Type == D3DDECLTYPE_FLOAT4)
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{
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normal_size = sizeof(D3DXVECTOR4);
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}
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else
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{
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WARN("unsupported normals type %u\n", normal_declaration->Type);
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return D3DERR_INVALIDCALL;
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}
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num_faces = mesh->lpVtbl->GetNumFaces(mesh);
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num_vertices = mesh->lpVtbl->GetNumVertices(mesh);
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vertex_stride = mesh->lpVtbl->GetNumBytesPerVertex(mesh);
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indices_are_32bit = mesh->lpVtbl->GetOptions(mesh) & D3DXMESH_32BIT;
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point_reps = HeapAlloc(GetProcessHeap(), 0, num_vertices * sizeof(*point_reps));
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if (!point_reps)
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{
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hr = E_OUTOFMEMORY;
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goto done;
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}
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if (adjacency)
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{
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if (FAILED(hr = mesh->lpVtbl->ConvertAdjacencyToPointReps(mesh, adjacency, point_reps)))
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goto done;
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}
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else
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{
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for (i = 0; i < num_vertices; i++)
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point_reps[i] = i;
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}
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if (FAILED(hr = mesh->lpVtbl->LockIndexBuffer(mesh, 0, &indices)))
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goto done;
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if (FAILED(hr = mesh->lpVtbl->LockVertexBuffer(mesh, 0, (void **)&vertices)))
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goto done;
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for (i = 0; i < num_vertices; i++)
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{
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static const D3DXVECTOR4 default_vector = {0.0f, 0.0f, 0.0f, 1.0f};
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void *normal = vertices + normal_declaration->Offset + i * vertex_stride;
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memcpy(normal, &default_vector, normal_size);
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}
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for (i = 0; i < num_faces; i++)
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{
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float denominator, weights[3];
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D3DXVECTOR3 a, b, cross, face_normal;
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const DWORD face_indices[3] =
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{
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read_ib(indices, indices_are_32bit, 3 * i + 0),
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read_ib(indices, indices_are_32bit, 3 * i + 1),
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read_ib(indices, indices_are_32bit, 3 * i + 2)
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};
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const D3DXVECTOR3 v0 = read_vec3(vertices, position_declaration, vertex_stride, face_indices[0]);
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const D3DXVECTOR3 v1 = read_vec3(vertices, position_declaration, vertex_stride, face_indices[1]);
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const D3DXVECTOR3 v2 = read_vec3(vertices, position_declaration, vertex_stride, face_indices[2]);
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D3DXVec3Cross(&cross, D3DXVec3Subtract(&a, &v0, &v1), D3DXVec3Subtract(&b, &v0, &v2));
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switch (weighting_method)
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{
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case D3DXTANGENT_WEIGHT_EQUAL:
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weights[0] = weights[1] = weights[2] = 1.0f;
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break;
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case D3DXTANGENT_WEIGHT_BY_AREA:
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weights[0] = weights[1] = weights[2] = D3DXVec3Length(&cross);
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break;
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default:
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/* weight by angle */
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denominator = D3DXVec3Length(&a) * D3DXVec3Length(&b);
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if (!denominator)
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weights[0] = 0.0f;
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else
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weights[0] = acosf(D3DXVec3Dot(&a, &b) / denominator);
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D3DXVec3Subtract(&a, &v1, &v0);
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D3DXVec3Subtract(&b, &v1, &v2);
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denominator = D3DXVec3Length(&a) * D3DXVec3Length(&b);
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if (!denominator)
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weights[1] = 0.0f;
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else
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weights[1] = acosf(D3DXVec3Dot(&a, &b) / denominator);
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D3DXVec3Subtract(&a, &v2, &v0);
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D3DXVec3Subtract(&b, &v2, &v1);
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denominator = D3DXVec3Length(&a) * D3DXVec3Length(&b);
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if (!denominator)
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weights[2] = 0.0f;
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else
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weights[2] = acosf(D3DXVec3Dot(&a, &b) / denominator);
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break;
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}
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D3DXVec3Normalize(&face_normal, &cross);
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for (j = 0; j < 3; j++)
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{
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D3DXVECTOR3 normal;
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DWORD rep_index = point_reps[face_indices[j]];
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D3DXVECTOR3 *rep_normal = vertex_element_vec3(vertices, normal_declaration, vertex_stride, rep_index);
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D3DXVec3Scale(&normal, &face_normal, weights[j]);
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D3DXVec3Add(rep_normal, rep_normal, &normal);
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}
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}
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for (i = 0; i < num_vertices; i++)
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{
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DWORD rep_index = point_reps[i];
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D3DXVECTOR3 *normal = vertex_element_vec3(vertices, normal_declaration, vertex_stride, i);
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D3DXVECTOR3 *rep_normal = vertex_element_vec3(vertices, normal_declaration, vertex_stride, rep_index);
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if (i == rep_index)
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D3DXVec3Normalize(rep_normal, rep_normal);
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else
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*normal = *rep_normal;
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}
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hr = D3D_OK;
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done:
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if (vertices)
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mesh->lpVtbl->UnlockVertexBuffer(mesh);
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if (indices)
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mesh->lpVtbl->UnlockIndexBuffer(mesh);
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HeapFree(GetProcessHeap(), 0, point_reps);
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return hr;
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}
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/*************************************************************************
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