📄 shader_sinewave.h
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/******************************************************************************
Copyright (C) 1999, 2000 NVIDIA Corporation
This file is provided without support, instruction, or implied warranty of any
kind. NVIDIA makes no guarantee of its fitness for a particular purpose and is
not liable under any circumstances for any damages or loss whatsoever arising
from the use or inability to use this file or items derived from it.
Comments:
******************************************************************************/
#ifndef __SHADER_SINEWAVE_H
#define __SHADER_SINEWAVE_H
#include "MouseUI.h"
struct SineVertex
{
D3DXVECTOR2 Position;
};
class CShaderSineWave : public EBEffect
{
public:
CShaderSineWave();
~CShaderSineWave();
virtual void UpdateProperties();
virtual HRESULT Initialize(IDirect3DDevice8* pDev);
virtual HRESULT Free();
virtual HRESULT Start();
virtual HRESULT Tick(EBTimer* pTimer);
virtual HRESULT ConfirmDevice(D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format);
virtual void Keyboard(DWORD dwKey, UINT nFlags, bool bDown);
virtual void MouseMove(HWND hWnd, int x, int y);
virtual void MouseButton(HWND hWnd, eButtonID Button, bool bDown, int x, int y);
private:
LPDIRECT3DCUBETEXTURE8 m_pCubeTexture;
LPDIRECT3DVERTEXBUFFER8 m_pVertexBuffer;
DWORD m_dwCurrentShader;
DWORD m_dwGridSize;
float m_fGridStep;
float m_fGridExtent;
bool m_bMipMap;
bool m_bShowNormals;
bool mbWireFrame;
MouseUI *mpMouseUI;
};
#endif //__SHADER_SINEWAVE_H
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