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-rw-r--r--CMakeLists.txt2
-rw-r--r--compiler/cmake/sample_opengl.cmake18
-rw-r--r--include/GFSDK_WaveWorks_Attributes.fxh370
-rw-r--r--include/GFSDK_WaveWorks_Common.fxh16
-rw-r--r--include/GFSDK_WaveWorks_Quadtree.fxh136
-rw-r--r--media/sample/ocean_surface_d3d11.fxobin50313 -> 49939 bytes
-rw-r--r--media/test/ocean_surface_d3d11.fxobin33379 -> 32905 bytes
-rw-r--r--src/Internal.h2
-rw-r--r--src/Quadtree.cpp16
-rw-r--r--src/Simulation.cpp220
-rw-r--r--src/shader/CalcGradient.fx60
-rw-r--r--src/shader/CalcGradient_glsl_ps.h36
-rw-r--r--src/shader/CalcGradient_glsl_vs.h26
-rw-r--r--src/shader/FoamGeneration.fx54
-rw-r--r--src/shader/FoamGeneration_glsl_ps.h41
-rw-r--r--src/shader/FoamGeneration_glsl_vs.h25
-rw-r--r--src/shader/Quadtree_SM4_sig.fx2
-rw-r--r--src/shader/Quadtree_SM5_sig.fx2
18 files changed, 582 insertions, 444 deletions
diff --git a/CMakeLists.txt b/CMakeLists.txt
index ecf6ac8..9395503 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -125,4 +125,4 @@ INCLUDE(compiler/cmake/test_d3d11.cmake)
INCLUDE(compiler/cmake/sample_d3d11.cmake)
# TODO: Switch between CUDA/DirectCompute
-#INCLUDE(compiler/cmake/sample_opengl.cmake)
+INCLUDE(compiler/cmake/sample_opengl.cmake)
diff --git a/compiler/cmake/sample_opengl.cmake b/compiler/cmake/sample_opengl.cmake
index 6518c90..cac1150 100644
--- a/compiler/cmake/sample_opengl.cmake
+++ b/compiler/cmake/sample_opengl.cmake
@@ -3,14 +3,15 @@
#
-FIND_PACKAGE(AntTweakBar REQUIRED)
+FIND_PACKAGE(AntTweakBar 1.0 REQUIRED)
SET(SAMP_SOURCE_DIR ${PROJECT_SOURCE_DIR}/sample/opengl)
SET(TL_INCLUDE_DIR ${PROJECT_SOURCE_DIR}/include)
+SET(SHADER_DIR ${PROJECT_SOURCE_DIR}/src/shader)
IF(TARGET_BUILD_PLATFORM STREQUAL "Windows")
- FIND_PACKAGE(DirectX REQUIRED)
+# FIND_PACKAGE(DirectX REQUIRED)
SET(WW_PLATFORM_INCLUDES
)
@@ -79,16 +80,25 @@ SET(APP_FILES
${SAMP_SOURCE_DIR}/water.glsl
)
+SET(SHADER_H_FILES
+ ${SHADER_DIR}/CalcGradient_glsl_vs.h
+ ${SHADER_DIR}/CalcGradient_glsl_ps.h
+
+ ${SHADER_DIR}/FoamGeneration_glsl_vs.h
+ ${SHADER_DIR}/FoamGeneration_glsl_ps.h
+)
+
ADD_EXECUTABLE(SampleOpenGL WIN32
${WW_PLATFORM_SRC_FILES}
${APP_FILES}
-
+ ${SHADER_H_FILES}
)
-SOURCE_GROUP("app" FILES ${APP_FILES})
+SOURCE_GROUP("app" FILES ${APP_FILES})
+SOURCE_GROUP("glsl" FILES ${SHADER_H_FILES})
# Target specific compile options
diff --git a/include/GFSDK_WaveWorks_Attributes.fxh b/include/GFSDK_WaveWorks_Attributes.fxh
index 840243c..13a32b0 100644
--- a/include/GFSDK_WaveWorks_Attributes.fxh
+++ b/include/GFSDK_WaveWorks_Attributes.fxh
@@ -64,53 +64,53 @@
#define GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER_TEXTUREARRAY(SampLabel,TexLabel,Regoff) GFSDK_WAVEWORKS_DECLARE_ATTR_VS_SAMPLER_TEXTUREARRAY(SampLabel,TexLabel,Regoff)
#endif
-GFSDK_WAVEWORKS_BEGIN_ATTR_DISPLACEMENT_CBUFFER(nvsf_attr_vs_buffer)
-GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float3, nvsf_g_WorldEye, 0)
+GFSDK_WAVEWORKS_BEGIN_ATTR_DISPLACEMENT_CBUFFER(attr_vs_buffer)
+GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float3, g_WorldEye, 0)
#if defined( GFSDK_WAVEWORKS_GL )
- GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float, nvsf_g_UseTextureArrays, 1)
+ GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float, g_UseTextureArrays, 1)
#else
- GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float, nvsf_g_Pad1, 1)
+ GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float, g_Pad1, 1)
#endif
-GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float4, nvsf_g_UVScaleCascade0123, 2)
+GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_CONSTANT(float4, g_UVScaleCascade0123, 2)
GFSDK_WAVEWORKS_END_ATTR_DISPLACEMENT_CBUFFER
-GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(nvsf_g_samplerDisplacementMap0, nvsf_g_textureDisplacementMap0, 0)
-GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(nvsf_g_samplerDisplacementMap1, nvsf_g_textureDisplacementMap1, 1)
-GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(nvsf_g_samplerDisplacementMap2, nvsf_g_textureDisplacementMap2, 2)
-GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(nvsf_g_samplerDisplacementMap3, nvsf_g_textureDisplacementMap3, 3)
+GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(g_samplerDisplacementMap0, g_textureDisplacementMap0, 0)
+GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(g_samplerDisplacementMap1, g_textureDisplacementMap1, 1)
+GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(g_samplerDisplacementMap2, g_textureDisplacementMap2, 2)
+GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER(g_samplerDisplacementMap3, g_textureDisplacementMap3, 3)
#if defined( GFSDK_WAVEWORKS_GL )
- GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER_TEXTUREARRAY(nvsf_g_samplerDisplacementMapTextureArray, nvsf_g_textureArrayDisplacementMap, 4)
+ GFSDK_WAVEWORKS_DECLARE_ATTR_DISPLACEMENT_SAMPLER_TEXTUREARRAY(g_samplerDisplacementMapTextureArray, g_textureArrayDisplacementMap, 4)
#endif
-GFSDK_WAVEWORKS_BEGIN_ATTR_PS_CBUFFER(nvsf_attr_ps_buffer)
-GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_TexelLength_x2_PS, 0)
-GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade1Scale_PS, 1)
-GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade1TexelScale_PS, 2)
-GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade1UVOffset_PS, 3)
-GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade2Scale_PS, 4)
-GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade2TexelScale_PS, 5)
-GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade2UVOffset_PS, 6)
-GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade3Scale_PS, 7)
-GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade3TexelScale_PS, 8)
-GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, nvsf_g_Cascade3UVOffset_PS, 9)
+GFSDK_WAVEWORKS_BEGIN_ATTR_PS_CBUFFER(attr_ps_buffer)
+GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, g_TexelLength_x2_PS, 0)
+GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, g_Cascade1Scale_PS, 1)
+GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, g_Cascade1TexelScale_PS, 2)
+GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, g_Cascade1UVOffset_PS, 3)
+GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, g_Cascade2Scale_PS, 4)
+GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, g_Cascade2TexelScale_PS, 5)
+GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, g_Cascade2UVOffset_PS, 6)
+GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, g_Cascade3Scale_PS, 7)
+GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, g_Cascade3TexelScale_PS, 8)
+GFSDK_WAVEWORKS_DECLARE_ATTR_PS_CONSTANT(float, g_Cascade3UVOffset_PS, 9)
GFSDK_WAVEWORKS_END_ATTR_PS_CBUFFER
-GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER(nvsf_g_samplerGradientMap0, nvsf_g_textureGradientMap0, 0)
-GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER(nvsf_g_samplerGradientMap1, nvsf_g_textureGradientMap1, 1)
-GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER(nvsf_g_samplerGradientMap2, nvsf_g_textureGradientMap2, 2)
-GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER(nvsf_g_samplerGradientMap3, nvsf_g_textureGradientMap3, 3)
+GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER(g_samplerGradientMap0, g_textureGradientMap0, 0)
+GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER(g_samplerGradientMap1, g_textureGradientMap1, 1)
+GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER(g_samplerGradientMap2, g_textureGradientMap2, 2)
+GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER(g_samplerGradientMap3, g_textureGradientMap3, 3)
#if defined( GFSDK_WAVEWORKS_GL )
- GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER_TEXTUREARRAY(nvsf_g_samplerGradientMapTextureArray, nvsf_g_textureArrayGradientMap, 4)
+ GFSDK_WAVEWORKS_DECLARE_ATTR_PS_SAMPLER_TEXTUREARRAY(g_samplerGradientMapTextureArray, g_textureArrayGradientMap, 4)
#endif
struct GFSDK_WAVEWORKS_INTERPOLATED_VERTEX_OUTPUT
{
- float4 nvsf_tex_coord_cascade01 SEMANTIC(TEXCOORD0);
- float4 nvsf_tex_coord_cascade23 SEMANTIC(TEXCOORD1);
- float4 nvsf_blend_factor_cascade0123 SEMANTIC(TEXCOORD2);
- float3 nvsf_eye_vec SEMANTIC(TEXCOORD3);
+ float4 tex_coord_cascade01 SEMANTIC(TEXCOORD0);
+ float4 tex_coord_cascade23 SEMANTIC(TEXCOORD1);
+ float4 blend_factor_cascade0123 SEMANTIC(TEXCOORD2);
+ float3 eye_vec SEMANTIC(TEXCOORD3);
};
struct GFSDK_WAVEWORKS_VERTEX_OUTPUT
@@ -124,186 +124,186 @@ struct GFSDK_WAVEWORKS_VERTEX_OUTPUT
GFSDK_WAVEWORKS_VERTEX_OUTPUT GFSDK_WaveWorks_GetDisplacedVertex(GFSDK_WAVEWORKS_VERTEX_INPUT In)
{
// Get starting position and distance to camera
- float3 nvsf_pos_world_undisplaced = GFSDK_WaveWorks_GetUndisplacedVertexWorldPosition(In);
- float nvsf_distance = length(nvsf_g_WorldEye - nvsf_pos_world_undisplaced);
+ float3 pos_world_undisplaced = GFSDK_WaveWorks_GetUndisplacedVertexWorldPosition(In);
+ float distance = length(g_WorldEye - pos_world_undisplaced);
// UVs
- float2 nvsf_uv_world_cascade0 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.x;
- float2 nvsf_uv_world_cascade1 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.y;
- float2 nvsf_uv_world_cascade2 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.z;
- float2 nvsf_uv_world_cascade3 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.w;
+ float2 uv_world_cascade0 = pos_world_undisplaced.xy * g_UVScaleCascade0123.x;
+ float2 uv_world_cascade1 = pos_world_undisplaced.xy * g_UVScaleCascade0123.y;
+ float2 uv_world_cascade2 = pos_world_undisplaced.xy * g_UVScaleCascade0123.z;
+ float2 uv_world_cascade3 = pos_world_undisplaced.xy * g_UVScaleCascade0123.w;
// cascade blend factors
- float4 nvsf_blendfactors;
- float4 nvsf_cascade_spatial_size = 1.0/nvsf_g_UVScaleCascade0123.xyzw;
- nvsf_blendfactors.x = 1.0;
- nvsf_blendfactors.yzw = saturate(0.25*(nvsf_cascade_spatial_size.yzw*24.0-nvsf_distance)/nvsf_cascade_spatial_size.yzw);
- nvsf_blendfactors.yzw *= nvsf_blendfactors.yzw;
+ float4 blendfactors;
+ float4 cascade_spatial_size = 1.0/g_UVScaleCascade0123.xyzw;
+ blendfactors.x = 1.0;
+ blendfactors.yzw = saturate(0.25*(cascade_spatial_size.yzw*24.0-distance)/cascade_spatial_size.yzw);
+ blendfactors.yzw *= blendfactors.yzw;
// Displacement map
#if defined(GFSDK_WAVEWORKS_GL)
- float3 nvsf_displacement;
- if(nvsf_g_UseTextureArrays > 0)
+ float3 displacement;
+ if(g_UseTextureArrays > 0)
{
- nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade0, 0.0), 0).xyz;
- nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade1, 1.0), 0).xyz;
- nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade2, 2.0), 0).xyz;
- nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade3, 3.0), 0).xyz;
+ displacement = blendfactors.x * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade0, 0.0), 0).xyz;
+ displacement += blendfactors.y==0? float3(0,0,0) : blendfactors.y * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade1, 1.0), 0).xyz;
+ displacement += blendfactors.z==0? float3(0,0,0) : blendfactors.z * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade2, 2.0), 0).xyz;
+ displacement += blendfactors.w==0? float3(0,0,0) : blendfactors.w * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade3, 3.0), 0).xyz;
}
else
{
- nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureDisplacementMap0, nvsf_g_samplerDisplacementMap0, nvsf_uv_world_cascade0, 0).xyz;
- nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureDisplacementMap1, nvsf_g_samplerDisplacementMap1, nvsf_uv_world_cascade1, 0).xyz;
- nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureDisplacementMap2, nvsf_g_samplerDisplacementMap2, nvsf_uv_world_cascade2, 0).xyz;
- nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureDisplacementMap3, nvsf_g_samplerDisplacementMap3, nvsf_uv_world_cascade3, 0).xyz;
+ displacement = blendfactors.x * SampleTex2Dlod(g_textureDisplacementMap0, g_samplerDisplacementMap0, uv_world_cascade0, 0).xyz;
+ displacement += blendfactors.y==0? float3(0,0,0) : blendfactors.y * SampleTex2Dlod(g_textureDisplacementMap1, g_samplerDisplacementMap1, uv_world_cascade1, 0).xyz;
+ displacement += blendfactors.z==0? float3(0,0,0) : blendfactors.z * SampleTex2Dlod(g_textureDisplacementMap2, g_samplerDisplacementMap2, uv_world_cascade2, 0).xyz;
+ displacement += blendfactors.w==0? float3(0,0,0) : blendfactors.w * SampleTex2Dlod(g_textureDisplacementMap3, g_samplerDisplacementMap3, uv_world_cascade3, 0).xyz;
}
#else
- float3 nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureDisplacementMap0, nvsf_g_samplerDisplacementMap0, nvsf_uv_world_cascade0, 0).xyz;
- nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureDisplacementMap1, nvsf_g_samplerDisplacementMap1, nvsf_uv_world_cascade1, 0).xyz;
- nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureDisplacementMap2, nvsf_g_samplerDisplacementMap2, nvsf_uv_world_cascade2, 0).xyz;
- nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureDisplacementMap3, nvsf_g_samplerDisplacementMap3, nvsf_uv_world_cascade3, 0).xyz;
+ float3 displacement = blendfactors.x * SampleTex2Dlod(g_textureDisplacementMap0, g_samplerDisplacementMap0, uv_world_cascade0, 0).xyz;
+ displacement += blendfactors.y==0? float3(0,0,0) : blendfactors.y * SampleTex2Dlod(g_textureDisplacementMap1, g_samplerDisplacementMap1, uv_world_cascade1, 0).xyz;
+ displacement += blendfactors.z==0? float3(0,0,0) : blendfactors.z * SampleTex2Dlod(g_textureDisplacementMap2, g_samplerDisplacementMap2, uv_world_cascade2, 0).xyz;
+ displacement += blendfactors.w==0? float3(0,0,0) : blendfactors.w * SampleTex2Dlod(g_textureDisplacementMap3, g_samplerDisplacementMap3, uv_world_cascade3, 0).xyz;
#endif
- float3 nvsf_pos_world = nvsf_pos_world_undisplaced + nvsf_displacement;
+ float3 pos_world = pos_world_undisplaced + displacement;
// Output
GFSDK_WAVEWORKS_VERTEX_OUTPUT Output;
- Output.interp.nvsf_eye_vec = nvsf_g_WorldEye - nvsf_pos_world;
- Output.interp.nvsf_tex_coord_cascade01.xy = nvsf_uv_world_cascade0;
- Output.interp.nvsf_tex_coord_cascade01.zw = nvsf_uv_world_cascade1;
- Output.interp.nvsf_tex_coord_cascade23.xy = nvsf_uv_world_cascade2;
- Output.interp.nvsf_tex_coord_cascade23.zw = nvsf_uv_world_cascade3;
- Output.interp.nvsf_blend_factor_cascade0123 = nvsf_blendfactors;
- Output.pos_world = nvsf_pos_world;
- Output.pos_world_undisplaced = nvsf_pos_world_undisplaced;
- Output.world_displacement = nvsf_displacement;
+ Output.interp.eye_vec = g_WorldEye - pos_world;
+ Output.interp.tex_coord_cascade01.xy = uv_world_cascade0;
+ Output.interp.tex_coord_cascade01.zw = uv_world_cascade1;
+ Output.interp.tex_coord_cascade23.xy = uv_world_cascade2;
+ Output.interp.tex_coord_cascade23.zw = uv_world_cascade3;
+ Output.interp.blend_factor_cascade0123 = blendfactors;
+ Output.pos_world = pos_world;
+ Output.pos_world_undisplaced = pos_world_undisplaced;
+ Output.world_displacement = displacement;
return Output;
}
GFSDK_WAVEWORKS_VERTEX_OUTPUT GFSDK_WaveWorks_GetDisplacedVertexAfterTessellation(float4 In0, float4 In1, float4 In2, float3 BarycentricCoords)
{
// Get starting position
- float3 nvsf_tessellated_ws_position = In0.xyz * BarycentricCoords.x +
+ float3 tessellated_ws_position = In0.xyz * BarycentricCoords.x +
In1.xyz * BarycentricCoords.y +
In2.xyz * BarycentricCoords.z;
- float3 nvsf_pos_world_undisplaced = nvsf_tessellated_ws_position;
+ float3 pos_world_undisplaced = tessellated_ws_position;
// blend factors for cascades
- float4 nvsf_blendfactors;
- float nvsf_distance = length(nvsf_g_WorldEye - nvsf_pos_world_undisplaced);
- float4 nvsf_cascade_spatial_size = 1.0/nvsf_g_UVScaleCascade0123.xyzw;
- nvsf_blendfactors.x = 1.0;
- nvsf_blendfactors.yzw = saturate(0.25*(nvsf_cascade_spatial_size.yzw*24.0-nvsf_distance)/nvsf_cascade_spatial_size.yzw);
- nvsf_blendfactors.yzw *= nvsf_blendfactors.yzw;
+ float4 blendfactors;
+ float distance = length(g_WorldEye - pos_world_undisplaced);
+ float4 cascade_spatial_size = 1.0/g_UVScaleCascade0123.xyzw;
+ blendfactors.x = 1.0;
+ blendfactors.yzw = saturate(0.25*(cascade_spatial_size.yzw*24.0-distance)/cascade_spatial_size.yzw);
+ blendfactors.yzw *= blendfactors.yzw;
// UVs
- float2 nvsf_uv_world_cascade0 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.x;
- float2 nvsf_uv_world_cascade1 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.y;
- float2 nvsf_uv_world_cascade2 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.z;
- float2 nvsf_uv_world_cascade3 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.w;
+ float2 uv_world_cascade0 = pos_world_undisplaced.xy * g_UVScaleCascade0123.x;
+ float2 uv_world_cascade1 = pos_world_undisplaced.xy * g_UVScaleCascade0123.y;
+ float2 uv_world_cascade2 = pos_world_undisplaced.xy * g_UVScaleCascade0123.z;
+ float2 uv_world_cascade3 = pos_world_undisplaced.xy * g_UVScaleCascade0123.w;
// Displacement map
#if defined(GFSDK_WAVEWORKS_GL)
- float3 nvsf_displacement;
- if(nvsf_g_UseTextureArrays > 0)
+ float3 displacement;
+ if(g_UseTextureArrays > 0)
{
- nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade0, 0.0), 0).xyz;
- nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade1, 1.0), 0).xyz;
- nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade2, 2.0), 0).xyz;
- nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade3, 3.0), 0).xyz;
+ displacement = blendfactors.x * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade0, 0.0), 0).xyz;
+ displacement += blendfactors.y==0? float3(0,0,0) : blendfactors.y * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade1, 1.0), 0).xyz;
+ displacement += blendfactors.z==0? float3(0,0,0) : blendfactors.z * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade2, 2.0), 0).xyz;
+ displacement += blendfactors.w==0? float3(0,0,0) : blendfactors.w * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade3, 3.0), 0).xyz;
}
else
{
- nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureDisplacementMap0, nvsf_g_samplerDisplacementMap0, nvsf_uv_world_cascade0, 0).xyz;
- nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureDisplacementMap1, nvsf_g_samplerDisplacementMap1, nvsf_uv_world_cascade1, 0).xyz;
- nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureDisplacementMap2, nvsf_g_samplerDisplacementMap2, nvsf_uv_world_cascade2, 0).xyz;
- nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureDisplacementMap3, nvsf_g_samplerDisplacementMap3, nvsf_uv_world_cascade3, 0).xyz;
+ displacement = blendfactors.x * SampleTex2Dlod(g_textureDisplacementMap0, g_samplerDisplacementMap0, uv_world_cascade0, 0).xyz;
+ displacement += blendfactors.y==0? float3(0,0,0) : blendfactors.y * SampleTex2Dlod(g_textureDisplacementMap1, g_samplerDisplacementMap1, uv_world_cascade1, 0).xyz;
+ displacement += blendfactors.z==0? float3(0,0,0) : blendfactors.z * SampleTex2Dlod(g_textureDisplacementMap2, g_samplerDisplacementMap2, uv_world_cascade2, 0).xyz;
+ displacement += blendfactors.w==0? float3(0,0,0) : blendfactors.w * SampleTex2Dlod(g_textureDisplacementMap3, g_samplerDisplacementMap3, uv_world_cascade3, 0).xyz;
}
#else
- float3 nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureDisplacementMap0, nvsf_g_samplerDisplacementMap0, nvsf_uv_world_cascade0, 0).xyz;
- nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureDisplacementMap1, nvsf_g_samplerDisplacementMap1, nvsf_uv_world_cascade1, 0).xyz;
- nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureDisplacementMap2, nvsf_g_samplerDisplacementMap2, nvsf_uv_world_cascade2, 0).xyz;
- nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureDisplacementMap3, nvsf_g_samplerDisplacementMap3, nvsf_uv_world_cascade3, 0).xyz;
+ float3 displacement = blendfactors.x * SampleTex2Dlod(g_textureDisplacementMap0, g_samplerDisplacementMap0, uv_world_cascade0, 0).xyz;
+ displacement += blendfactors.y==0? float3(0,0,0) : blendfactors.y * SampleTex2Dlod(g_textureDisplacementMap1, g_samplerDisplacementMap1, uv_world_cascade1, 0).xyz;
+ displacement += blendfactors.z==0? float3(0,0,0) : blendfactors.z * SampleTex2Dlod(g_textureDisplacementMap2, g_samplerDisplacementMap2, uv_world_cascade2, 0).xyz;
+ displacement += blendfactors.w==0? float3(0,0,0) : blendfactors.w * SampleTex2Dlod(g_textureDisplacementMap3, g_samplerDisplacementMap3, uv_world_cascade3, 0).xyz;
#endif
- float3 nvsf_pos_world = nvsf_pos_world_undisplaced + nvsf_displacement;
+ float3 pos_world = pos_world_undisplaced + displacement;
// Output
GFSDK_WAVEWORKS_VERTEX_OUTPUT Output;
- Output.interp.nvsf_eye_vec = nvsf_g_WorldEye - nvsf_pos_world;
- Output.interp.nvsf_tex_coord_cascade01.xy = nvsf_uv_world_cascade0;
- Output.interp.nvsf_tex_coord_cascade01.zw = nvsf_uv_world_cascade1;
- Output.interp.nvsf_tex_coord_cascade23.xy = nvsf_uv_world_cascade2;
- Output.interp.nvsf_tex_coord_cascade23.zw = nvsf_uv_world_cascade3;
- Output.interp.nvsf_blend_factor_cascade0123 = nvsf_blendfactors;
- Output.pos_world = nvsf_pos_world;
- Output.pos_world_undisplaced = nvsf_pos_world_undisplaced;
- Output.world_displacement = nvsf_displacement;
+ Output.interp.eye_vec = g_WorldEye - pos_world;
+ Output.interp.tex_coord_cascade01.xy = uv_world_cascade0;
+ Output.interp.tex_coord_cascade01.zw = uv_world_cascade1;
+ Output.interp.tex_coord_cascade23.xy = uv_world_cascade2;
+ Output.interp.tex_coord_cascade23.zw = uv_world_cascade3;
+ Output.interp.blend_factor_cascade0123 = blendfactors;
+ Output.pos_world = pos_world;
+ Output.pos_world_undisplaced = pos_world_undisplaced;
+ Output.world_displacement = displacement;
return Output;
}
GFSDK_WAVEWORKS_VERTEX_OUTPUT GFSDK_WaveWorks_GetDisplacedVertexAfterTessellationQuad(float4 In0, float4 In1, float4 In2, float4 In3, float2 UV)
{
// Get starting position
- float3 nvsf_tessellated_ws_position = In2.xyz*UV.x*UV.y +
+ float3 tessellated_ws_position = In2.xyz*UV.x*UV.y +
In0.xyz*(1.0-UV.x)*UV.y +
In1.xyz*(1.0-UV.x)*(1.0-UV.y) +
In3.xyz*UV.x*(1.0-UV.y);
- float3 nvsf_pos_world_undisplaced = nvsf_tessellated_ws_position;
+ float3 pos_world_undisplaced = tessellated_ws_position;
// blend factors for cascades
- float4 nvsf_blendfactors;
- float nvsf_distance = length(nvsf_g_WorldEye - nvsf_pos_world_undisplaced);
- float4 nvsf_cascade_spatial_size = 1.0/nvsf_g_UVScaleCascade0123.xyzw;
- nvsf_blendfactors.x = 1.0;
- nvsf_blendfactors.yzw = saturate(0.25*(nvsf_cascade_spatial_size.yzw*24.0-nvsf_distance)/nvsf_cascade_spatial_size.yzw);
- nvsf_blendfactors.yzw *= nvsf_blendfactors.yzw;
+ float4 blendfactors;
+ float distance = length(g_WorldEye - pos_world_undisplaced);
+ float4 cascade_spatial_size = 1.0/g_UVScaleCascade0123.xyzw;
+ blendfactors.x = 1.0;
+ blendfactors.yzw = saturate(0.25*(cascade_spatial_size.yzw*24.0-distance)/cascade_spatial_size.yzw);
+ blendfactors.yzw *= blendfactors.yzw;
// UVs
- float2 nvsf_uv_world_cascade0 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.x;
- float2 nvsf_uv_world_cascade1 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.y;
- float2 nvsf_uv_world_cascade2 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.z;
- float2 nvsf_uv_world_cascade3 = nvsf_pos_world_undisplaced.xy * nvsf_g_UVScaleCascade0123.w;
+ float2 uv_world_cascade0 = pos_world_undisplaced.xy * g_UVScaleCascade0123.x;
+ float2 uv_world_cascade1 = pos_world_undisplaced.xy * g_UVScaleCascade0123.y;
+ float2 uv_world_cascade2 = pos_world_undisplaced.xy * g_UVScaleCascade0123.z;
+ float2 uv_world_cascade3 = pos_world_undisplaced.xy * g_UVScaleCascade0123.w;
// Displacement map
#if defined(GFSDK_WAVEWORKS_GL)
- float3 nvsf_displacement;
- if(nvsf_g_UseTextureArrays > 0)
+ float3 displacement;
+ if(g_UseTextureArrays > 0)
{
- nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade0, 0.0), 0).xyz;
- nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade1, 1.0), 0).xyz;
- nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade2, 2.0), 0).xyz;
- nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureArrayDisplacementMap, nvsf_g_samplerDisplacementMapTextureArray, vec3(nvsf_uv_world_cascade3, 3.0), 0).xyz;
+ displacement = blendfactors.x * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade0, 0.0), 0).xyz;
+ displacement += blendfactors.y==0? float3(0,0,0) : blendfactors.y * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade1, 1.0), 0).xyz;
+ displacement += blendfactors.z==0? float3(0,0,0) : blendfactors.z * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade2, 2.0), 0).xyz;
+ displacement += blendfactors.w==0? float3(0,0,0) : blendfactors.w * SampleTex2Dlod(g_textureArrayDisplacementMap, g_samplerDisplacementMapTextureArray, vec3(uv_world_cascade3, 3.0), 0).xyz;
}
else
{
- nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureDisplacementMap0, nvsf_g_samplerDisplacementMap0, nvsf_uv_world_cascade0, 0).xyz;
- nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureDisplacementMap1, nvsf_g_samplerDisplacementMap1, nvsf_uv_world_cascade1, 0).xyz;
- nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureDisplacementMap2, nvsf_g_samplerDisplacementMap2, nvsf_uv_world_cascade2, 0).xyz;
- nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureDisplacementMap3, nvsf_g_samplerDisplacementMap3, nvsf_uv_world_cascade3, 0).xyz;
+ displacement = blendfactors.x * SampleTex2Dlod(g_textureDisplacementMap0, g_samplerDisplacementMap0, uv_world_cascade0, 0).xyz;
+ displacement += blendfactors.y==0? float3(0,0,0) : blendfactors.y * SampleTex2Dlod(g_textureDisplacementMap1, g_samplerDisplacementMap1, uv_world_cascade1, 0).xyz;
+ displacement += blendfactors.z==0? float3(0,0,0) : blendfactors.z * SampleTex2Dlod(g_textureDisplacementMap2, g_samplerDisplacementMap2, uv_world_cascade2, 0).xyz;
+ displacement += blendfactors.w==0? float3(0,0,0) : blendfactors.w * SampleTex2Dlod(g_textureDisplacementMap3, g_samplerDisplacementMap3, uv_world_cascade3, 0).xyz;
}
#else
- float3 nvsf_displacement = nvsf_blendfactors.x * SampleTex2Dlod(nvsf_g_textureDisplacementMap0, nvsf_g_samplerDisplacementMap0, nvsf_uv_world_cascade0, 0).xyz;
- nvsf_displacement += nvsf_blendfactors.y==0? float3(0,0,0) : nvsf_blendfactors.y * SampleTex2Dlod(nvsf_g_textureDisplacementMap1, nvsf_g_samplerDisplacementMap1, nvsf_uv_world_cascade1, 0).xyz;
- nvsf_displacement += nvsf_blendfactors.z==0? float3(0,0,0) : nvsf_blendfactors.z * SampleTex2Dlod(nvsf_g_textureDisplacementMap2, nvsf_g_samplerDisplacementMap2, nvsf_uv_world_cascade2, 0).xyz;
- nvsf_displacement += nvsf_blendfactors.w==0? float3(0,0,0) : nvsf_blendfactors.w * SampleTex2Dlod(nvsf_g_textureDisplacementMap3, nvsf_g_samplerDisplacementMap3, nvsf_uv_world_cascade3, 0).xyz;
+ float3 displacement = blendfactors.x * SampleTex2Dlod(g_textureDisplacementMap0, g_samplerDisplacementMap0, uv_world_cascade0, 0).xyz;
+ displacement += blendfactors.y==0? float3(0,0,0) : blendfactors.y * SampleTex2Dlod(g_textureDisplacementMap1, g_samplerDisplacementMap1, uv_world_cascade1, 0).xyz;
+ displacement += blendfactors.z==0? float3(0,0,0) : blendfactors.z * SampleTex2Dlod(g_textureDisplacementMap2, g_samplerDisplacementMap2, uv_world_cascade2, 0).xyz;
+ displacement += blendfactors.w==0? float3(0,0,0) : blendfactors.w * SampleTex2Dlod(g_textureDisplacementMap3, g_samplerDisplacementMap3, uv_world_cascade3, 0).xyz;
#endif
- float3 nvsf_pos_world = nvsf_pos_world_undisplaced + nvsf_displacement;
+ float3 pos_world = pos_world_undisplaced + displacement;
// Output
GFSDK_WAVEWORKS_VERTEX_OUTPUT Output;
- Output.interp.nvsf_eye_vec = nvsf_g_WorldEye - nvsf_pos_world;
- Output.interp.nvsf_tex_coord_cascade01.xy = nvsf_uv_world_cascade0;
- Output.interp.nvsf_tex_coord_cascade01.zw = nvsf_uv_world_cascade1;
- Output.interp.nvsf_tex_coord_cascade23.xy = nvsf_uv_world_cascade2;
- Output.interp.nvsf_tex_coord_cascade23.zw = nvsf_uv_world_cascade3;
- Output.interp.nvsf_blend_factor_cascade0123 = nvsf_blendfactors;
- Output.pos_world = nvsf_pos_world;
- Output.pos_world_undisplaced = nvsf_pos_world_undisplaced;
- Output.world_displacement = nvsf_displacement;
+ Output.interp.eye_vec = g_WorldEye - pos_world;
+ Output.interp.tex_coord_cascade01.xy = uv_world_cascade0;
+ Output.interp.tex_coord_cascade01.zw = uv_world_cascade1;
+ Output.interp.tex_coord_cascade23.xy = uv_world_cascade2;
+ Output.interp.tex_coord_cascade23.zw = uv_world_cascade3;
+ Output.interp.blend_factor_cascade0123 = blendfactors;
+ Output.pos_world = pos_world;
+ Output.pos_world_undisplaced = pos_world_undisplaced;
+ Output.world_displacement = displacement;
return Output;
}
@@ -319,83 +319,83 @@ struct GFSDK_WAVEWORKS_SURFACE_ATTRIBUTES
GFSDK_WAVEWORKS_SURFACE_ATTRIBUTES GFSDK_WaveWorks_GetSurfaceAttributes(GFSDK_WAVEWORKS_INTERPOLATED_VERTEX_OUTPUT In)
{
// Calculate eye vector.
- // Beware: 'nvsf_eye_vec' is a large number, 32bit floating point required.
- float3 nvsf_eye_dir = normalize(In.nvsf_eye_vec);
+ // Beware: 'eye_vec' is a large number, 32bit floating point required.
+ float3 eye_dir = normalize(In.eye_vec);
// --------------- Water body color
- float4 nvsf_grad_fold0;
- float4 nvsf_grad_fold1;
- float4 nvsf_grad_fold2;
- float4 nvsf_grad_fold3;
+ float4 grad_fold0;
+ float4 grad_fold1;
+ float4 grad_fold2;
+ float4 grad_fold3;
#if defined(GFSDK_WAVEWORKS_GL)
- float3 nvsf_displacement;
- if(nvsf_g_UseTextureArrays > 0)
+ float3 displacement;
+ if(g_UseTextureArrays > 0)
{
- nvsf_grad_fold0 = SampleTex2D(nvsf_g_textureArrayGradientMap, nvsf_g_samplerGradientMapTextureArray, vec3(In.nvsf_tex_coord_cascade01.xy, 0.0));
- nvsf_grad_fold1 = SampleTex2D(nvsf_g_textureArrayGradientMap, nvsf_g_samplerGradientMapTextureArray, vec3(In.nvsf_tex_coord_cascade01.zw, 1.0));
- nvsf_grad_fold2 = SampleTex2D(nvsf_g_textureArrayGradientMap, nvsf_g_samplerGradientMapTextureArray, vec3(In.nvsf_tex_coord_cascade23.xy, 2.0));
- nvsf_grad_fold3 = SampleTex2D(nvsf_g_textureArrayGradientMap, nvsf_g_samplerGradientMapTextureArray, vec3(In.nvsf_tex_coord_cascade23.zw, 3.0));
+ grad_fold0 = SampleTex2D(g_textureArrayGradientMap, g_samplerGradientMapTextureArray, vec3(In.tex_coord_cascade01.xy, 0.0));
+ grad_fold1 = SampleTex2D(g_textureArrayGradientMap, g_samplerGradientMapTextureArray, vec3(In.tex_coord_cascade01.zw, 1.0));
+ grad_fold2 = SampleTex2D(g_textureArrayGradientMap, g_samplerGradientMapTextureArray, vec3(In.tex_coord_cascade23.xy, 2.0));
+ grad_fold3 = SampleTex2D(g_textureArrayGradientMap, g_samplerGradientMapTextureArray, vec3(In.tex_coord_cascade23.zw, 3.0));
}
else
{
- nvsf_grad_fold0 = SampleTex2D(nvsf_g_textureGradientMap0, nvsf_g_samplerGradientMap0, In.nvsf_tex_coord_cascade01.xy);
- nvsf_grad_fold1 = SampleTex2D(nvsf_g_textureGradientMap1, nvsf_g_samplerGradientMap1, In.nvsf_tex_coord_cascade01.zw);
- nvsf_grad_fold2 = SampleTex2D(nvsf_g_textureGradientMap2, nvsf_g_samplerGradientMap2, In.nvsf_tex_coord_cascade23.xy);
- nvsf_grad_fold3 = SampleTex2D(nvsf_g_textureGradientMap3, nvsf_g_samplerGradientMap3, In.nvsf_tex_coord_cascade23.zw);
+ grad_fold0 = SampleTex2D(g_textureGradientMap0, g_samplerGradientMap0, In.tex_coord_cascade01.xy);
+ grad_fold1 = SampleTex2D(g_textureGradientMap1, g_samplerGradientMap1, In.tex_coord_cascade01.zw);
+ grad_fold2 = SampleTex2D(g_textureGradientMap2, g_samplerGradientMap2, In.tex_coord_cascade23.xy);
+ grad_fold3 = SampleTex2D(g_textureGradientMap3, g_samplerGradientMap3, In.tex_coord_cascade23.zw);
}
#else
- nvsf_grad_fold0 = SampleTex2D(nvsf_g_textureGradientMap0, nvsf_g_samplerGradientMap0, In.nvsf_tex_coord_cascade01.xy);
- nvsf_grad_fold1 = SampleTex2D(nvsf_g_textureGradientMap1, nvsf_g_samplerGradientMap1, In.nvsf_tex_coord_cascade01.zw);
- nvsf_grad_fold2 = SampleTex2D(nvsf_g_textureGradientMap2, nvsf_g_samplerGradientMap2, In.nvsf_tex_coord_cascade23.xy);
- nvsf_grad_fold3 = SampleTex2D(nvsf_g_textureGradientMap3, nvsf_g_samplerGradientMap3, In.nvsf_tex_coord_cascade23.zw);
+ grad_fold0 = SampleTex2D(g_textureGradientMap0, g_samplerGradientMap0, In.tex_coord_cascade01.xy);
+ grad_fold1 = SampleTex2D(g_textureGradientMap1, g_samplerGradientMap1, In.tex_coord_cascade01.zw);
+ grad_fold2 = SampleTex2D(g_textureGradientMap2, g_samplerGradientMap2, In.tex_coord_cascade23.xy);
+ grad_fold3 = SampleTex2D(g_textureGradientMap3, g_samplerGradientMap3, In.tex_coord_cascade23.zw);
#endif
- float2 nvsf_grad;
- nvsf_grad.xy = nvsf_grad_fold0.xy*In.nvsf_blend_factor_cascade0123.x +
- nvsf_grad_fold1.xy*In.nvsf_blend_factor_cascade0123.y*nvsf_g_Cascade1TexelScale_PS +
- nvsf_grad_fold2.xy*In.nvsf_blend_factor_cascade0123.z*nvsf_g_Cascade2TexelScale_PS +
- nvsf_grad_fold3.xy*In.nvsf_blend_factor_cascade0123.w*nvsf_g_Cascade3TexelScale_PS;
+ float2 grad;
+ grad.xy = grad_fold0.xy*In.blend_factor_cascade0123.x +
+ grad_fold1.xy*In.blend_factor_cascade0123.y*g_Cascade1TexelScale_PS +
+ grad_fold2.xy*In.blend_factor_cascade0123.z*g_Cascade2TexelScale_PS +
+ grad_fold3.xy*In.blend_factor_cascade0123.w*g_Cascade3TexelScale_PS;
- float nvsf_c2c_scale = 0.25; // larger cascaded cover larger areas, so foamed texels cover larger area, thus, foam intensity on these needs to be scaled down for uniform foam look
+ float c2c_scale = 0.25; // larger cascaded cover larger areas, so foamed texels cover larger area, thus, foam intensity on these needs to be scaled down for uniform foam look
- float nvsf_foam_turbulent_energy =
+ float foam_turbulent_energy =
// accumulated foam energy with blendfactors
- 100.0*nvsf_grad_fold0.w *
- lerp(nvsf_c2c_scale, nvsf_grad_fold1.w, In.nvsf_blend_factor_cascade0123.y)*
- lerp(nvsf_c2c_scale, nvsf_grad_fold2.w, In.nvsf_blend_factor_cascade0123.z)*
- lerp(nvsf_c2c_scale, nvsf_grad_fold3.w, In.nvsf_blend_factor_cascade0123.w);
+ 100.0*grad_fold0.w *
+ lerp(c2c_scale, grad_fold1.w, In.blend_factor_cascade0123.y)*
+ lerp(c2c_scale, grad_fold2.w, In.blend_factor_cascade0123.z)*
+ lerp(c2c_scale, grad_fold3.w, In.blend_factor_cascade0123.w);
- float nvsf_foam_surface_folding =
+ float foam_surface_folding =
// folding for foam "clumping" on folded areas
max(-100,
- (1.0-nvsf_grad_fold0.z) +
- (1.0-nvsf_grad_fold1.z) +
- (1.0-nvsf_grad_fold2.z) +
- (1.0-nvsf_grad_fold3.z));
+ (1.0-grad_fold0.z) +
+ (1.0-grad_fold1.z) +
+ (1.0-grad_fold2.z) +
+ (1.0-grad_fold3.z));
// Calculate normal here.
- float3 nvsf_normal = normalize(float3(nvsf_grad, nvsf_g_TexelLength_x2_PS));
+ float3 normal = normalize(float3(grad, g_TexelLength_x2_PS));
- float nvsf_hats_c2c_scale = 0.5; // the larger is the wave, the higher is the chance to start breaking at high folding, so folding for smaller cascade s is decreased
- float nvsf_foam_wave_hats =
+ float hats_c2c_scale = 0.5; // the larger is the wave, the higher is the chance to start breaking at high folding, so folding for smaller cascade s is decreased
+ float foam_wave_hats =
10.0*(-0.55 + // this allows hats to appear on breaking places only. Can be tweaked to represent Beaufort scale better
- (1.0-nvsf_grad_fold0.z) +
- nvsf_hats_c2c_scale*(1.0-nvsf_grad_fold1.z) +
- nvsf_hats_c2c_scale*nvsf_hats_c2c_scale*(1.0-nvsf_grad_fold2.z) +
- nvsf_hats_c2c_scale*nvsf_hats_c2c_scale*nvsf_hats_c2c_scale*(1.0-nvsf_grad_fold3.z));
+ (1.0-grad_fold0.z) +
+ hats_c2c_scale*(1.0-grad_fold1.z) +
+ hats_c2c_scale*hats_c2c_scale*(1.0-grad_fold2.z) +
+ hats_c2c_scale*hats_c2c_scale*hats_c2c_scale*(1.0-grad_fold3.z));
// Output
GFSDK_WAVEWORKS_SURFACE_ATTRIBUTES Output;
- Output.normal = nvsf_normal;
- Output.eye_dir = nvsf_eye_dir;
- Output.foam_surface_folding = nvsf_foam_surface_folding;
- Output.foam_turbulent_energy = log(1.0 + nvsf_foam_turbulent_energy);
- Output.foam_wave_hats = nvsf_foam_wave_hats;
+ Output.normal = normal;
+ Output.eye_dir = eye_dir;
+ Output.foam_surface_folding = foam_surface_folding;
+ Output.foam_turbulent_energy = log(1.0 + foam_turbulent_energy);
+ Output.foam_wave_hats = foam_wave_hats;
return Output;
}
diff --git a/include/GFSDK_WaveWorks_Common.fxh b/include/GFSDK_WaveWorks_Common.fxh
index c100c8b..8b13250 100644
--- a/include/GFSDK_WaveWorks_Common.fxh
+++ b/include/GFSDK_WaveWorks_Common.fxh
@@ -34,30 +34,30 @@
*
*/
#if defined(GFSDK_WAVEWORKS_SM4) || defined(GFSDK_WAVEWORKS_SM5)
- #define SampleTex2D(nvsf_texture,nvsf_sampler,nvsf_coords) nvsf_texture.Sample(nvsf_sampler,nvsf_coords)
- #define SampleTex2Dlod(nvsf_texture,nvsf_sampler,nvsf_coords,nvsf_lod) nvsf_texture.SampleLevel(nvsf_sampler,nvsf_coords,nvsf_lod)
+ #define SampleTex2D(texture,sampler,coords) texture.Sample(sampler,coords)
+ #define SampleTex2Dlod(texture,sampler,coords,lod) texture.SampleLevel(sampler,coords,lod)
#define BEGIN_CBUFFER(name,slot) cbuffer name : register(b##slot) {
#define END_CBUFFER };
#define SEMANTIC(x) : x
#elif defined(GFSDK_WAVEWORKS_SM3)
- #define SampleTex2D(nvsf_texture,nvsf_sampler,nvsf_coords) tex2D(nvsf_sampler,nvsf_coords)
- #define SampleTex2Dlod(nvsf_texture,nvsf_sampler,nvsf_coords,nvsf_lod) tex2Dlod(nvsf_sampler,float4(nvsf_coords,0,nvsf_lod))
+ #define SampleTex2D(texture,sampler,coords) tex2D(sampler,coords)
+ #define SampleTex2Dlod(texture,sampler,coords,lod) tex2Dlod(sampler,float4(coords,0,lod))
#define BEGIN_CBUFFER(name,slot)
#define END_CBUFFER
#define SV_Target COLOR
#define SV_Position POSITION
#define SEMANTIC(x) : x
#elif defined(GFSDK_WAVEWORKS_GNM)
- #define SampleTex2D(nvsf_texture,nvsf_sampler,nvsf_coords) nvsf_texture.Sample(nvsf_sampler,nvsf_coords)
- #define SampleTex2Dlod(nvsf_texture,nvsf_sampler,nvsf_coords,nvsf_lod) nvsf_texture.SampleLOD(nvsf_sampler,nvsf_coords,nvsf_lod)
+ #define SampleTex2D(texture,sampler,coords) texture.Sample(sampler,coords)
+ #define SampleTex2Dlod(texture,sampler,coords,lod) texture.SampleLOD(sampler,coords,lod)
#define BEGIN_CBUFFER(name,slot) ConstantBuffer name : register(b##slot) {
#define END_CBUFFER };
#define SV_Target S_TARGET_OUTPUT
#define SV_Position S_POSITION
#define SEMANTIC(x) : x
#elif defined(GFSDK_WAVEWORKS_GL)
- #define SampleTex2D(nvsf_texture,nvsf_sampler,nvsf_coords) texture(nvsf_sampler,nvsf_coords)
- #define SampleTex2Dlod(nvsf_texture,nvsf_sampler,nvsf_coords,nvsf_lod) textureLod(nvsf_sampler,nvsf_coords,nvsf_lod)
+ #define SampleTex2D(texture,sampler,coords) texture(sampler,coords)
+ #define SampleTex2Dlod(texture,sampler,coords,lod) textureLod(sampler,coords,lod)
#define BEGIN_CBUFFER(name,slot)
#define END_CBUFFER
#define SEMANTIC(x)
diff --git a/include/GFSDK_WaveWorks_Quadtree.fxh b/include/GFSDK_WaveWorks_Quadtree.fxh
index b06e437..a3d5fc0 100644
--- a/include/GFSDK_WaveWorks_Quadtree.fxh
+++ b/include/GFSDK_WaveWorks_Quadtree.fxh
@@ -40,78 +40,78 @@
#endif
#if defined( GFSDK_WAVEWORKS_USE_TESSELLATION )
- GFSDK_WAVEWORKS_BEGIN_GEOM_HS_CBUFFER(nvsf_eyepos_buffer)
- GFSDK_WAVEWORKS_DECLARE_GEOM_HS_CONSTANT(float4, nvsf_g_hsWorldEye, 0)
- GFSDK_WAVEWORKS_DECLARE_GEOM_HS_CONSTANT(float4, nvsf_g_tessellationParams, 1)
+ GFSDK_WAVEWORKS_BEGIN_GEOM_HS_CBUFFER(eyepos_buffer)
+ GFSDK_WAVEWORKS_DECLARE_GEOM_HS_CONSTANT(float4, g_hsWorldEye, 0)
+ GFSDK_WAVEWORKS_DECLARE_GEOM_HS_CONSTANT(float4, g_tessellationParams, 1)
GFSDK_WAVEWORKS_END_GEOM_HS_CBUFFER
#endif
-GFSDK_WAVEWORKS_BEGIN_GEOM_VS_CBUFFER(nvsf_geom_buffer)
-GFSDK_WAVEWORKS_DECLARE_GEOM_VS_CONSTANT(float4x3, nvsf_g_matLocalWorld, 0)
-GFSDK_WAVEWORKS_DECLARE_GEOM_VS_CONSTANT(float4, nvsf_g_vsEyePos, 3)
-GFSDK_WAVEWORKS_DECLARE_GEOM_VS_CONSTANT(float4, nvsf_g_MorphParam, 4)
+GFSDK_WAVEWORKS_BEGIN_GEOM_VS_CBUFFER(geom_buffer)
+GFSDK_WAVEWORKS_DECLARE_GEOM_VS_CONSTANT(float4x3, g_matLocalWorld, 0)
+GFSDK_WAVEWORKS_DECLARE_GEOM_VS_CONSTANT(float4, g_vsEyePos, 3)
+GFSDK_WAVEWORKS_DECLARE_GEOM_VS_CONSTANT(float4, g_MorphParam, 4)
GFSDK_WAVEWORKS_END_GEOM_VS_CBUFFER
struct GFSDK_WAVEWORKS_VERTEX_INPUT
{
- float4 nvsf_vPos SEMANTIC(POSITION);
+ float4 vPos SEMANTIC(POSITION);
};
#if !defined(GFSDK_WAVEWORKS_USE_TESSELLATION)
float3 GFSDK_WaveWorks_GetUndisplacedVertexWorldPosition(GFSDK_WAVEWORKS_VERTEX_INPUT In)
{
- float2 nvsf_vpos = In.nvsf_vPos.xy;
+ float2 vpos = In.vPos.xy;
// Use multiple levels of geo-morphing to smooth away LOD boundaries
- float nvsf_geomorph_scale = 0.25f;
+ float geomorph_scale = 0.25f;
- float2 nvsf_geomorph_offset = float2(nvsf_g_MorphParam.w,nvsf_g_MorphParam.w);
- float2 nvsf_vpos_src = nvsf_vpos;
- float2 nvsf_vpos_target = nvsf_vpos_src;
- float nvsf_geomorph_amount = 0.f;
+ float2 geomorph_offset = float2(g_MorphParam.w,g_MorphParam.w);
+ float2 vpos_src = vpos;
+ float2 vpos_target = vpos_src;
+ float geomorph_amount = 0.f;
- for(int nvsf_geomorph_level = 0; nvsf_geomorph_level != 4; ++nvsf_geomorph_level) {
+ for(int geomorph_level = 0; geomorph_level != 4; ++geomorph_level) {
- float2 nvsf_intpart;
- float2 nvsf_rempart = modf(nvsf_geomorph_scale*nvsf_vpos_src.xy,nvsf_intpart);
+ float2 intpart;
+ float2 rempart = modf(geomorph_scale*vpos_src.xy,intpart);
- float2 nvsf_mirror = float2(1.0f, 1.0f);
+ float2 mirror = float2(1.0f, 1.0f);
- if(nvsf_rempart.x > 0.5f)
+ if(rempart.x > 0.5f)
{
- nvsf_rempart.x = 1.0f - nvsf_rempart.x;
- nvsf_mirror.x = -nvsf_mirror.x;
+ rempart.x = 1.0f - rempart.x;
+ mirror.x = -mirror.x;
}
- if(nvsf_rempart.y > 0.5f)
+ if(rempart.y > 0.5f)
{
- nvsf_rempart.y = 1.0f - nvsf_rempart.y;
- nvsf_mirror.y = -nvsf_mirror.y;
+ rempart.y = 1.0f - rempart.y;
+ mirror.y = -mirror.y;
}
- if(0.25f == nvsf_rempart.x && 0.25f == nvsf_rempart.y) nvsf_vpos_target.xy = nvsf_vpos_src.xy - nvsf_geomorph_offset*nvsf_mirror;
- else if(0.25f == nvsf_rempart.x) nvsf_vpos_target.x = nvsf_vpos_src.x + nvsf_geomorph_offset.x*nvsf_mirror.x;
- else if(0.25f == nvsf_rempart.y) nvsf_vpos_target.y = nvsf_vpos_src.y + nvsf_geomorph_offset.y*nvsf_mirror.y;
+ if(0.25f == rempart.x && 0.25f == rempart.y) vpos_target.xy = vpos_src.xy - geomorph_offset*mirror;
+ else if(0.25f == rempart.x) vpos_target.x = vpos_src.x + geomorph_offset.x*mirror.x;
+ else if(0.25f == rempart.y) vpos_target.y = vpos_src.y + geomorph_offset.y*mirror.y;
- float3 nvsf_eyevec = mul(float4(nvsf_vpos_target,0.f,1.f), nvsf_g_matLocalWorld) - nvsf_g_vsEyePos.xyz;
- float nvsf_d = length(nvsf_eyevec);
- float nvsf_geomorph_target_level = log2(nvsf_d * nvsf_g_MorphParam.x) + 1.f;
- nvsf_geomorph_amount = saturate(2.0*(nvsf_geomorph_target_level - float(nvsf_geomorph_level)));
- if(nvsf_geomorph_amount < 1.f)
+ float3 eyevec = mul(float4(vpos_target,0.f,1.f), g_matLocalWorld) - g_vsEyePos.xyz;
+ float d = length(eyevec);
+ float geomorph_target_level = log2(d * g_MorphParam.x) + 1.f;
+ geomorph_amount = saturate(2.0*(geomorph_target_level - float(geomorph_level)));
+ if(geomorph_amount < 1.f)
{
break;
}
else
{
- nvsf_vpos_src = nvsf_vpos_target;
- nvsf_geomorph_scale *= 0.5f;
- nvsf_geomorph_offset *= -2.f;
+ vpos_src = vpos_target;
+ geomorph_scale *= 0.5f;
+ geomorph_offset *= -2.f;
}
}
- nvsf_vpos.xy = lerp(nvsf_vpos_src, nvsf_vpos_target, nvsf_geomorph_amount);
- return mul(float4(nvsf_vpos,In.nvsf_vPos.zw), nvsf_g_matLocalWorld);
+ vpos.xy = lerp(vpos_src, vpos_target, geomorph_amount);
+ return mul(float4(vpos,In.vPos.zw), g_matLocalWorld);
}
#endif
@@ -119,59 +119,59 @@ float3 GFSDK_WaveWorks_GetUndisplacedVertexWorldPosition(GFSDK_WAVEWORKS_VERTEX_
#if defined(GFSDK_WAVEWORKS_USE_TESSELLATION)
float3 GFSDK_WaveWorks_GetUndisplacedVertexWorldPosition(GFSDK_WAVEWORKS_VERTEX_INPUT In)
{
- float2 nvsf_vpos = In.nvsf_vPos.xy;
+ float2 vpos = In.vPos.xy;
// Use multiple levels of geo-morphing to smooth away LOD boundaries
- float nvsf_geomorph_scale = 0.5f;
- float nvsf_geomorph_offset = abs(nvsf_g_MorphParam.w);
- float2 nvsf_vpos_src = nvsf_vpos;
- float2 nvsf_vpos_target = nvsf_vpos_src;
- float nvsf_geomorph_amount = 0.f;
+ float geomorph_scale = 0.5f;
+ float geomorph_offset = abs(g_MorphParam.w);
+ float2 vpos_src = vpos;
+ float2 vpos_target = vpos_src;
+ float geomorph_amount = 0.f;
- //nvsf_vpos_target.x += 0.25*nvsf_geomorph_offset;
- //nvsf_vpos_src.x += 0.25*nvsf_geomorph_offset;
+ //vpos_target.x += 0.25*geomorph_offset;
+ //vpos_src.x += 0.25*geomorph_offset;
- for(int nvsf_geomorph_level = 0; nvsf_geomorph_level != 4; ++nvsf_geomorph_level) {
+ for(int geomorph_level = 0; geomorph_level != 4; ++geomorph_level) {
- float2 nvsf_intpart;
- float2 nvsf_rempart = modf(nvsf_geomorph_scale*nvsf_vpos_src.xy,nvsf_intpart);
- if(0.5f == nvsf_rempart.x)
+ float2 intpart;
+ float2 rempart = modf(geomorph_scale*vpos_src.xy,intpart);
+ if(0.5f == rempart.x)
{
- nvsf_vpos_target.x = nvsf_vpos_src.x + nvsf_geomorph_offset;
+ vpos_target.x = vpos_src.x + geomorph_offset;
}
- if(0.5f == nvsf_rempart.y)
+ if(0.5f == rempart.y)
{
- nvsf_vpos_target.y = nvsf_vpos_src.y + nvsf_geomorph_offset;
+ vpos_target.y = vpos_src.y + geomorph_offset;
}
- float3 nvsf_eyevec = mul(float4(nvsf_vpos_target,0.f,1.f), nvsf_g_matLocalWorld) - nvsf_g_vsEyePos.xyz;
- float nvsf_d = length(nvsf_eyevec);
- float nvsf_geomorph_target_level = log2(nvsf_d * nvsf_g_MorphParam.x) + 1.f;
- nvsf_geomorph_amount = saturate(3.0*(nvsf_geomorph_target_level - float(nvsf_geomorph_level)));
- if(nvsf_geomorph_amount < 1.f) {
+ float3 eyevec = mul(float4(vpos_target,0.f,1.f), g_matLocalWorld) - g_vsEyePos.xyz;
+ float d = length(eyevec);
+ float geomorph_target_level = log2(d * g_MorphParam.x) + 1.f;
+ geomorph_amount = saturate(3.0*(geomorph_target_level - float(geomorph_level)));
+ if(geomorph_amount < 1.f) {
break;
} else {
- nvsf_vpos_src = nvsf_vpos_target;
- nvsf_geomorph_scale *= 0.5f;
- nvsf_geomorph_offset *= 2.f;
+ vpos_src = vpos_target;
+ geomorph_scale *= 0.5f;
+ geomorph_offset *= 2.f;
}
}
- nvsf_vpos.xy = lerp(nvsf_vpos_src, nvsf_vpos_target, nvsf_geomorph_amount);
- return mul(float4(nvsf_vpos,In.nvsf_vPos.zw), nvsf_g_matLocalWorld);
+ vpos.xy = lerp(vpos_src, vpos_target, geomorph_amount);
+ return mul(float4(vpos,In.vPos.zw), g_matLocalWorld);
}
float GFSDK_WaveWorks_GetEdgeTessellationFactor(float4 vertex1, float4 vertex2)
{
- float3 nvsf_edge_center = 0.5*(vertex1.xyz + vertex2.xyz);
- float nvsf_edge_length = length (vertex1.xyz - vertex2.xyz);
- float nvsf_edge_distance = length(nvsf_g_hsWorldEye.xyz - nvsf_edge_center.xyz);
- return nvsf_g_tessellationParams.x * nvsf_edge_length / nvsf_edge_distance;
+ float3 edge_center = 0.5*(vertex1.xyz + vertex2.xyz);
+ float edge_length = length (vertex1.xyz - vertex2.xyz);
+ float edge_distance = length(g_hsWorldEye.xyz - edge_center.xyz);
+ return g_tessellationParams.x * edge_length / edge_distance;
}
float GFSDK_WaveWorks_GetVertexTargetTessellatedEdgeLength(float3 vertex)
{
- float nvsf_vertex_distance = length(nvsf_g_hsWorldEye.xyz - vertex.xyz);
- return nvsf_vertex_distance / nvsf_g_tessellationParams.x;
+ float vertex_distance = length(g_hsWorldEye.xyz - vertex.xyz);
+ return vertex_distance / g_tessellationParams.x;
}
#endif
diff --git a/media/sample/ocean_surface_d3d11.fxo b/media/sample/ocean_surface_d3d11.fxo
index d35f8db..3de4125 100644
--- a/media/sample/ocean_surface_d3d11.fxo
+++ b/media/sample/ocean_surface_d3d11.fxo
Binary files differ
diff --git a/media/test/ocean_surface_d3d11.fxo b/media/test/ocean_surface_d3d11.fxo
index 2e18509..87bcd55 100644
--- a/media/test/ocean_surface_d3d11.fxo
+++ b/media/test/ocean_surface_d3d11.fxo
Binary files differ
diff --git a/src/Internal.h b/src/Internal.h
index d8f64ef..a7a73e7 100644
--- a/src/Internal.h
+++ b/src/Internal.h
@@ -414,7 +414,7 @@ void handle_hr_error(HRESULT hr, const char_type* file, int line);
#endif
#ifdef TARGET_PLATFORM_WINDOWS
-//#define WAVEWORKS_ENABLE_GL WAVEWORKS_ALLOW_GFX
+#define WAVEWORKS_ENABLE_GL WAVEWORKS_ALLOW_GFX
#else
#ifdef TARGET_PLATFORM_MACOSX
#define WAVEWORKS_ENABLE_GL WAVEWORKS_ALLOW_GFX
diff --git a/src/Quadtree.cpp b/src/Quadtree.cpp
index 7f132db..9e0acd8 100644
--- a/src/Quadtree.cpp
+++ b/src/Quadtree.cpp
@@ -96,24 +96,24 @@ enum ShaderInputsGL2
#if WAVEWORKS_ENABLE_D3D11
const GFSDK_WaveWorks_ShaderInput_Desc ShaderInputD3D11Descs[NumShaderInputsD3D11] = {
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, "nvsf_geom_buffer", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::HullShader_ConstantBuffer, "nvsf_eyepos_buffer", 0 }
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, "geom_buffer", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::HullShader_ConstantBuffer, "eyepos_buffer", 0 }
};
#endif
#if WAVEWORKS_ENABLE_GNM
const GFSDK_WaveWorks_ShaderInput_Desc ShaderInputGnmDescs[NumShaderInputsGnm] = {
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, "nvsf_geom_buffer", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::HullShader_ConstantBuffer, "nvsf_eyepos_buffer", 0 }
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, "geom_buffer", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::HullShader_ConstantBuffer, "eyepos_buffer", 0 }
};
#endif
#if WAVEWORKS_ENABLE_GL
const GFSDK_WaveWorks_ShaderInput_Desc ShaderInputGL2Descs[NumShaderInputsGL2] = {
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "nvsf_g_matLocalWorld", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "nvsf_g_vsEyePos", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "nvsf_g_MorphParam", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_AttribLocation, "nvsf_vPos", 0 }
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "g_matLocalWorld", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "g_vsEyePos", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "g_MorphParam", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_AttribLocation, "vPos", 0 }
};
#endif
struct vs_cbuffer
diff --git a/src/Simulation.cpp b/src/Simulation.cpp
index 039d191..146fc7d 100644
--- a/src/Simulation.cpp
+++ b/src/Simulation.cpp
@@ -242,92 +242,92 @@ enum ShaderInputsGL2
#if WAVEWORKS_ENABLE_D3D11
const GFSDK_WaveWorks_ShaderInput_Desc ShaderInputDescsD3D11[NumShaderInputsD3D11] = {
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, "nvsf_attr_vs_buffer", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Sampler, "nvsf_g_samplerDisplacementMap0", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Sampler, "nvsf_g_samplerDisplacementMap1", 1 },
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Sampler, "nvsf_g_samplerDisplacementMap2", 2 },
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Sampler, "nvsf_g_samplerDisplacementMap3", 3 },
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Texture, "nvsf_g_textureDisplacementMap0", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Texture, "nvsf_g_textureDisplacementMap1", 1 },
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Texture, "nvsf_g_textureDisplacementMap2", 2 },
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Texture, "nvsf_g_textureDisplacementMap3", 3 },
- { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_ConstantBuffer, "nvsf_attr_vs_buffer", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Sampler, "nvsf_g_samplerDisplacementMap0", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Sampler, "nvsf_g_samplerDisplacementMap1", 1 },
- { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Sampler, "nvsf_g_samplerDisplacementMap2", 2 },
- { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Sampler, "nvsf_g_samplerDisplacementMap3", 3 },
- { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Texture, "nvsf_g_textureDisplacementMap0", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Texture, "nvsf_g_textureDisplacementMap1", 1 },
- { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Texture, "nvsf_g_textureDisplacementMap2", 2 },
- { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Texture, "nvsf_g_textureDisplacementMap3", 3 },
- { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_ConstantBuffer, "nvsf_attr_ps_buffer", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Sampler, "nvsf_g_samplerGradientMap0", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Sampler, "nvsf_g_samplerGradientMap1", 1 },
- { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Sampler, "nvsf_g_samplerGradientMap2", 2 },
- { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Sampler, "nvsf_g_samplerGradientMap3", 3 },
- { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Texture, "nvsf_g_textureGradientMap0", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Texture, "nvsf_g_textureGradientMap1", 1 },
- { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Texture, "nvsf_g_textureGradientMap2", 2 },
- { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Texture, "nvsf_g_textureGradientMap3", 3 }
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, "attr_vs_buffer", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Sampler, "g_samplerDisplacementMap0", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Sampler, "g_samplerDisplacementMap1", 1 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Sampler, "g_samplerDisplacementMap2", 2 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Sampler, "g_samplerDisplacementMap3", 3 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Texture, "g_textureDisplacementMap0", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Texture, "g_textureDisplacementMap1", 1 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Texture, "g_textureDisplacementMap2", 2 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Texture, "g_textureDisplacementMap3", 3 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_ConstantBuffer, "attr_vs_buffer", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Sampler, "g_samplerDisplacementMap0", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Sampler, "g_samplerDisplacementMap1", 1 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Sampler, "g_samplerDisplacementMap2", 2 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Sampler, "g_samplerDisplacementMap3", 3 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Texture, "g_textureDisplacementMap0", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Texture, "g_textureDisplacementMap1", 1 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Texture, "g_textureDisplacementMap2", 2 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Texture, "g_textureDisplacementMap3", 3 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_ConstantBuffer, "attr_ps_buffer", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Sampler, "g_samplerGradientMap0", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Sampler, "g_samplerGradientMap1", 1 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Sampler, "g_samplerGradientMap2", 2 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Sampler, "g_samplerGradientMap3", 3 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Texture, "g_textureGradientMap0", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Texture, "g_textureGradientMap1", 1 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Texture, "g_textureGradientMap2", 2 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Texture, "g_textureGradientMap3", 3 }
};
#endif // WAVEWORKS_ENABLE_D3D11
#if WAVEWORKS_ENABLE_GNM
const GFSDK_WaveWorks_ShaderInput_Desc ShaderInputDescsGnm[NumShaderInputsGnm] = {
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, "nvsf_attr_vs_buffer", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Sampler, "nvsf_g_samplerDisplacementMap0", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Sampler, "nvsf_g_samplerDisplacementMap1", 1 },
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Sampler, "nvsf_g_samplerDisplacementMap2", 2 },
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Sampler, "nvsf_g_samplerDisplacementMap3", 3 },
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Texture, "nvsf_g_textureDisplacementMap0", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Texture, "nvsf_g_textureDisplacementMap1", 1 },
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Texture, "nvsf_g_textureDisplacementMap2", 2 },
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Texture, "nvsf_g_textureDisplacementMap3", 3 },
- { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_ConstantBuffer, "nvsf_attr_vs_buffer", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Sampler, "nvsf_g_samplerDisplacementMap0", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Sampler, "nvsf_g_samplerDisplacementMap1", 1 },
- { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Sampler, "nvsf_g_samplerDisplacementMap2", 2 },
- { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Sampler, "nvsf_g_samplerDisplacementMap3", 3 },
- { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Texture, "nvsf_g_textureDisplacementMap0", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Texture, "nvsf_g_textureDisplacementMap1", 1 },
- { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Texture, "nvsf_g_textureDisplacementMap2", 2 },
- { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Texture, "nvsf_g_textureDisplacementMap3", 3 },
- { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_ConstantBuffer, "nvsf_attr_ps_buffer", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Sampler, "nvsf_g_samplerGradientMap0", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Sampler, "nvsf_g_samplerGradientMap1", 1 },
- { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Sampler, "nvsf_g_samplerGradientMap2", 2 },
- { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Sampler, "nvsf_g_samplerGradientMap3", 3 },
- { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Texture, "nvsf_g_textureGradientMap0", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Texture, "nvsf_g_textureGradientMap1", 1 },
- { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Texture, "nvsf_g_textureGradientMap2", 2 },
- { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Texture, "nvsf_g_textureGradientMap3", 3 }
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, "attr_vs_buffer", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Sampler, "g_samplerDisplacementMap0", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Sampler, "g_samplerDisplacementMap1", 1 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Sampler, "g_samplerDisplacementMap2", 2 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Sampler, "g_samplerDisplacementMap3", 3 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Texture, "g_textureDisplacementMap0", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Texture, "g_textureDisplacementMap1", 1 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Texture, "g_textureDisplacementMap2", 2 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_Texture, "g_textureDisplacementMap3", 3 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_ConstantBuffer, "attr_vs_buffer", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Sampler, "g_samplerDisplacementMap0", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Sampler, "g_samplerDisplacementMap1", 1 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Sampler, "g_samplerDisplacementMap2", 2 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Sampler, "g_samplerDisplacementMap3", 3 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Texture, "g_textureDisplacementMap0", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Texture, "g_textureDisplacementMap1", 1 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Texture, "g_textureDisplacementMap2", 2 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::DomainShader_Texture, "g_textureDisplacementMap3", 3 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_ConstantBuffer, "attr_ps_buffer", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Sampler, "g_samplerGradientMap0", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Sampler, "g_samplerGradientMap1", 1 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Sampler, "g_samplerGradientMap2", 2 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Sampler, "g_samplerGradientMap3", 3 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Texture, "g_textureGradientMap0", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Texture, "g_textureGradientMap1", 1 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Texture, "g_textureGradientMap2", 2 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::PixelShader_Texture, "g_textureGradientMap3", 3 }
};
#endif // WAVEWORKS_ENABLE_GNM
#if WAVEWORKS_ENABLE_GL
const GFSDK_WaveWorks_ShaderInput_Desc ShaderInputDescsGL2[NumShaderInputsGL2] = {
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_TextureBindLocation, "nvsf_g_samplerDisplacementMap0", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_TextureBindLocation, "nvsf_g_samplerDisplacementMap1", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_TextureBindLocation, "nvsf_g_samplerDisplacementMap2", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_TextureBindLocation, "nvsf_g_samplerDisplacementMap3", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_TextureBindLocation, "nvsf_g_samplerGradientMap0", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_TextureBindLocation, "nvsf_g_samplerGradientMap1", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_TextureBindLocation, "nvsf_g_samplerGradientMap2", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_TextureBindLocation, "nvsf_g_samplerGradientMap3", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_TextureArrayBindLocation, "nvsf_g_samplerDisplacementMapTextureArray", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_TextureArrayBindLocation, "nvsf_g_samplerGradientMapTextureArray", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "nvsf_g_WorldEye", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "nvsf_g_UseTextureArrays", 1 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "nvsf_g_UVScaleCascade0123", 2 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_UniformLocation, "nvsf_g_TexelLength_x2_PS", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_UniformLocation, "nvsf_g_Cascade1Scale_PS", 1 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_UniformLocation, "nvsf_g_Cascade1TexelScale_PS", 2 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_UniformLocation, "nvsf_g_Cascade1UVOffset_PS", 3 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_UniformLocation, "nvsf_g_Cascade2Scale_PS", 4 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_UniformLocation, "nvsf_g_Cascade2TexelScale_PS", 5 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_UniformLocation, "nvsf_g_Cascade2UVOffset_PS", 6 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_UniformLocation, "nvsf_g_Cascade3Scale_PS", 7 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_UniformLocation, "nvsf_g_Cascade3TexelScale_PS", 8 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_UniformLocation, "nvsf_g_Cascade3UVOffset_PS", 9 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_TextureBindLocation, "g_samplerDisplacementMap0", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_TextureBindLocation, "g_samplerDisplacementMap1", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_TextureBindLocation, "g_samplerDisplacementMap2", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_TextureBindLocation, "g_samplerDisplacementMap3", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_TextureBindLocation, "g_samplerGradientMap0", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_TextureBindLocation, "g_samplerGradientMap1", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_TextureBindLocation, "g_samplerGradientMap2", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_TextureBindLocation, "g_samplerGradientMap3", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_TextureArrayBindLocation, "g_samplerDisplacementMapTextureArray", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_TextureArrayBindLocation, "g_samplerGradientMapTextureArray", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "g_WorldEye", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "g_UseTextureArrays", 1 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "g_UVScaleCascade0123", 2 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_UniformLocation, "g_TexelLength_x2_PS", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_UniformLocation, "g_Cascade1Scale_PS", 1 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_UniformLocation, "g_Cascade1TexelScale_PS", 2 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_UniformLocation, "g_Cascade1UVOffset_PS", 3 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_UniformLocation, "g_Cascade2Scale_PS", 4 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_UniformLocation, "g_Cascade2TexelScale_PS", 5 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_UniformLocation, "g_Cascade2UVOffset_PS", 6 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_UniformLocation, "g_Cascade3Scale_PS", 7 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_UniformLocation, "g_Cascade3TexelScale_PS", 8 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_FragmentShader_UniformLocation, "g_Cascade3UVOffset_PS", 9 },
};
#endif // __GL__
struct ps_calcgradient_cbuffer
@@ -353,10 +353,10 @@ struct vs_attr_cbuffer
struct ps_foamgeneration_cbuffer
{
- float nvsf_g_DissipationFactors_BlurExtents;
- float nvsf_g_DissipationFactors_Fadeout;
- float nvsf_g_DissipationFactors_Accumulation;
- float nvsf_g_FoamGenerationThreshold;
+ float g_DissipationFactors_BlurExtents;
+ float g_DissipationFactors_Fadeout;
+ float g_DissipationFactors_Accumulation;
+ float g_FoamGenerationThreshold;
gfsdk_float4 g_SourceComponents;
gfsdk_float4 g_UVOffsets;
};
@@ -772,15 +772,15 @@ HRESULT GFSDK_WaveWorks_Simulation::initShaders()
if(m_d3d._GL2.m_GradCalcProgram == 0) return E_FAIL;
// Gradient calculation program binding
- m_d3d._GL2.m_GradCalcUniformLocation_Scales = NVSDK_GLFunctions.glGetUniformLocation(m_d3d._GL2.m_GradCalcProgram,"nvsf_g_Scales"); CHECK_GL_ERRORS;
- m_d3d._GL2.m_GradCalcUniformLocation_OneBack = NVSDK_GLFunctions.glGetUniformLocation(m_d3d._GL2.m_GradCalcProgram,"nvsf_g_OneTexel_Back"); CHECK_GL_ERRORS;
- m_d3d._GL2.m_GradCalcUniformLocation_OneFront = NVSDK_GLFunctions.glGetUniformLocation(m_d3d._GL2.m_GradCalcProgram,"nvsf_g_OneTexel_Front"); CHECK_GL_ERRORS;
- m_d3d._GL2.m_GradCalcUniformLocation_OneLeft = NVSDK_GLFunctions.glGetUniformLocation(m_d3d._GL2.m_GradCalcProgram,"nvsf_g_OneTexel_Left"); CHECK_GL_ERRORS;
- m_d3d._GL2.m_GradCalcUniformLocation_OneRight = NVSDK_GLFunctions.glGetUniformLocation(m_d3d._GL2.m_GradCalcProgram,"nvsf_g_OneTexel_Right"); CHECK_GL_ERRORS;
- m_d3d._GL2.m_GradCalcTextureBindLocation_DisplacementMap = NVSDK_GLFunctions.glGetUniformLocation(m_d3d._GL2.m_GradCalcProgram,"nvsf_g_samplerDisplacementMap"); CHECK_GL_ERRORS;
+ m_d3d._GL2.m_GradCalcUniformLocation_Scales = NVSDK_GLFunctions.glGetUniformLocation(m_d3d._GL2.m_GradCalcProgram,"g_Scales"); CHECK_GL_ERRORS;
+ m_d3d._GL2.m_GradCalcUniformLocation_OneBack = NVSDK_GLFunctions.glGetUniformLocation(m_d3d._GL2.m_GradCalcProgram,"g_OneTexel_Back"); CHECK_GL_ERRORS;
+ m_d3d._GL2.m_GradCalcUniformLocation_OneFront = NVSDK_GLFunctions.glGetUniformLocation(m_d3d._GL2.m_GradCalcProgram,"g_OneTexel_Front"); CHECK_GL_ERRORS;
+ m_d3d._GL2.m_GradCalcUniformLocation_OneLeft = NVSDK_GLFunctions.glGetUniformLocation(m_d3d._GL2.m_GradCalcProgram,"g_OneTexel_Left"); CHECK_GL_ERRORS;
+ m_d3d._GL2.m_GradCalcUniformLocation_OneRight = NVSDK_GLFunctions.glGetUniformLocation(m_d3d._GL2.m_GradCalcProgram,"g_OneTexel_Right"); CHECK_GL_ERRORS;
+ m_d3d._GL2.m_GradCalcTextureBindLocation_DisplacementMap = NVSDK_GLFunctions.glGetUniformLocation(m_d3d._GL2.m_GradCalcProgram,"g_samplerDisplacementMap"); CHECK_GL_ERRORS;
m_d3d._GL2.m_GradCalcTextureUnit_DisplacementMap = 0;
- m_d3d._GL2.m_GradCalcAttributeLocation_Pos = NVSDK_GLFunctions.glGetAttribLocation(m_d3d._GL2.m_GradCalcProgram, "nvsf_vInPos"); CHECK_GL_ERRORS;
- m_d3d._GL2.m_GradCalcAttributeLocation_TexCoord = NVSDK_GLFunctions.glGetAttribLocation(m_d3d._GL2.m_GradCalcProgram, "nvsf_vInTexCoord"); CHECK_GL_ERRORS;
+ m_d3d._GL2.m_GradCalcAttributeLocation_Pos = NVSDK_GLFunctions.glGetAttribLocation(m_d3d._GL2.m_GradCalcProgram, "vInPos"); CHECK_GL_ERRORS;
+ m_d3d._GL2.m_GradCalcAttributeLocation_TexCoord = NVSDK_GLFunctions.glGetAttribLocation(m_d3d._GL2.m_GradCalcProgram, "vInTexCoord"); CHECK_GL_ERRORS;
// Creating foam generation program
if(m_d3d._GL2.m_FoamGenProgram != 0) NVSDK_GLFunctions.glDeleteProgram(m_d3d._GL2.m_FoamGenProgram); CHECK_GL_ERRORS;
@@ -788,13 +788,13 @@ HRESULT GFSDK_WaveWorks_Simulation::initShaders()
if(m_d3d._GL2.m_FoamGenProgram == 0) return E_FAIL;
// Foam accumulation program binding
- m_d3d._GL2.m_FoamGenUniformLocation_DissipationFactors = NVSDK_GLFunctions.glGetUniformLocation(m_d3d._GL2.m_FoamGenProgram,"nvsf_g_DissipationFactors"); CHECK_GL_ERRORS;
- m_d3d._GL2.m_FoamGenUniformLocation_SourceComponents = NVSDK_GLFunctions.glGetUniformLocation(m_d3d._GL2.m_FoamGenProgram,"nvsf_g_SourceComponents"); CHECK_GL_ERRORS;
- m_d3d._GL2.m_FoamGenUniformLocation_UVOffsets = NVSDK_GLFunctions.glGetUniformLocation(m_d3d._GL2.m_FoamGenProgram,"nvsf_g_UVOffsets"); CHECK_GL_ERRORS;
- m_d3d._GL2.m_FoamGenTextureBindLocation_EnergyMap = NVSDK_GLFunctions.glGetUniformLocation(m_d3d._GL2.m_FoamGenProgram,"nvsf_g_samplerEnergyMap"); CHECK_GL_ERRORS;
+ m_d3d._GL2.m_FoamGenUniformLocation_DissipationFactors = NVSDK_GLFunctions.glGetUniformLocation(m_d3d._GL2.m_FoamGenProgram,"g_DissipationFactors"); CHECK_GL_ERRORS;
+ m_d3d._GL2.m_FoamGenUniformLocation_SourceComponents = NVSDK_GLFunctions.glGetUniformLocation(m_d3d._GL2.m_FoamGenProgram,"g_SourceComponents"); CHECK_GL_ERRORS;
+ m_d3d._GL2.m_FoamGenUniformLocation_UVOffsets = NVSDK_GLFunctions.glGetUniformLocation(m_d3d._GL2.m_FoamGenProgram,"g_UVOffsets"); CHECK_GL_ERRORS;
+ m_d3d._GL2.m_FoamGenTextureBindLocation_EnergyMap = NVSDK_GLFunctions.glGetUniformLocation(m_d3d._GL2.m_FoamGenProgram,"g_samplerEnergyMap"); CHECK_GL_ERRORS;
m_d3d._GL2.m_FoamGenTextureUnit_EnergyMap = 0;
- m_d3d._GL2.m_FoamGenAttributeLocation_Pos = NVSDK_GLFunctions.glGetAttribLocation(m_d3d._GL2.m_FoamGenProgram, "nvsf_vInPos"); CHECK_GL_ERRORS;
- m_d3d._GL2.m_FoamGenAttributeLocation_TexCoord = NVSDK_GLFunctions.glGetAttribLocation(m_d3d._GL2.m_FoamGenProgram, "nvsf_vInTexCoord"); CHECK_GL_ERRORS;
+ m_d3d._GL2.m_FoamGenAttributeLocation_Pos = NVSDK_GLFunctions.glGetAttribLocation(m_d3d._GL2.m_FoamGenProgram, "vInPos"); CHECK_GL_ERRORS;
+ m_d3d._GL2.m_FoamGenAttributeLocation_TexCoord = NVSDK_GLFunctions.glGetAttribLocation(m_d3d._GL2.m_FoamGenProgram, "vInTexCoord"); CHECK_GL_ERRORS;
}
break;
#endif
@@ -1457,10 +1457,10 @@ HRESULT GFSDK_WaveWorks_Simulation::updateGradientMapsD3D11(Graphics_Context* pG
D3D11_CB_Updater<ps_foamgeneration_cbuffer> cbu(pDC_d3d11,m_d3d._11.m_pd3d11FoamGenPixelShaderCB);
cbu.cb().g_SourceComponents = gfsdk_make_float4(0,0,0.0f,1.0f); // getting component W of grad map as source for energy
cbu.cb().g_UVOffsets = gfsdk_make_float4(0,1.0f,0,0); // blurring by Y
- cbu.cb().nvsf_g_DissipationFactors_Accumulation = m_params.cascades[cascade].foam_generation_amount*(float)m_dFoamSimDeltaTime*50.0f;
- cbu.cb().nvsf_g_DissipationFactors_Fadeout = pow(m_params.cascades[cascade].foam_falloff_speed,(float)m_dFoamSimDeltaTime*50.0f);
- cbu.cb().nvsf_g_DissipationFactors_BlurExtents = min(0.5f,m_params.cascades[cascade].foam_dissipation_speed*(float)m_dFoamSimDeltaTime*m_params.cascades[0].fft_period * (1000.0f/m_params.cascades[0].fft_period)/m_params.cascades[cascade].fft_period)/dmap_dim;
- cbu.cb().nvsf_g_FoamGenerationThreshold = m_params.cascades[cascade].foam_generation_threshold;
+ cbu.cb().g_DissipationFactors_Accumulation = m_params.cascades[cascade].foam_generation_amount*(float)m_dFoamSimDeltaTime*50.0f;
+ cbu.cb().g_DissipationFactors_Fadeout = pow(m_params.cascades[cascade].foam_falloff_speed,(float)m_dFoamSimDeltaTime*50.0f);
+ cbu.cb().g_DissipationFactors_BlurExtents = min(0.5f,m_params.cascades[cascade].foam_dissipation_speed*(float)m_dFoamSimDeltaTime*m_params.cascades[0].fft_period * (1000.0f/m_params.cascades[0].fft_period)/m_params.cascades[cascade].fft_period)/dmap_dim;
+ cbu.cb().g_FoamGenerationThreshold = m_params.cascades[cascade].foam_generation_threshold;
}
pDC_d3d11->PSSetConstantBuffers(0, 1, &m_d3d._11.m_pd3d11FoamGenPixelShaderCB);
@@ -1507,10 +1507,10 @@ HRESULT GFSDK_WaveWorks_Simulation::updateGradientMapsD3D11(Graphics_Context* pG
D3D11_CB_Updater<ps_foamgeneration_cbuffer> cbu(pDC_d3d11,m_d3d._11.m_pd3d11FoamGenPixelShaderCB);
cbu.cb().g_SourceComponents = gfsdk_make_float4(1.0f,0,0,0); // getting component R of energy map as source for energy
cbu.cb().g_UVOffsets = gfsdk_make_float4(1.0f,0,0,0); // blurring by X
- cbu.cb().nvsf_g_DissipationFactors_Accumulation = 0.0f;
- cbu.cb().nvsf_g_DissipationFactors_Fadeout = 1.0f;
- cbu.cb().nvsf_g_DissipationFactors_BlurExtents = min(0.5f,m_params.cascades[cascade].foam_dissipation_speed*(float)m_dFoamSimDeltaTime* (1000.0f/m_params.cascades[0].fft_period) * m_params.cascades[0].fft_period/m_params.cascades[cascade].fft_period)/dmap_dim;
- cbu.cb().nvsf_g_FoamGenerationThreshold = m_params.cascades[cascade].foam_generation_threshold;
+ cbu.cb().g_DissipationFactors_Accumulation = 0.0f;
+ cbu.cb().g_DissipationFactors_Fadeout = 1.0f;
+ cbu.cb().g_DissipationFactors_BlurExtents = min(0.5f,m_params.cascades[cascade].foam_dissipation_speed*(float)m_dFoamSimDeltaTime* (1000.0f/m_params.cascades[0].fft_period) * m_params.cascades[0].fft_period/m_params.cascades[cascade].fft_period)/dmap_dim;
+ cbu.cb().g_FoamGenerationThreshold = m_params.cascades[cascade].foam_generation_threshold;
}
pDC_d3d11->PSSetConstantBuffers(0, 1, &m_d3d._11.m_pd3d11FoamGenPixelShaderCB);
@@ -1840,10 +1840,10 @@ HRESULT GFSDK_WaveWorks_Simulation::updateGradientMapsGnm(Graphics_Context* GNM_
ps_foamgeneration_cbuffer* pFGCB = (ps_foamgeneration_cbuffer*)gnmxWrap->allocateFromCommandBuffer(*gfxContext, sizeof(ps_foamgeneration_cbuffer), Gnm::kEmbeddedDataAlignment4);
pFGCB->g_SourceComponents = gfsdk_make_float4(0,0,0.0f,1.0f); // getting component W of grad map as source for energy
pFGCB->g_UVOffsets = gfsdk_make_float4(0,1.0f,0,0); // blurring by Y
- pFGCB->nvsf_g_DissipationFactors_Accumulation = m_params.cascades[cascade].foam_generation_amount*(float)m_dFoamSimDeltaTime*50.0f;
- pFGCB->nvsf_g_DissipationFactors_Fadeout = pow(m_params.cascades[cascade].foam_falloff_speed,(float)m_dFoamSimDeltaTime*50.0f);
- pFGCB->nvsf_g_DissipationFactors_BlurExtents = min(0.5f,m_params.cascades[cascade].foam_dissipation_speed*(float)m_dFoamSimDeltaTime*m_params.cascades[0].fft_period * (1000.0f/m_params.cascades[0].fft_period)/m_params.cascades[cascade].fft_period)/dmap_dim;
- pFGCB->nvsf_g_FoamGenerationThreshold = m_params.cascades[cascade].foam_generation_threshold;
+ pFGCB->g_DissipationFactors_Accumulation = m_params.cascades[cascade].foam_generation_amount*(float)m_dFoamSimDeltaTime*50.0f;
+ pFGCB->g_DissipationFactors_Fadeout = pow(m_params.cascades[cascade].foam_falloff_speed,(float)m_dFoamSimDeltaTime*50.0f);
+ pFGCB->g_DissipationFactors_BlurExtents = min(0.5f,m_params.cascades[cascade].foam_dissipation_speed*(float)m_dFoamSimDeltaTime*m_params.cascades[0].fft_period * (1000.0f/m_params.cascades[0].fft_period)/m_params.cascades[cascade].fft_period)/dmap_dim;
+ pFGCB->g_FoamGenerationThreshold = m_params.cascades[cascade].foam_generation_threshold;
Gnm::Buffer buffer;
buffer.initAsConstantBuffer(pFGCB, sizeof(*pFGCB));
@@ -1891,9 +1891,9 @@ HRESULT GFSDK_WaveWorks_Simulation::updateGradientMapsGnm(Graphics_Context* GNM_
ps_foamgeneration_cbuffer* pFGCB = (ps_foamgeneration_cbuffer*)gnmxWrap->allocateFromCommandBuffer(*gfxContext, sizeof(ps_foamgeneration_cbuffer), Gnm::kEmbeddedDataAlignment4);
pFGCB->g_SourceComponents = gfsdk_make_float4(1.0f,0,0,0); // getting component R of energy map as source for energy
pFGCB->g_UVOffsets = gfsdk_make_float4(1.0f,0,0,0); // blurring by X
- pFGCB->nvsf_g_DissipationFactors_Accumulation = 0.0f;
- pFGCB->nvsf_g_DissipationFactors_Fadeout = 1.0f;
- pFGCB->nvsf_g_DissipationFactors_BlurExtents = min(0.5f,m_params.cascades[cascade].foam_dissipation_speed*(float)m_dFoamSimDeltaTime* (1000.0f/m_params.cascades[0].fft_period) * m_params.cascades[0].fft_period/m_params.cascades[cascade].fft_period)/dmap_dim;
+ pFGCB->g_DissipationFactors_Accumulation = 0.0f;
+ pFGCB->g_DissipationFactors_Fadeout = 1.0f;
+ pFGCB->g_DissipationFactors_BlurExtents = min(0.5f,m_params.cascades[cascade].foam_dissipation_speed*(float)m_dFoamSimDeltaTime* (1000.0f/m_params.cascades[0].fft_period) * m_params.cascades[0].fft_period/m_params.cascades[cascade].fft_period)/dmap_dim;
Gnm::Buffer buffer;
buffer.initAsConstantBuffer(pFGCB, sizeof(*pFGCB));
diff --git a/src/shader/CalcGradient.fx b/src/shader/CalcGradient.fx
index 58ffd3e..f2526a9 100644
--- a/src/shader/CalcGradient.fx
+++ b/src/shader/CalcGradient.fx
@@ -43,41 +43,41 @@
// Global variables
//------------------------------------------------------------------------------------
-BEGIN_CBUFFER(nvsf_globals,0)
-DECLARE_ATTR_CONSTANT(float4,nvsf_g_Scales, 0); // was: float nvsf_g_ChoppyScale, nvsf_g_GradMap2TexelWSScale
-DECLARE_ATTR_CONSTANT(float4,nvsf_g_OneTexel_Left, 1);
-DECLARE_ATTR_CONSTANT(float4,nvsf_g_OneTexel_Right,2);
-DECLARE_ATTR_CONSTANT(float4,nvsf_g_OneTexel_Back, 3);
-DECLARE_ATTR_CONSTANT(float4,nvsf_g_OneTexel_Front,4);
+BEGIN_CBUFFER(globals,0)
+DECLARE_ATTR_CONSTANT(float4,g_Scales, 0); // was: float g_ChoppyScale, g_GradMap2TexelWSScale
+DECLARE_ATTR_CONSTANT(float4,g_OneTexel_Left, 1);
+DECLARE_ATTR_CONSTANT(float4,g_OneTexel_Right,2);
+DECLARE_ATTR_CONSTANT(float4,g_OneTexel_Back, 3);
+DECLARE_ATTR_CONSTANT(float4,g_OneTexel_Front,4);
END_CBUFFER
-DECLARE_ATTR_SAMPLER(nvsf_g_textureDisplacementMap,nvsf_g_samplerDisplacementMap,0);
+DECLARE_ATTR_SAMPLER(g_textureDisplacementMap,g_samplerDisplacementMap,0);
#ifdef GFSDK_WAVEWORKS_GL
-varying float2 nvsf_vInterpTexCoord;
+varying float2 vInterpTexCoord;
#endif
#ifndef GFSDK_WAVEWORKS_OMIT_VS
#ifdef GFSDK_WAVEWORKS_GL
-attribute float4 nvsf_vInPos;
-attribute float2 nvsf_vInTexCoord;
-#define nvsf_vOutPos gl_Position
+attribute float4 vInPos;
+attribute float2 vInTexCoord;
+#define vOutPos gl_Position
void main()
#else
void vs(
- float4 nvsf_vInPos SEMANTIC(POSITION),
- float2 nvsf_vInTexCoord SEMANTIC(TEXCOORD0),
- out float2 nvsf_vInterpTexCoord SEMANTIC(TEXCOORD0),
- out float4 nvsf_vOutPos SEMANTIC(SV_Position)
+ float4 vInPos SEMANTIC(POSITION),
+ float2 vInTexCoord SEMANTIC(TEXCOORD0),
+ out float2 vInterpTexCoord SEMANTIC(TEXCOORD0),
+ out float4 vOutPos SEMANTIC(SV_Position)
)
#endif
{
// No need to do matrix transform.
- nvsf_vOutPos = nvsf_vInPos;
+ vOutPos = vInPos;
// Pass through general texture coordinate.
- nvsf_vInterpTexCoord = nvsf_vInTexCoord;
+ vInterpTexCoord = vInTexCoord;
}
#endif // !GFSDK_WAVEWORKS_OMIT_VS
@@ -86,32 +86,32 @@ void vs(
#ifndef GFSDK_WAVEWORKS_OMIT_PS
#ifdef GFSDK_WAVEWORKS_GL
-#define nvsf_Output gl_FragColor
+#define Output gl_FragColor
void main()
#else
void ps(
- float2 nvsf_vInterpTexCoord SEMANTIC(TEXCOORD0),
- out float4 nvsf_Output SEMANTIC(SV_Target)
+ float2 vInterpTexCoord SEMANTIC(TEXCOORD0),
+ out float4 Output SEMANTIC(SV_Target)
)
#endif
{
// Sample neighbour texels
- float3 nvsf_displace_left = SampleTex2D(nvsf_g_textureDisplacementMap, nvsf_g_samplerDisplacementMap, nvsf_vInterpTexCoord.xy + nvsf_g_OneTexel_Left.xy).rgb;
- float3 nvsf_displace_right = SampleTex2D(nvsf_g_textureDisplacementMap, nvsf_g_samplerDisplacementMap, nvsf_vInterpTexCoord.xy + nvsf_g_OneTexel_Right.xy).rgb;
- float3 nvsf_displace_back = SampleTex2D(nvsf_g_textureDisplacementMap, nvsf_g_samplerDisplacementMap, nvsf_vInterpTexCoord.xy + nvsf_g_OneTexel_Back.xy).rgb;
- float3 nvsf_displace_front = SampleTex2D(nvsf_g_textureDisplacementMap, nvsf_g_samplerDisplacementMap, nvsf_vInterpTexCoord.xy + nvsf_g_OneTexel_Front.xy).rgb;
+ float3 displace_left = SampleTex2D(g_textureDisplacementMap, g_samplerDisplacementMap, vInterpTexCoord.xy + g_OneTexel_Left.xy).rgb;
+ float3 displace_right = SampleTex2D(g_textureDisplacementMap, g_samplerDisplacementMap, vInterpTexCoord.xy + g_OneTexel_Right.xy).rgb;
+ float3 displace_back = SampleTex2D(g_textureDisplacementMap, g_samplerDisplacementMap, vInterpTexCoord.xy + g_OneTexel_Back.xy).rgb;
+ float3 displace_front = SampleTex2D(g_textureDisplacementMap, g_samplerDisplacementMap, vInterpTexCoord.xy + g_OneTexel_Front.xy).rgb;
// -------- Do not store the actual normal value, instead, it preserves two differential values.
- float2 nvsf_gradient = float2(-(nvsf_displace_right.z - nvsf_displace_left.z) / max(0.01,1.0 + nvsf_g_Scales.y*(nvsf_displace_right.x - nvsf_displace_left.x)), -(nvsf_displace_front.z - nvsf_displace_back.z) / max(0.01,1.0+nvsf_g_Scales.y*(nvsf_displace_front.y - nvsf_displace_back.y)));
- //float2 nvsf_gradient = {-(nvsf_displace_right.z - nvsf_displace_left.z), -(nvsf_displace_front.z - nvsf_displace_back.z) };
+ float2 gradient = float2(-(displace_right.z - displace_left.z) / max(0.01,1.0 + g_Scales.y*(displace_right.x - displace_left.x)), -(displace_front.z - displace_back.z) / max(0.01,1.0+g_Scales.y*(displace_front.y - displace_back.y)));
+ //float2 gradient = {-(displace_right.z - displace_left.z), -(displace_front.z - displace_back.z) };
// Calculate Jacobian corelation from the partial differential of displacement field
- float2 nvsf_Dx = (nvsf_displace_right.xy - nvsf_displace_left.xy) * nvsf_g_Scales.x;
- float2 nvsf_Dy = (nvsf_displace_front.xy - nvsf_displace_back.xy) * nvsf_g_Scales.x;
- float nvsf_J = (1.0f + nvsf_Dx.x) * (1.0f + nvsf_Dy.y) - nvsf_Dx.y * nvsf_Dy.x;
+ float2 Dx = (displace_right.xy - displace_left.xy) * g_Scales.x;
+ float2 Dy = (displace_front.xy - displace_back.xy) * g_Scales.x;
+ float J = (1.0f + Dx.x) * (1.0f + Dy.y) - Dx.y * Dy.x;
// Output
- nvsf_Output = float4(nvsf_gradient, nvsf_J, 0);
+ Output = float4(gradient, J, 0);
}
#endif // !GFSDK_WAVEWORKS_OMIT_PS
diff --git a/src/shader/CalcGradient_glsl_ps.h b/src/shader/CalcGradient_glsl_ps.h
new file mode 100644
index 0000000..2ef7ed8
--- /dev/null
+++ b/src/shader/CalcGradient_glsl_ps.h
@@ -0,0 +1,36 @@
+R"glsl(
+//------------------------------------------------------------------------------------
+// Global variables
+//------------------------------------------------------------------------------------
+
+uniform vec4 g_Scales;
+uniform vec4 g_OneTexel_Left;
+uniform vec4 g_OneTexel_Right;
+uniform vec4 g_OneTexel_Back;
+uniform vec4 g_OneTexel_Front;
+
+uniform sampler2D g_samplerDisplacementMap;
+
+varying float2 vInterpTexCoord;
+
+void main()
+{
+ // Sample neighbour texels
+ float3 displace_left = texture(g_samplerDisplacementMap, vInterpTexCoord.xy + g_OneTexel_Left.xy).rgb;
+ float3 displace_right = texture(g_samplerDisplacementMap, vInterpTexCoord.xy + g_OneTexel_Right.xy).rgb;
+ float3 displace_back = texture(g_samplerDisplacementMap, vInterpTexCoord.xy + g_OneTexel_Back.xy).rgb;
+ float3 displace_front = texture(g_samplerDisplacementMap, vInterpTexCoord.xy + g_OneTexel_Front.xy).rgb;
+
+ // -------- Do not store the actual normal value, instead, it preserves two differential values.
+ float2 gradient = float2(-(displace_right.z - displace_left.z) / max(0.01,1.0 + g_Scales.y*(displace_right.x - displace_left.x)), -(displace_front.z - displace_back.z) / max(0.01,1.0+g_Scales.y*(displace_front.y - displace_back.y)));
+ //float2 gradient = {-(displace_right.z - displace_left.z), -(displace_front.z - displace_back.z) };
+
+ // Calculate Jacobian corelation from the partial differential of displacement field
+ float2 Dx = (displace_right.xy - displace_left.xy) * g_Scales.x;
+ float2 Dy = (displace_front.xy - displace_back.xy) * g_Scales.x;
+ float J = (1.0f + Dx.x) * (1.0f + Dy.y) - Dx.y * Dy.x;
+
+ // Output
+ gl_FragColor = float4(gradient, J, 0);
+}
+)glsl";
diff --git a/src/shader/CalcGradient_glsl_vs.h b/src/shader/CalcGradient_glsl_vs.h
new file mode 100644
index 0000000..aa2747a
--- /dev/null
+++ b/src/shader/CalcGradient_glsl_vs.h
@@ -0,0 +1,26 @@
+R"glsl(
+//------------------------------------------------------------------------------------
+// Global variables
+//------------------------------------------------------------------------------------
+
+uniform vec4 g_Scales;
+uniform vec4 g_OneTexel_Left;
+uniform vec4 g_OneTexel_Right;
+uniform vec4 g_OneTexel_Back;
+uniform vec4 g_OneTexel_Front;
+
+uniform sampler2D g_textureDisplacementMap;
+
+varying float2 vInterpTexCoord;
+
+attribute float4 vInPos;
+attribute float2 vInTexCoord;
+void main()
+{
+ // No need to do matrix transform.
+ gl_Position = vInPos;
+
+ // Pass through general texture coordinate.
+ vInterpTexCoord = vInTexCoord;
+}
+)glsl";
diff --git a/src/shader/FoamGeneration.fx b/src/shader/FoamGeneration.fx
index 50a7007..a50e821 100644
--- a/src/shader/FoamGeneration.fx
+++ b/src/shader/FoamGeneration.fx
@@ -43,39 +43,39 @@
// Global variables
//------------------------------------------------------------------------------------
-BEGIN_CBUFFER(nvsf_globals,0)
-DECLARE_ATTR_CONSTANT(float4,nvsf_g_DissipationFactors,0); // x - the blur extents, y - the fadeout multiplier, z - the accumulation multiplier, w - foam generation threshold
-DECLARE_ATTR_CONSTANT(float4,nvsf_g_SourceComponents ,1); // xyzw - weights of energy map components to be sampled
-DECLARE_ATTR_CONSTANT(float4,nvsf_g_UVOffsets ,2); // xy - defines either horizontal offsets either vertical offsets
+BEGIN_CBUFFER(globals,0)
+DECLARE_ATTR_CONSTANT(float4,g_DissipationFactors,0); // x - the blur extents, y - the fadeout multiplier, z - the accumulation multiplier, w - foam generation threshold
+DECLARE_ATTR_CONSTANT(float4,g_SourceComponents ,1); // xyzw - weights of energy map components to be sampled
+DECLARE_ATTR_CONSTANT(float4,g_UVOffsets ,2); // xy - defines either horizontal offsets either vertical offsets
END_CBUFFER
-DECLARE_ATTR_SAMPLER(nvsf_g_textureEnergyMap,nvsf_g_samplerEnergyMap,0);
+DECLARE_ATTR_SAMPLER(g_textureEnergyMap,g_samplerEnergyMap,0);
#ifdef GFSDK_WAVEWORKS_GL
-varying float2 nvsf_vInterpTexCoord;
+varying float2 vInterpTexCoord;
#endif
#ifndef GFSDK_WAVEWORKS_OMIT_VS
#ifdef GFSDK_WAVEWORKS_GL
-attribute float4 nvsf_vInPos;
-attribute float2 nvsf_vInTexCoord;
-#define nvsf_vOutPos gl_Position
+attribute float4 vInPos;
+attribute float2 vInTexCoord;
+#define vOutPos gl_Position
void main()
#else
void vs(
- float4 nvsf_vInPos SEMANTIC(POSITION),
- float2 nvsf_vInTexCoord SEMANTIC(TEXCOORD0),
- out float2 nvsf_vInterpTexCoord SEMANTIC(TEXCOORD0),
- out float4 nvsf_vOutPos SEMANTIC(SV_Position)
+ float4 vInPos SEMANTIC(POSITION),
+ float2 vInTexCoord SEMANTIC(TEXCOORD0),
+ out float2 vInterpTexCoord SEMANTIC(TEXCOORD0),
+ out float4 vOutPos SEMANTIC(SV_Position)
)
#endif
{
// No need to do matrix transform.
- nvsf_vOutPos = nvsf_vInPos;
+ vOutPos = vInPos;
// Pass through general texture coordinate.
- nvsf_vInterpTexCoord = nvsf_vInTexCoord;
+ vInterpTexCoord = vInTexCoord;
}
#endif // !GFSDK_WAVEWORKS_OMIT_VS
@@ -89,33 +89,33 @@ void vs(
#ifndef GFSDK_WAVEWORKS_OMIT_PS
#ifdef GFSDK_WAVEWORKS_GL
-#define nvsf_Output gl_FragColor
+#define Output gl_FragColor
void main()
#else
void ps(
- float2 nvsf_vInterpTexCoord SEMANTIC(TEXCOORD0),
- out float4 nvsf_Output SEMANTIC(SV_Target)
+ float2 vInterpTexCoord SEMANTIC(TEXCOORD0),
+ out float4 Output SEMANTIC(SV_Target)
)
#endif
{
- float2 nvsf_UVoffset = nvsf_g_UVOffsets.xy*nvsf_g_DissipationFactors.x;
+ float2 UVoffset = g_UVOffsets.xy*g_DissipationFactors.x;
// blur with variable size kernel is done by doing 4 bilinear samples,
// each sample is slightly offset from the center point
- float nvsf_foamenergy1 = dot(nvsf_g_SourceComponents, SampleTex2D(nvsf_g_textureEnergyMap, nvsf_g_samplerEnergyMap, nvsf_vInterpTexCoord.xy + nvsf_UVoffset));
- float nvsf_foamenergy2 = dot(nvsf_g_SourceComponents, SampleTex2D(nvsf_g_textureEnergyMap, nvsf_g_samplerEnergyMap, nvsf_vInterpTexCoord.xy - nvsf_UVoffset));
- float nvsf_foamenergy3 = dot(nvsf_g_SourceComponents, SampleTex2D(nvsf_g_textureEnergyMap, nvsf_g_samplerEnergyMap, nvsf_vInterpTexCoord.xy + nvsf_UVoffset*2.0));
- float nvsf_foamenergy4 = dot(nvsf_g_SourceComponents, SampleTex2D(nvsf_g_textureEnergyMap, nvsf_g_samplerEnergyMap, nvsf_vInterpTexCoord.xy - nvsf_UVoffset*2.0));
+ float foamenergy1 = dot(g_SourceComponents, SampleTex2D(g_textureEnergyMap, g_samplerEnergyMap, vInterpTexCoord.xy + UVoffset));
+ float foamenergy2 = dot(g_SourceComponents, SampleTex2D(g_textureEnergyMap, g_samplerEnergyMap, vInterpTexCoord.xy - UVoffset));
+ float foamenergy3 = dot(g_SourceComponents, SampleTex2D(g_textureEnergyMap, g_samplerEnergyMap, vInterpTexCoord.xy + UVoffset*2.0));
+ float foamenergy4 = dot(g_SourceComponents, SampleTex2D(g_textureEnergyMap, g_samplerEnergyMap, vInterpTexCoord.xy - UVoffset*2.0));
- float nvsf_folding = max(0,SampleTex2D(nvsf_g_textureEnergyMap, nvsf_g_samplerEnergyMap, nvsf_vInterpTexCoord.xy).z);
+ float folding = max(0,SampleTex2D(g_textureEnergyMap, g_samplerEnergyMap, vInterpTexCoord.xy).z);
- float nvsf_energy = nvsf_g_DissipationFactors.y*((nvsf_foamenergy1 + nvsf_foamenergy2 + nvsf_foamenergy3 + nvsf_foamenergy4)*0.25 + max(0,(1.0-nvsf_folding-nvsf_g_DissipationFactors.w))*nvsf_g_DissipationFactors.z);
+ float energy = g_DissipationFactors.y*((foamenergy1 + foamenergy2 + foamenergy3 + foamenergy4)*0.25 + max(0,(1.0-folding-g_DissipationFactors.w))*g_DissipationFactors.z);
- nvsf_energy = min(1.0,nvsf_energy);
+ energy = min(1.0,energy);
// Output
- nvsf_Output = float4(nvsf_energy,nvsf_energy,nvsf_energy,nvsf_energy);
+ Output = float4(energy,energy,energy,energy);
}
#endif // !GFSDK_WAVEWORKS_OMIT_PS \ No newline at end of file
diff --git a/src/shader/FoamGeneration_glsl_ps.h b/src/shader/FoamGeneration_glsl_ps.h
new file mode 100644
index 0000000..0ab5eed
--- /dev/null
+++ b/src/shader/FoamGeneration_glsl_ps.h
@@ -0,0 +1,41 @@
+R"glsl(
+//------------------------------------------------------------------------------------
+// Global variables
+//------------------------------------------------------------------------------------
+
+uniform vec4 g_DissipationFactors;
+uniform vec4 g_SourceComponents;
+uniform vec4 g_UVOffsets;
+
+uniform sampler2D g_samplerDisplacementMap;
+
+varying float2 vInterpTexCoord;
+
+// at 1st rendering step, the folding and the accumulated foam values are being read from gradient map (components z and w),
+// blurred by X, summed, faded and written to foam energy map
+
+// at 2nd rendering step, the accumulated foam values are being read from foam energy texture,
+// blurred by Y and written to w component of gradient map
+
+void main()
+{
+
+ float2 UVoffset = g_UVOffsets.xy*g_DissipationFactors.x;
+
+ // blur with variable size kernel is done by doing 4 bilinear samples,
+ // each sample is slightly offset from the center point
+ float foamenergy1 = dot(g_SourceComponents, texture(g_samplerEnergyMap, vInterpTexCoord.xy + UVoffset));
+ float foamenergy2 = dot(g_SourceComponents, texture(g_samplerEnergyMap, vInterpTexCoord.xy - UVoffset));
+ float foamenergy3 = dot(g_SourceComponents, texture(g_samplerEnergyMap, vInterpTexCoord.xy + UVoffset*2.0));
+ float foamenergy4 = dot(g_SourceComponents, texture(g_samplerEnergyMap, vInterpTexCoord.xy - UVoffset*2.0));
+
+ float folding = max(0,texture(g_samplerEnergyMap, vInterpTexCoord.xy).z);
+
+ float energy = g_DissipationFactors.y*((foamenergy1 + foamenergy2 + foamenergy3 + foamenergy4)*0.25 + max(0,(1.0-folding-g_DissipationFactors.w))*g_DissipationFactors.z);
+
+ energy = min(1.0,energy);
+
+ // Output
+ gl_FragColor = float4(energy,energy,energy,energy);
+}
+)glsl";
diff --git a/src/shader/FoamGeneration_glsl_vs.h b/src/shader/FoamGeneration_glsl_vs.h
new file mode 100644
index 0000000..519efb2
--- /dev/null
+++ b/src/shader/FoamGeneration_glsl_vs.h
@@ -0,0 +1,25 @@
+R"glsl(
+//------------------------------------------------------------------------------------
+// Global variables
+//------------------------------------------------------------------------------------
+
+uniform vec4 g_DissipationFactors;
+uniform vec4 g_SourceComponents;
+uniform vec4 g_UVOffsets;
+
+uniform sampler2D g_samplerDisplacementMap;
+
+varying float2 vInterpTexCoord;
+
+attribute float4 vInPos;
+attribute float2 vInTexCoord;
+
+void main()
+{
+ // No need to do matrix transform.
+ gl_Position = vInPos;
+
+ // Pass through general texture coordinate.
+ vInterpTexCoord = vInTexCoord;
+}
+)glsl"; \ No newline at end of file
diff --git a/src/shader/Quadtree_SM4_sig.fx b/src/shader/Quadtree_SM4_sig.fx
index f8d1a9d..c121356 100644
--- a/src/shader/Quadtree_SM4_sig.fx
+++ b/src/shader/Quadtree_SM4_sig.fx
@@ -35,5 +35,5 @@
float4 GFSDK_WAVEWORKS_VERTEX_INPUT_Sig(GFSDK_WAVEWORKS_VERTEX_INPUT In) : SV_Position
{
- return In.nvsf_vPos;
+ return In.vPos;
}
diff --git a/src/shader/Quadtree_SM5_sig.fx b/src/shader/Quadtree_SM5_sig.fx
index c33887e..adefd2a 100644
--- a/src/shader/Quadtree_SM5_sig.fx
+++ b/src/shader/Quadtree_SM5_sig.fx
@@ -41,5 +41,5 @@
float4 GFSDK_WAVEWORKS_VERTEX_INPUT_Sig(GFSDK_WAVEWORKS_VERTEX_INPUT In) : SV_Position
{
- return In.nvsf_vPos;
+ return In.vPos;
}