www.pudn.com > terrainSimple.rar > terrain.h
////////////////////////////////////////////////////////////////////////////////////////////////// // // File: terrain.h // // Author: Frank Luna (C) All Rights Reserved // // System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0 // // Desc: Represents a 3D terrain. // ////////////////////////////////////////////////////////////////////////////////////////////////// #ifndef __terrainH__ #define __terrainH__ #include "SSZd3d.h" #include#include class Terrain { public: Terrain( IDirect3DDevice9* device, std::string heightmapFileName, int numVertsPerRow, int numVertsPerCol, int cellSpacing, // space between cells float heightScale); ~Terrain(); int getHeightmapEntry(int row, int col); void setHeightmapEntry(int row, int col, int value); float getHeight(float x, float z); bool loadTexture(std::string fileName); bool genTexture(D3DXVECTOR3* directionToLight); bool draw(D3DXMATRIX* world, bool drawTris); private: IDirect3DDevice9* _device; IDirect3DTexture9* _tex; IDirect3DVertexBuffer9* _vb; IDirect3DIndexBuffer9* _ib; int _numVertsPerRow; int _numVertsPerCol; int _cellSpacing; int _numCellsPerRow; int _numCellsPerCol; int _width; int _depth; int _numVertices; int _numTriangles; float _heightScale; std::vector _heightmap; // helper methods bool readRawFile(std::string fileName); bool computeVertices(); bool computeIndices(); bool lightTerrain(D3DXVECTOR3* directionToLight); float computeShade(int cellRow, int cellCol, D3DXVECTOR3* directionToLight); struct TerrainVertex { TerrainVertex(){} TerrainVertex(float x, float y, float z, float u, float v) { _x = x; _y = y; _z = z; _u = u; _v = v; } float _x, _y, _z; float _u, _v; static const DWORD FVF; }; }; #endif // __terrainH__