The DejaVU Framework -- hush 3.1

include: graphic-directx-game-18-Props-Water.h /home/ae/www/media


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//=============================================================================
// 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>

<h4 align=right text=red> Water</h4><hr>
  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;
};
<hr>


endif // WATER_H
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(C) Æliens 20/2/2008

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