|Microsoft DirectX 9.0|
The Water sample illustrates using Direct3D extensions (D3DX) techniques stored in shader files.
The sample shows a square pond inside a building, with rippling water effects including water caustics.
Source: (SDK root)\Samples\C++\Direct3D\Water
Executable: (SDK root)\Samples\C++\Direct3D\Bin
The following table lists the keys that are implemented. You can use menu commands for the same controls.
|ENTER||Starts and stops the scene.|
|SPACEBAR||Advances the scene by a small increment.|
|W, S||Moves forward and back.|
|E, Q||Turns left and right.|
|A, Z||Rotates up and down.|
|ARROW KEYS||Slides left, right, up, and down.|
|D||Starts a water drop.|
|PAGE DOWN||Displays next technique.|
|PAGE UP||Displays previous technique.|
|SHIFT+PAGE DOWN||Displays next technique with no validation.|
|SHIFT+PAGE UP||Displays previous technique with no validation.|
|F1||Shows Help or available commands.|
|F2||Prompts the user to select a new rendering device or display mode.|
|ALT+ENTER||Toggles between full-screen and windowed modes.|
|ESC||Exits the application.|
The D3DX shaders technique is the focus of this sample.
This sample uses common Microsoft?DirectX?code that consists of programming elements such as helper functions. This code is shared with other samples in the DirectX software development kit (SDK). You can find the sample framework headers and source code in (SDK root)\DXSDK\Samples\C++\Common\Include and (SDK root)\DXSDK\Samples\C++\Common\Src.