client/SpeedTreeLib/SpeedTreeForestDirectX8.h

65 lines
2.1 KiB
C++

///////////////////////////////////////////////////////////////////////
// CSpeedTreeForestOpenGL Class
//
// (c) 2003 IDV, Inc.
//
// This class is provided to illustrate one way to incorporate
// SpeedTreeRT into an OpenGL application. All of the SpeedTreeRT
// calls that must be made on a per tree basis are done by this class.
// Calls that apply to all trees (i.e. static SpeedTreeRT functions)
// are made in the functions in main.cpp.
//
//
// *** INTERACTIVE DATA VISUALIZATION (IDV) PROPRIETARY INFORMATION ***
//
// This software is supplied under the terms of a license agreement or
// nondisclosure agreement with Interactive Data Visualization and may
// not be copied or disclosed except in accordance with the terms of
// that agreement.
//
// Copyright (c) 2001-2003 IDV, Inc.
// All Rights Reserved.
//
// IDV, Inc.
// 1233 Washington St. Suite 610
// Columbia, SC 29201
// Voice: (803) 799-1699
// Fax: (803) 931-0320
// Web: http://www.idvinc.com
#pragma once
///////////////////////////////////////////////////////////////////////
// Include Files
//#include <map>
#define SPEEDTREE_DATA_FORMAT_DIRECTX
#include "SpeedTreeForest.h"
#include "SpeedTreeMaterial.h"
///////////////////////////////////////////////////////////////////////
// class CSpeedTreeForestDirectX8 declaration
class CSpeedTreeForestDirectX8 : public CSpeedTreeForest, public CGraphicBase, public CSingleton<CSpeedTreeForestDirectX8>
{
public:
CSpeedTreeForestDirectX8();
virtual ~CSpeedTreeForestDirectX8();
void UploadWindMatrix(unsigned int uiLocation, const float* pMatrix) const;
void UpdateCompundMatrix(const D3DXVECTOR3 & c_rEyeVec, const D3DXMATRIX & c_rmatView, const D3DXMATRIX & c_rmatProj);
void Render(unsigned long ulRenderBitVector = Forest_RenderAll);
bool SetRenderingDevice(LPDIRECT3DDEVICE8 pDevice);
private:
bool InitVertexShaders();
private:
LPDIRECT3DDEVICE8 m_pDx; // the rendering context
DWORD m_dwBranchVertexShader; // branch/frond vertex shaders
DWORD m_dwLeafVertexShader; // leaf vertex shader
};