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| author | Jason Maskell <[email protected]> | 2016-05-12 10:58:15 +0200 |
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| committer | Jason Maskell <[email protected]> | 2016-05-12 10:58:15 +0200 |
| commit | 72b21c69e32c73abf3a18b0e962746e64faebba4 (patch) | |
| tree | cd22b1b298bc865c3ae6037e8eb89a64a94203ea /sample/d3d11/ocean_surface.h | |
| parent | Merge branch 'master' of https://github.com/NVIDIAGameWorks/WaveWorks (diff) | |
| download | waveworks_archive-72b21c69e32c73abf3a18b0e962746e64faebba4.tar.xz waveworks_archive-72b21c69e32c73abf3a18b0e962746e64faebba4.zip | |
Restructuring starts. Got some initial CMake problems sorted. Need to extend.
Diffstat (limited to 'sample/d3d11/ocean_surface.h')
| -rw-r--r-- | sample/d3d11/ocean_surface.h | 89 |
1 files changed, 0 insertions, 89 deletions
diff --git a/sample/d3d11/ocean_surface.h b/sample/d3d11/ocean_surface.h deleted file mode 100644 index 9ceb909..0000000 --- a/sample/d3d11/ocean_surface.h +++ /dev/null @@ -1,89 +0,0 @@ -// This code contains NVIDIA Confidential Information and is disclosed -// under the Mutual Non-Disclosure Agreement. -// -// Notice -// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES -// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE. -// -// NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless -// expressly authorized by NVIDIA. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright � 2008- 2013 NVIDIA Corporation. All rights reserved. -// -// NVIDIA Corporation and its licensors retain all intellectual property and proprietary -// rights in and to this software and related documentation and any modifications thereto. -// Any use, reproduction, disclosure or distribution of this software and related -// documentation without an express license agreement from NVIDIA Corporation is -// strictly prohibited. -// - -#ifndef _OCEAN_WAVE_H -#define _OCEAN_WAVE_H - -#include <D3DX11Effect.h> - -#include <GFSDK_WaveWorks.h> -#include "distance_field.h" - -class OceanSurface -{ -public: - OceanSurface(); - ~OceanSurface(); - - HRESULT init(); - - // ---------------------------------- GPU shading data ------------------------------------ - - // D3D objects - ID3D11Device* m_pd3dDevice; - - ID3DX11Effect* m_pOceanFX; - ID3DX11EffectTechnique* m_pRenderSurfaceTechnique; - ID3DX11EffectPass* m_pRenderSurfaceShadedWithShorelinePass; - ID3DX11EffectPass* m_pRenderSurfaceWireframeWithShorelinePass; - - ID3D11InputLayout* m_pQuadLayout; - ID3D11InputLayout* m_pRayContactLayout; - ID3DX11EffectTechnique* m_pRenderRayContactTechnique; - ID3D11Buffer* m_pContactVB; - ID3D11Buffer* m_pContactIB; - - DistanceField* pDistanceFieldModule; // Not owned! - void AttachDistanceFieldModule( DistanceField* pDistanceField ) { pDistanceFieldModule = pDistanceField; } - - // --------------------------------- Rendering routines ----------------------------------- - // Rendering - void renderShaded( ID3D11DeviceContext* pDC, - const D3DXMATRIX& matView, - const D3DXMATRIX& matProj, - GFSDK_WaveWorks_SimulationHandle hSim, - GFSDK_WaveWorks_SavestateHandle hSavestate, - const D3DXVECTOR2& windDir, - const float steepness, - const float amplitude, - const float wavelength, - const float speed, - const float parallelness, - const float totalTime - ); - void getQuadTreeStats(GFSDK_WaveWorks_Quadtree_Stats& stats); - - // --------------------------------- Surface geometry ----------------------------------- - GFSDK_WaveWorks_QuadtreeHandle m_hOceanQuadTree; - HRESULT initQuadTree(const GFSDK_WaveWorks_Quadtree_Params& params); - - UINT* m_pQuadTreeShaderInputMappings_Shore; - UINT* m_pSimulationShaderInputMappings_Shore; -}; - -#endif // _OCEAN_WAVE_H |