📄 ripplingocean.h
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#ifndef RIPPLINGOCEAN_H
#define RIPPLINGOCEAN_H
#include "WmlApplication.h"
#include "WmlVertexShader.h"
#include "WmlPixelShader.h"
#include "WmlVector4.h"
using namespace Wml;
class RipplingOcean : public Application
{
public:
RipplingOcean ();
virtual bool OnInitialize ();
virtual void OnTerminate ();
virtual void OnIdle ();
virtual void OnKeyDown (unsigned char ucKey, int iX, int iY);
protected:
void CreateRectangleMesh (TriMesh*& rpkMesh,
const Vector3f& rkCenter, const Vector3f& rkU, const Vector3f& rkV,
const Vector3f& rkAxis, float fUExtent, float fVExtent,
int iUSamples, int iVSamples, bool bWantNormals, bool bWantColors,
bool bWantUVs);
TriMesh* CreateRect (float fSize, float fDepth);
void HeightToNormalMap (Image*& pkImage);
void SetupShaders ();
bool Setup ();
NodePtr m_spkScene;
NodePtr m_spkTrnNode;
NodePtr m_spkModel;
TriMeshPtr m_spkTriMesh;
VertexShaderPtr m_spkVertShader;
PixelShaderPtr m_spkPixShader;
bool m_bVertexShader;
bool m_bInitialized;
bool m_bStopped;
float m_fStopTime;
// Wave info
float m_fAmbient;
float m_fTexRepeat;
float m_fWaveSpeedFactor;
float m_fWaveHeightFactor;
float m_fRippleSpeedFactor;
// tiled rendering
float m_fN, m_fF, m_fL, m_fR, m_fT, m_fB;
};
#endif
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