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1 | #pragma once
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2 |
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3 | #include <d3d9.h>
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4 | #include <d3dx9.h>
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5 | #include <dxerr.h>
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6 | #include <vector>
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7 |
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8 | #include "ship.h"
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9 | #define MAXSHIPS 2
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10 |
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11 | class OceanEffect
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12 | {
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13 | LPDIRECT3DDEVICE9 device;
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14 | LPD3DXEFFECT effect;
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15 |
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16 | LPDIRECT3DINDEXBUFFER9 oceanIndexBuffer;
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17 | LPDIRECT3DVERTEXBUFFER9 oceanVertexBuffer;
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18 |
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19 | CFirstPersonCamera* camera;
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20 |
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21 | LPDIRECT3DCUBETEXTURE9 environmentCube;
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22 | LPDIRECT3DTEXTURE9 waterTexture;
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23 | LPDIRECT3DTEXTURE9 elevationTexture;
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24 |
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25 | LPD3DXMESH ship;
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26 | LPDIRECT3DINDEXBUFFER9 shipIndexBuffer;
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27 | LPDIRECT3DVERTEXBUFFER9 shipVertexBuffer;
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28 |
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29 | LPDIRECT3DVERTEXDECLARATION9 shipDeclaration;
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30 |
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31 | LPDIRECT3DVERTEXBUFFER9 instanceVertexBuffer;
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32 |
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33 | Ship ships[MAXSHIPS];
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34 | int nShips;
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35 |
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36 | struct ShipInstanceData
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37 | {
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38 | D3DXVECTOR3 tangent;
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39 | D3DXVECTOR3 binormal;
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40 | D3DXVECTOR3 shipPos;
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41 | } shipLocations[MAXSHIPS];
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42 |
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43 | LPD3DXMESH optimizedShip;
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44 | D3DXMATRIX downScale, shipWorldViewProjMatrix, finalWorld;
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45 |
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46 | ID3DXFont* g_pFont; // Font for drawing text
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47 | ID3DXSprite* g_pTextSprite; // Sprite for batching draw text calls
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48 |
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49 |
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50 | std::vector<D3DMATERIAL9> Mtrls;
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51 | std::vector<IDirect3DTexture9*> textures;
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52 |
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53 | ID3DXBuffer* adjBuffer;
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54 | ID3DXBuffer* mtrlBuffer;
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55 | DWORD numMtrls;
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56 |
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57 | float testRotation;
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58 |
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59 | float time;
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60 | public:
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61 | OceanEffect(LPDIRECT3DDEVICE9 device);
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62 | ~OceanEffect(void);
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63 |
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64 | void render();
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65 | void move(double time, double elapsedTime);
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66 | void message(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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67 | void applyShip();
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68 | };
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