topical media & game development
graphic-directx-game-18-Props-Water.h / h
//=============================================================================
// Water.h by Frank Luna (C) 2004 All Rights Reserved.
//
// Note: If you want large bodies of water, then you should break
// the water mesh into sub-grids like we did with the terrain
// so that you can frustum cull.
//=============================================================================
ifndef WATER_H
define WATER_H
include <d3dUtil.h>
class Water
{
public:
Water(int m, int n, float dx, float dz, const D3DXMATRIX& toWorld);
~Water();
DWORD getNumTriangles();
DWORD getNumVertices();
void onLostDevice();
void onResetDevice();
void update(float dt);
void draw();
private:
void buildFX();
private:
ID3DXMesh* mMesh;
D3DXMATRIX mToWorld;
ID3DXEffect* mFX;
DWORD mVertRows;
DWORD mVertCols;
float mWidth;
float mDepth;
float mDX;
float mDZ;
D3DXHANDLE mhTech;
D3DXHANDLE mhWVP;
D3DXHANDLE mhWorld;
D3DXHANDLE mhEyePosW;
};
endif // WATER_H
(C) Æliens
20/2/2008
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