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📄 ch23p1_waterplane.h

📁 游戏开发特殊技巧-special.effects.game.programming
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#ifndef WATERPLANE_H_INCLUDED
#define WATERPLANE_H_INCLUDED

#include "D3DHelperFuncs.h"
#include "CommonFuncs.h"
#include "Timer.h"

typedef struct 
{
  D3DXVECTOR3 position; // The position
  D3DXVECTOR3 normal;   // normal vector
  D3DCOLOR    color;    // The color
  FLOAT       tu1, tv1;   // The texture coordinates
  FLOAT       tu2, tv2;   // The texture coordinates
} VERTEX_XYZ_NORMAL_DIFFUSE_TEX2;

// Our custom FVF, which describes the VERTEX_XYZ_NORMAL_DIFFUSE_TEX1 vertex type
#define D3DFVF_XYZ_NORMAL_DIFFUSE_TEX2 (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_DIFFUSE|D3DFVF_TEX2)

class CWaterPlane
{
public:
  CWaterPlane();
  virtual ~CWaterPlane();

  virtual HRESULT RestoreDeviceObjects(LPDIRECT3DDEVICE8 pDev,
    int iNumVerts, const char *strInPoolTextureFilename);

  virtual void InvalidateDeviceObjects();

  virtual void Update(float fElapsedTime);
  virtual void Render();

  void CreateWaterDroplet(int iX, int iY, int iSize, int iSplashStrength);

  bool GetHardcodeNormals(void) const { return(m_bHardcodeNormals); }
  void SetHardcodeNormals(const bool data = true) { m_bHardcodeNormals = data; }

  float GetEnvBlendFactor(void) const { return(m_fEnvBlendFactor); }
  void SetEnvBlendFactor(const float data) { m_fEnvBlendFactor = data; }

  float GetDepth(void) const { return(m_fDepth); }
  void SetDepth(const float data) { m_fDepth = data; }

protected:
  void ProcessWater();
  void ApplyHeightArrayToVB();
  float CalcDisplacement(float fHeightdiff);

  HRESULT CreateVertexGrid(LPDIRECT3DVERTEXBUFFER8 *pVB, LPDIRECT3DINDEXBUFFER8 *pIB,
    D3DPOOL pool, float fTotalSize, DWORD dwColor, 
    int iNumVerticesX, int iNumVerticesY, LPDIRECT3DDEVICE8 pDev);

  LPDIRECT3DVERTEXBUFFER8 m_pVBPool;
  LPDIRECT3DINDEXBUFFER8 m_pIBPool;
  LPDIRECT3DTEXTURE8 m_texInsidePool;

  LPDIRECT3DDEVICE8 m_pd3dDevice;
  int m_iNumVerts;

  float *m_fHeightArray1;
  float *m_fHeightArray2;

  float *m_pActiveHeightArray;
  float *m_pScratchHeightArray;

  float m_fDampValue;
  float m_fRefractionIndex;
  float m_fDepth;
  float m_fEnvBlendFactor;

  bool m_bHardcodeNormals;

  CTimer m_Timer;

};

#endif

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