// CloudScene.h: interface for the CCloudScene class. // ////////////////////////////////////////////////////////////////////// #if !defined(AFX_CLOUDSCENE_H__8881B271_2D89_4DE6_884E_1C2B0277D447__INCLUDED_) #define AFX_CLOUDSCENE_H__8881B271_2D89_4DE6_884E_1C2B0277D447__INCLUDED_ #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 #include "SceneNode.h" #include "Texture.h" #include #include "SectorDefine.h" #include "StateLog.h" #include "RenderTexture.h" const int NUMCLOUDOCTAVE=4; const float CLOUDSIZE=500000.0f; const long CLOUDDIVIDE=10; const long CLOUDVERTEX=CLOUDDIVIDE+2; class CCloudScene : public CSceneNode { float m_fTrans[NUMCLOUDOCTAVE]; CTexture m_CloudOctaveTexture[NUMCLOUDOCTAVE]; LVertex m_CloudVertex[CLOUDVERTEX]; public: void SetColor(DWORD dwColor,DWORD dwCenterColor,DWORD *dwLayerColor); CRenderTexture m_CloudOctaveBlendTexture; void Update(LPDIRECT3DDEVICE8 pd3dDevice,float fTime); void Render(LPDIRECT3DDEVICE8 pd3dDevice); float Noise3D(int x, int y, int z); void Create(); CCloudScene(); virtual ~CCloudScene(); }; #endif // !defined(AFX_CLOUDSCENE_H__8881B271_2D89_4DE6_884E_1C2B0277D447__INCLUDED_)