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// water.h
#ifndef _WATER_H_
#define _WATER_H_
class CInstanceManager;
class CD3DEngine;
class CTerrain;
class CParticule;
class CSound;
enum ParticuleType;
#define MAXWATERLINE 500
typedef struct
{
short x, y; // d�but
short len; // longueur en x
float px1, px2, pz;
}
WaterLine;
#define MAXWATVAPOR 10
typedef struct
{
BOOL bUsed;
ParticuleType type;
D3DVECTOR pos;
float delay;
float time;
float last;
}
WaterVapor;
enum WaterType
{
WATER_NULL = 0, // pas d'eau
WATER_TT = 1, // texture transparente
WATER_TO = 2, // texture opaque
WATER_CT = 3, // couleur transparente
WATER_CO = 4, // couleur opaque
};
class CWater
{
public:
CWater(CInstanceManager* iMan, CD3DEngine* engine);
~CWater();
void SetD3DDevice(LPDIRECT3DDEVICE7 device);
BOOL EventProcess(const Event &event);
void Flush();
BOOL Create(WaterType type1, WaterType type2, const char *filename, D3DCOLORVALUE diffuse, D3DCOLORVALUE ambient, float level, float glint, D3DVECTOR eddy);
void DrawBack();
void DrawSurf();
BOOL SetLevel(float level);
float RetLevel();
float RetLevel(CObject* object);
void SetLava(BOOL bLava);
BOOL RetLava();
void AdjustEye(D3DVECTOR &eye);
protected:
BOOL EventFrame(const Event &event);
void LavaFrame(float rTime);
void AdjustLevel(D3DVECTOR &pos, D3DVECTOR &norm, FPOINT &uv1, FPOINT &uv2);
BOOL RetWater(int x, int y);
BOOL CreateLine(int x, int y, int len);
void VaporFlush();
BOOL VaporCreate(ParticuleType type, D3DVECTOR pos, float delay);
void VaporFrame(int i, float rTime);
protected:
CInstanceManager* m_iMan;
CD3DEngine* m_engine;
LPDIRECT3DDEVICE7 m_pD3DDevice;
CTerrain* m_terrain;
CParticule* m_particule;
CSound* m_sound;
WaterType m_type[2];
char m_filename[100];
float m_level; // niveau global
float m_glint; // amplitude des reflets
D3DVECTOR m_eddy; // amplitude des remous
D3DCOLORVALUE m_diffuse; // couleur diffuse
D3DCOLORVALUE m_ambient; // couleur ambiante
float m_time;
float m_lastLava;
int m_subdiv;
int m_brick; // nb de briques*mosa�que
float m_size; // taille d'un �l�ment dans une brique
int m_lineUsed;
WaterLine m_line[MAXWATERLINE];
WaterVapor m_vapor[MAXWATVAPOR];
BOOL m_bDraw;
BOOL m_bLava;
D3DCOLOR m_color;
};
#endif //_WATER_H_
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