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authorJason Maskell <[email protected]>2016-05-12 10:58:15 +0200
committerJason Maskell <[email protected]>2016-05-12 10:58:15 +0200
commit72b21c69e32c73abf3a18b0e962746e64faebba4 (patch)
treecd22b1b298bc865c3ae6037e8eb89a64a94203ea /sample/d3d11/ocean_surface.h
parentMerge branch 'master' of https://github.com/NVIDIAGameWorks/WaveWorks (diff)
downloadwaveworks_archive-72b21c69e32c73abf3a18b0e962746e64faebba4.tar.xz
waveworks_archive-72b21c69e32c73abf3a18b0e962746e64faebba4.zip
Restructuring starts. Got some initial CMake problems sorted. Need to extend.
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-// 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