/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef _CREWATEROCEAN_ #define _CREWATEROCEAN_ class CWater; class CREWaterOcean : public CRendElementBase { public: CREWaterOcean(); virtual ~CREWaterOcean(); virtual void mfPrepare(bool bCheckOverflow); virtual bool mfDraw(CShader* ef, SShaderPass* sfm); virtual void mfGetPlane(Plane& pl); virtual void Create(uint32 nVerticesCount, SVF_P3F_C4B_T2F* pVertices, uint32 nIndicesCount, const void* pIndices, uint32 nIndexSizeof); void ReleaseOcean(); virtual Vec3 GetPositionAt(float x, float y) const; virtual Vec4* GetDisplaceGrid() const; virtual void GetMemoryUsage(ICrySizer* pSizer) const { pSizer->AddObject(this, sizeof(*this)); } private: uint32 m_nVerticesCount; uint32 m_nIndicesCount; uint32 m_nIndexSizeof; void* m_pVertDecl; void* m_pVertices; void* m_pIndices; private: void UpdateFFT(); void FrameUpdate(); }; #endif