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?? shadowvolume.cpp

?? VC中使用C#作為腳本引擎編程
?? CPP
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        return E_OUTOFMEMORY;
    }

    hr = pInputMesh->GenerateAdjacency( ADJACENCY_EPSILON, pdwAdj );
    if( FAILED( hr ) )
    {
        delete[] pdwAdj; delete[] pdwPtRep;
        pInputMesh->Release();
        return hr;
    }

    pInputMesh->ConvertAdjacencyToPointReps( pdwAdj, pdwPtRep );
    delete[] pdwAdj;

    SHADOWVERT *pVBData = NULL;
    DWORD *pdwIBData = NULL;

    pInputMesh->LockVertexBuffer( 0, (LPVOID*)&pVBData );
    pInputMesh->LockIndexBuffer( 0, (LPVOID*)&pdwIBData );

    if( pVBData && pdwIBData )
    {
        // Maximum number of unique edges = Number of faces * 3
        DWORD dwNumEdges = pInputMesh->GetNumFaces() * 3;
        CEdgeMapping *pMapping = new CEdgeMapping[dwNumEdges];
        if( pMapping )
        {
            int nNumMaps = 0;  // Number of entries that exist in pMapping

            // Create a new mesh
            ID3DXMesh *pNewMesh;
            hr = D3DXCreateMesh( pInputMesh->GetNumFaces() + dwNumEdges * 2,
                                 pInputMesh->GetNumFaces() * 3,
                                 D3DXMESH_32BIT,
                                 SHADOWVERT::Decl,
                                 pd3dDevice,
                                 &pNewMesh );
            if( SUCCEEDED( hr ) )
            {
                SHADOWVERT *pNewVBData = NULL;
                DWORD *pdwNewIBData = NULL;

                pNewMesh->LockVertexBuffer( 0, (LPVOID*)&pNewVBData );
                pNewMesh->LockIndexBuffer( 0, (LPVOID*)&pdwNewIBData );

                // nNextIndex is the array index in IB that the next vertex index value
                // will be store at.
                int nNextIndex = 0;

                if( pNewVBData && pdwNewIBData )
                {
                    ZeroMemory( pNewVBData, pNewMesh->GetNumVertices() * pNewMesh->GetNumBytesPerVertex() );
                    ZeroMemory( pdwNewIBData, sizeof(DWORD) * pNewMesh->GetNumFaces() * 3 );

                    // pNextOutVertex is the location to write the next
                    // vertex to.
                    SHADOWVERT *pNextOutVertex = pNewVBData;

                    // Iterate through the faces.  For each face, output new
                    // vertices and face in the new mesh, and write its edges
                    // to the mapping table.

                    for( UINT f = 0; f < pInputMesh->GetNumFaces(); ++f )
                    {
                        // Copy the vertex data for all 3 vertices
                        CopyMemory( pNextOutVertex, pVBData + pdwIBData[f * 3], sizeof(SHADOWVERT) );
                        CopyMemory( pNextOutVertex + 1, pVBData + pdwIBData[f * 3 + 1], sizeof(SHADOWVERT) );
                        CopyMemory( pNextOutVertex + 2, pVBData + pdwIBData[f * 3 + 2], sizeof(SHADOWVERT) );

                        // Write out the face
                        pdwNewIBData[nNextIndex++] = f * 3;
                        pdwNewIBData[nNextIndex++] = f * 3 + 1;
                        pdwNewIBData[nNextIndex++] = f * 3 + 2;

                        // Compute the face normal and assign it to
                        // the normals of the vertices.
                        D3DXVECTOR3 v1, v2;  // v1 and v2 are the edge vectors of the face
                        D3DXVECTOR3 vNormal;
                        v1 = *(D3DXVECTOR3*)(pNextOutVertex + 1) - *(D3DXVECTOR3*)pNextOutVertex;
                        v2 = *(D3DXVECTOR3*)(pNextOutVertex + 2) - *(D3DXVECTOR3*)(pNextOutVertex + 1);
                        D3DXVec3Cross( &vNormal, &v1, &v2 );
                        D3DXVec3Normalize( &vNormal, &vNormal );

                        pNextOutVertex->Normal = vNormal;
                        (pNextOutVertex + 1)->Normal = vNormal;
                        (pNextOutVertex + 2)->Normal = vNormal;

                        pNextOutVertex += 3;

                        // Add the face's edges to the edge mapping table

                        // Edge 1
                        int nIndex;
                        int nVertIndex[3] = { pdwPtRep[pdwIBData[f * 3]],
                                              pdwPtRep[pdwIBData[f * 3 + 1]],
                                              pdwPtRep[pdwIBData[f * 3 + 2]] };
                        nIndex = FindEdgeInMappingTable( nVertIndex[0], nVertIndex[1], pMapping, dwNumEdges );

                        // If error, we are not able to proceed, so abort.
                        if( -1 == nIndex )
                        {
                            hr = E_INVALIDARG;
                            goto cleanup;
                        }

                        if( pMapping[nIndex].m_anOldEdge[0] == -1 && pMapping[nIndex].m_anOldEdge[1] == -1 )
                        {
                            // No entry for this edge yet.  Initialize one.
                            pMapping[nIndex].m_anOldEdge[0] = nVertIndex[0];
                            pMapping[nIndex].m_anOldEdge[1] = nVertIndex[1];
                            pMapping[nIndex].m_aanNewEdge[0][0] = f * 3;
                            pMapping[nIndex].m_aanNewEdge[0][1] = f * 3 + 1;

                            ++nNumMaps;
                        } else
                        {
                            // An entry is found for this edge.  Create
                            // a quad and output it.
                            assert( nNumMaps > 0 );

                            pMapping[nIndex].m_aanNewEdge[1][0] = f * 3;      // For clarity
                            pMapping[nIndex].m_aanNewEdge[1][1] = f * 3 + 1;

                            // First triangle
                            pdwNewIBData[nNextIndex++] = pMapping[nIndex].m_aanNewEdge[0][1];
                            pdwNewIBData[nNextIndex++] = pMapping[nIndex].m_aanNewEdge[0][0];
                            pdwNewIBData[nNextIndex++] = pMapping[nIndex].m_aanNewEdge[1][0];

                            // Second triangle
                            pdwNewIBData[nNextIndex++] = pMapping[nIndex].m_aanNewEdge[1][1];
                            pdwNewIBData[nNextIndex++] = pMapping[nIndex].m_aanNewEdge[1][0];
                            pdwNewIBData[nNextIndex++] = pMapping[nIndex].m_aanNewEdge[0][0];

                            // pMapping[nIndex] is no longer needed. Copy the last map entry
                            // over and decrement the map count.

                            pMapping[nIndex] = pMapping[nNumMaps-1];
                            FillMemory( &pMapping[nNumMaps-1], sizeof( pMapping[nNumMaps-1] ), 0xFF );
                            --nNumMaps;
                        }

                        // Edge 2
                        nIndex = FindEdgeInMappingTable( nVertIndex[1], nVertIndex[2], pMapping, dwNumEdges );

                        // If error, we are not able to proceed, so abort.
                        if( -1 == nIndex )
                        {
                            hr = E_INVALIDARG;
                            goto cleanup;
                        }

                        if( pMapping[nIndex].m_anOldEdge[0] == -1 && pMapping[nIndex].m_anOldEdge[1] == -1 )
                        {
                            pMapping[nIndex].m_anOldEdge[0] = nVertIndex[1];
                            pMapping[nIndex].m_anOldEdge[1] = nVertIndex[2];
                            pMapping[nIndex].m_aanNewEdge[0][0] = f * 3 + 1;
                            pMapping[nIndex].m_aanNewEdge[0][1] = f * 3 + 2;

                            ++nNumMaps;
                        } else
                        {
                            // An entry is found for this edge.  Create
                            // a quad and output it.
                            assert( nNumMaps > 0 );

                            pMapping[nIndex].m_aanNewEdge[1][0] = f * 3 + 1;
                            pMapping[nIndex].m_aanNewEdge[1][1] = f * 3 + 2;

                            // First triangle
                            pdwNewIBData[nNextIndex++] = pMapping[nIndex].m_aanNewEdge[0][1];
                            pdwNewIBData[nNextIndex++] = pMapping[nIndex].m_aanNewEdge[0][0];
                            pdwNewIBData[nNextIndex++] = pMapping[nIndex].m_aanNewEdge[1][0];

                            // Second triangle
                            pdwNewIBData[nNextIndex++] = pMapping[nIndex].m_aanNewEdge[1][1];
                            pdwNewIBData[nNextIndex++] = pMapping[nIndex].m_aanNewEdge[1][0];
                            pdwNewIBData[nNextIndex++] = pMapping[nIndex].m_aanNewEdge[0][0];

                            // pMapping[nIndex] is no longer needed. Copy the last map entry
                            // over and decrement the map count.

                            pMapping[nIndex] = pMapping[nNumMaps-1];
                            FillMemory( &pMapping[nNumMaps-1], sizeof( pMapping[nNumMaps-1] ), 0xFF );
                            --nNumMaps;
                        }

                        // Edge 3
                        nIndex = FindEdgeInMappingTable( nVertIndex[2], nVertIndex[0], pMapping, dwNumEdges );

                        // If error, we are not able to proceed, so abort.
                        if( -1 == nIndex )
                        {
                            hr = E_INVALIDARG;
                            goto cleanup;
                        }

                        if( pMapping[nIndex].m_anOldEdge[0] == -1 && pMapping[nIndex].m_anOldEdge[1] == -1 )
                        {
                            pMapping[nIndex].m_anOldEdge[0] = nVertIndex[2];
                            pMapping[nIndex].m_anOldEdge[1] = nVertIndex[0];
                            pMapping[nIndex].m_aanNewEdge[0][0] = f * 3 + 2;
                            pMapping[nIndex].m_aanNewEdge[0][1] = f * 3;

                            ++nNumMaps;
                        } else
                        {
                            // An entry is found for this edge.  Create
                            // a quad and output it.
                            assert( nNumMaps > 0 );

                            pMapping[nIndex].m_aanNewEdge[1][0] = f * 3 + 2;
                            pMapping[nIndex].m_aanNewEdge[1][1] = f * 3;

                            // First triangle
                            pdwNewIBData[nNextIndex++] = pMapping[nIndex].m_aanNewEdge[0][1];
                            pdwNewIBData[nNextIndex++] = pMapping[nIndex].m_aanNewEdge[0][0];
                            pdwNewIBData[nNextIndex++] = pMapping[nIndex].m_aanNewEdge[1][0];

                            // Second triangle
                            pdwNewIBData[nNextIndex++] = pMapping[nIndex].m_aanNewEdge[1][1];
                            pdwNewIBData[nNextIndex++] = pMapping[nIndex].m_aanNewEdge[1][0];
                            pdwNewIBData[nNextIndex++] = pMapping[nIndex].m_aanNewEdge[0][0];

                            // pMapping[nIndex] is no longer needed. Copy the last map entry
                            // over and decrement the map count.

                            pMapping[nIndex] = pMapping[nNumMaps-1];
                            FillMemory( &pMapping[nNumMaps-1], sizeof( pMapping[nNumMaps-1] ), 0xFF );
                            --nNumMaps;
                        }
                    }

                    // Now the entries in the edge mapping table represent
                    // non-shared edges.  What they mean is that the original
                    // mesh has openings (holes), so we attempt to patch them.
                    // First we need to recreate our mesh with a larger vertex
                    // and index buffers so the patching geometry could fit.

                    DXUTTRACE( L"Faces to patch: %d\n", nNumMaps );

                    // Create a mesh with large enough vertex and
                    // index buffers.

                    SHADOWVERT *pPatchVBData = NULL;
                    DWORD *pdwPatchIBData = NULL;

                    ID3DXMesh *pPatchMesh = NULL;
                    // Make enough room in IB for the face and up to 3 quads for each patching face
                    hr = D3DXCreateMesh( nNextIndex / 3 + nNumMaps * 7,
                                         ( pInputMesh->GetNumFaces() + nNumMaps ) * 3,
                                         D3DXMESH_32BIT,
                                         SHADOWVERT::Decl,
                                         pd3dDevice,
                                         &pPatchMesh );

                    if( FAILED( hr ) )
                        goto cleanup;

                    hr = pPatchMesh->LockVertexBuffer( 0, (LPVOID*)&pPatchVBData );
                    if( SUCCEEDED( hr ) )
                        hr = pPatchMesh->LockIndexBuffer( 0, (LPVOID*)&pdwPatchIBData );

                    if( pPatchVBData && pdwPatchIBData )
                    {
                        ZeroMemory( pPatchVBData, sizeof(SHADOWVERT) * ( pInputMesh->GetNumFaces() + nNumMaps ) * 3 );
                        ZeroMemory( pdwPatchIBData, sizeof(DWORD) * ( nNextIndex + 3 * nNumMaps * 7 ) );

                        // Copy the data from one mesh to the other

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