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+/* Starshatter OpenSource Distribution
+ Copyright (c) 1997-2004, Destroyer Studios LLC.
+ All Rights Reserved.
+
+ Redistribution and use in source and binary forms, with or without
+ modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+ * Neither the name "Destroyer Studios" nor the names of its contributors
+ may be used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ POSSIBILITY OF SUCH DAMAGE.
+
+ SUBSYSTEM: nGen.lib
+ FILE: Water.h
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Water surface effect w/ reflection and refraction
+*/
+
+#ifndef Water_h
+#define Water_h
+
+#include "Geometry.h"
+#include "Polygon.h"
+#include "Color.h"
+
+// +--------------------------------------------------------------------+
+
+struct WATER_SURFACE;
+
+// +--------------------------------------------------------------------+
+
+class Water
+{
+public:
+ Water();
+ virtual ~Water();
+
+ virtual void Init(int nVerts, float size, float depth);
+ virtual void CalcWaves(double seconds);
+ virtual void UpdateSurface(Vec3& eyePos, VertexSet* vset);
+
+protected:
+ float size;
+ float depth;
+ float scaleTex;
+ float avgHeight;
+
+ DWORD nVertices;
+
+ WATER_SURFACE* surface;
+ float* waves;
+ float offsets[16];
+};
+
+// +--------------------------------------------------------------------+
+
+#endif Water_h
+