add .material version check.
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37ffb5dc8c
commit
e7ed72d6e2
@ -42,7 +42,7 @@ private:
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bool InitMaterial()
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{
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material=shader_manage->CreateMaterial(OS_TEXT("res/material/Atmosphere"));
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material=shader_manage->CreateMaterial(OS_TEXT("res/material/Atmosphere")); //不需要写.material的扩展名
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if(!material)
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return(false);
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@ -46,6 +46,8 @@ SOURCE_GROUP("Descriptor Sets" FILES ${VK_DESCRIPTOR_SETS_SOURCE})
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SET(VK_SHADER_SOURCE ${RD_INCLUDE_PATH}/VKShaderModule.h
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${RD_INCLUDE_PATH}/VKShaderModuleManage.h
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${RD_INCLUDE_PATH}/ShaderModuleMap.h
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ShaderModuleMap.cpp
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VKShaderModule.cpp
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VKShaderModuleManage.cpp)
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@ -59,8 +61,6 @@ SET(VK_TEXTURE_SOURCE ${RD_INCLUDE_PATH}/VKImageView.h
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SET(VK_MATERIAL_SOURCE ${RD_INCLUDE_PATH}/VKMaterial.h
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${RD_INCLUDE_PATH}/VKMaterialInstance.h
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${RD_INCLUDE_PATH}/ShaderModuleMap.h
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ShaderModuleMap.cpp
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VKMaterial.cpp
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VKMaterialInstance.cpp)
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@ -231,6 +231,9 @@ Material *ShaderModuleManage::CreateMaterial(const OSString &filename)
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++sp;
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--left;
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if(ver!=1)
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return(nullptr);
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const uint32_t shader_bits=*(uint32_t *)sp;
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sp+=sizeof(uint32_t);
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left-=sizeof(uint32_t);
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@ -709,7 +709,7 @@ namespace hgl
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for (i = 0; i < numberSlices; i++)
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{
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*tp = centerIndex; ++tp;
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*tp = centerIndex; ++tp;
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*tp = indexCounter; ++tp;
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*tp = indexCounter + 1; ++tp;
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@ -723,7 +723,7 @@ namespace hgl
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for (i = 0; i < numberSlices; i++)
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{
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*tp = centerIndex; ++tp;
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*tp = centerIndex; ++tp;
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*tp = indexCounter + 1; ++tp;
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*tp = indexCounter; ++tp;
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@ -734,11 +734,11 @@ namespace hgl
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// Sides
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for (i = 0; i < numberSlices; i++)
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{
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*tp = indexCounter; ++tp;
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*tp = indexCounter; ++tp;
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*tp = indexCounter + 1; ++tp;
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*tp = indexCounter + 2; ++tp;
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*tp = indexCounter + 2; ++tp;
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*tp = indexCounter + 2; ++tp;
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*tp = indexCounter + 1; ++tp;
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*tp = indexCounter + 3; ++tp;
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@ -802,11 +802,11 @@ namespace hgl
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for(uint i = 0; i < cci->numberSlices + 1; i++)
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{
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float currentAngle = angleStep * (float)i;
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float currentAngle = angleStep * (float)i;
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*vp = cos(currentAngle) * cci->radius; ++vp;
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*vp = -sin(currentAngle) * cci->radius; ++vp;
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*vp = -cci->halfExtend; ++vp;
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*vp = cos(currentAngle) * cci->radius; ++vp;
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*vp = -sin(currentAngle) * cci->radius; ++vp;
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*vp = -cci->halfExtend; ++vp;
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if(np)
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{
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@ -855,11 +855,11 @@ namespace hgl
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for(uint i = 0; i < cci->numberSlices + 1; i++)
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{
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float currentAngle = angleStep * (float)i;
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float currentAngle = angleStep * (float)i;
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*vp = cos(currentAngle) * cci->radius; ++vp;
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*vp = -sin(currentAngle) * cci->radius; ++vp;
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*vp = cci->halfExtend; ++vp;
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*vp = cos(currentAngle) * cci->radius; ++vp;
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*vp = -sin(currentAngle) * cci->radius; ++vp;
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*vp = cci->halfExtend; ++vp;
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if(np)
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{
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@ -884,37 +884,37 @@ namespace hgl
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for(uint i = 0; i < cci->numberSlices + 1; i++)
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{
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float currentAngle = angleStep * (float)i;
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float currentAngle = angleStep * (float)i;
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float sign = -1.0f;
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float sign = -1.0f;
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for (uint j = 0; j < 2; j++)
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for (uint j = 0; j < 2; j++)
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{
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*vp = cos(currentAngle) * cci->radius; ++vp;
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*vp = -sin(currentAngle) * cci->radius; ++vp;
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*vp = cci->halfExtend * sign; ++vp;
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*vp = cos(currentAngle) * cci->radius; ++vp;
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*vp = -sin(currentAngle) * cci->radius; ++vp;
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*vp = cci->halfExtend * sign; ++vp;
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if(np)
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{
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*np = cos(currentAngle); ++np;
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*np = -sin(currentAngle); ++np;
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*np = 0.0f; ++np;
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*np = cos(currentAngle); ++np;
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*np = -sin(currentAngle); ++np;
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*np = 0.0f; ++np;
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}
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if(tp)
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{
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*tp = -sin(currentAngle); ++tp;
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*tp = -cos(currentAngle); ++tp;
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*tp = 0.0f; ++tp;
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*tp = -sin(currentAngle); ++tp;
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*tp = -cos(currentAngle); ++tp;
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*tp = 0.0f; ++tp;
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}
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if(tcp)
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{
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*tcp = (float)i / (float)cci->numberSlices; ++tcp;
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*tcp = (sign + 1.0f) / 2.0f; ++tcp;
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*tcp = (float)i / (float)cci->numberSlices; ++tcp;
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*tcp = (sign + 1.0f) / 2.0f; ++tcp;
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}
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sign = 1.0f;
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sign = 1.0f;
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}
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}
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@ -938,7 +938,7 @@ namespace hgl
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for (i = 0; i < numberSlices; i++)
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{
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*tp = centerIndex; ++tp;
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*tp = centerIndex; ++tp;
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*tp = indexCounter; ++tp;
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*tp = indexCounter + 1; ++tp;
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@ -947,21 +947,21 @@ namespace hgl
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indexCounter++;
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// Sides
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for (j = 0; j < numberStacks; j++)
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{
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for (i = 0; i < numberSlices; i++)
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{
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*tp = indexCounter; ++tp;
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*tp = indexCounter + numberSlices + 1; ++tp;
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*tp = indexCounter + 1; ++tp;
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for (j = 0; j < numberStacks; j++)
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{
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for (i = 0; i < numberSlices; i++)
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{
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*tp = indexCounter; ++tp;
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*tp = indexCounter + numberSlices + 1; ++tp;
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*tp = indexCounter + 1; ++tp;
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*tp = indexCounter + 1; ++tp;
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*tp = indexCounter + numberSlices + 1; ++tp;
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*tp = indexCounter + numberSlices + 2; ++tp;
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*tp = indexCounter + 1; ++tp;
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*tp = indexCounter + numberSlices + 1; ++tp;
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*tp = indexCounter + numberSlices + 2; ++tp;
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indexCounter++;
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}
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indexCounter++;
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indexCounter++;
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}
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indexCounter++;
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}
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}
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}//namespace
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@ -1024,63 +1024,63 @@ namespace hgl
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for (i = 0; i < cci->numberSlices + 1; i++)
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{
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float currentAngle = angleStep * (float)i;
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float currentAngle = angleStep * (float)i;
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*vp = cos(currentAngle) * cci->radius; ++vp;
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*vp = -sin(currentAngle) * cci->radius; ++vp;
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*vp = -cci->halfExtend; ++vp;
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*vp = cos(currentAngle) * cci->radius; ++vp;
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*vp = -sin(currentAngle) * cci->radius; ++vp;
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*vp = -cci->halfExtend; ++vp;
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if(np)
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{
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*np = 0.0f;++np;
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*np = 0.0f;++np;
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*np =-1.0f;++np;
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*np = 0.0f;++np;
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*np = 0.0f;++np;
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*np =-1.0f;++np;
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}
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if(tp)
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{
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*tp = sin(currentAngle); ++tp;
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*tp = cos(currentAngle); ++tp;
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*tp = 0.0f; ++tp;
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*tp = sin(currentAngle); ++tp;
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*tp = cos(currentAngle); ++tp;
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*tp = 0.0f; ++tp;
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}
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if(tcp)
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{
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*tcp = 0.0f; ++tcp;
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*tcp = 0.0f; ++tcp;
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*tcp = 0.0f; ++tcp;
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*tcp = 0.0f; ++tcp;
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}
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}
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for (j = 0; j < cci->numberStacks + 1; j++)
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for (j = 0; j < cci->numberStacks + 1; j++)
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{
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float level = (float)j / (float)cci->numberStacks;
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float level = (float)j / (float)cci->numberStacks;
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for (i = 0; i < cci->numberSlices + 1; i++)
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{
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float currentAngle = angleStep * (float)i;
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for (i = 0; i < cci->numberSlices + 1; i++)
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{
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float currentAngle = angleStep * (float)i;
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*vp = cos(currentAngle) * cci->radius * (1.0f - level); ++vp;
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*vp = -sin(currentAngle) * cci->radius * (1.0f - level); ++vp;
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*vp = -cci->halfExtend + 2.0f * cci->halfExtend * level; ++vp;
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*vp = cos(currentAngle) * cci->radius * (1.0f - level); ++vp;
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*vp = -sin(currentAngle) * cci->radius * (1.0f - level); ++vp;
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*vp = -cci->halfExtend + 2.0f * cci->halfExtend * level; ++vp;
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if(np)
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{
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*np = h / l * cos(currentAngle); ++np;
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*np = h / l * -sin(currentAngle); ++np;
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*np = r / l; ++np;
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*np = h / l * cos(currentAngle); ++np;
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*np = h / l * -sin(currentAngle); ++np;
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*np = r / l; ++np;
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}
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if(tp)
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{
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*tp = -sin(currentAngle); ++tp;
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*tp = -cos(currentAngle); ++tp;
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*tp = 0.0f; ++tp;
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*tp = -sin(currentAngle); ++tp;
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*tp = -cos(currentAngle); ++tp;
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*tp = 0.0f; ++tp;
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}
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if(tcp)
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{
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*tcp = (float)i / (float)cci->numberSlices; ++tcp;
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*tcp = level; ++tcp;
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*tcp = (float)i / (float)cci->numberSlices; ++tcp;
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*tcp = level; ++tcp;
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}
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}
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}
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