My Project
WaveEffect.h
1 
2 #pragma once
3 
4 #include"ParaEngine.h"
5 #include "VertexFVF.h"
6 
7 namespace ParaEngine
8 {
9  class WaveEffect
10  {
11  public:
12  WaveEffect();
13  ~WaveEffect();
14 
15  public:
16  HRESULT InvalidateDeviceObjects();
17  HRESULT RestoreDeviceObjects();
18  HRESULT Render();
19 
20  void SetWaveSpeed(float value){m_waveParam[3] = value;}
21  float GetWaveSpeed(){return m_waveParam[3];}
22 
23  void SetWaveSize(float value){m_waveParam[1];}
24  float GetWaveSize(){return m_waveParam[1];}
25 
26 
27  void SetWaveStrength(float value){m_waveParam[2] = value;}
28  float GetWaveStrength(){return m_waveParam[2];}
29 
30  private:
31  asset_ptr<TextureEntity> m_pNoiseMap;
32  IDirect3DTexture9* m_pBackbufferCopy;
33  IDirect3DSurface9* m_pBackbufferCopySurface;
34  float m_waveParam[4];
35  mesh_vertex_plain m_quadVertices[4];
36  };
37 }
for general mesh without normal and color
Definition: VertexFVF.h:37
different physics engine has different winding order.
Definition: EventBinding.h:32
Definition: enum_maker.hpp:46
Definition: WaveEffect.h:9