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Diffstat (limited to 'sample/d3d11/terrain.h')
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1 files changed, 0 insertions, 174 deletions
diff --git a/sample/d3d11/terrain.h b/sample/d3d11/terrain.h deleted file mode 100644 index be23b1f..0000000 --- a/sample/d3d11/terrain.h +++ /dev/null @@ -1,174 +0,0 @@ -// This code contains NVIDIA Confidential Information and is disclosed -// under the Mutual Non-Disclosure Agreement. -// -// Notice -// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES -// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE. -// -// NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless -// expressly authorized by NVIDIA. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright � 2008- 2013 NVIDIA Corporation. All rights reserved. -// -// NVIDIA Corporation and its licensors retain all intellectual property and proprietary -// rights in and to this software and related documentation and any modifications thereto. -// Any use, reproduction, disclosure or distribution of this software and related -// documentation without an express license agreement from NVIDIA Corporation is -// strictly prohibited. -// - -#ifndef _TERRAIN_H -#define _TERRAIN_H - -#include "DXUT.h" -#include "DXUTcamera.h" -#include "SDKMisc.h" -#include "d3dx11effect.h" -#include "d3d11.h" - - -#define terrain_gridpoints 512 -#define terrain_numpatches_1d 64 -#define terrain_geometry_scale 1.0f -#define terrain_maxheight 35.0f -#define terrain_minheight -30.0f -#define terrain_fractalfactor 0.51f; -#define terrain_fractalinitialvalue 100.0f -#define terrain_smoothfactor1 0.9f -#define terrain_smoothfactor2 -0.03f -#define terrain_rockfactor 0.97f -#define terrain_smoothsteps 40 - -#define terrain_height_underwater_start -100.0f -#define terrain_height_underwater_end -8.0f -#define terrain_height_sand_start -30.0f -#define terrain_height_sand_end 1.7f -#define terrain_height_grass_start 1.7f -#define terrain_height_grass_end 30.0f -#define terrain_height_rocks_start -2.0f -#define terrain_height_trees_start 4.0f -#define terrain_height_trees_end 30.0f -#define terrain_slope_grass_start 0.96f -#define terrain_slope_rocks_start 0.85f - -#define terrain_far_range terrain_gridpoints*terrain_geometry_scale - -#define shadowmap_resource_buffer_size_xy 4096 -#define water_normalmap_resource_buffer_size_xy 2048 -#define terrain_layerdef_map_texture_size 1024 -#define terrain_depth_shadow_map_texture_size 512 - -#define sky_gridpoints 20 -#define sky_texture_angle 0.34f - -#define main_buffer_size_multiplier 1.1f -#define reflection_buffer_size_multiplier 1.1f -#define refraction_buffer_size_multiplier 1.1f - -#define scene_z_near 1.0f -#define scene_z_far 25000.0f -#define camera_fov 110.0f - -class CTerrain -{ - public: - - - void Initialize(ID3D11Device*, ID3DX11Effect*); - void DeInitialize(); - void ReCreateBuffers(); - void LoadTextures(); - void Render(CFirstPersonCamera *); - void RenderTerrainToHeightField( ID3D11DeviceContext* const pContext, const D3DXMATRIX& worldToViewMatrix, const D3DXMATRIX& viewToProjectionMatrix, const D3DXVECTOR3 eyePositionWS, const D3DXVECTOR3 viewDirectionWS ); - void CreateTerrain(); - - float DynamicTesselationFactor; - void SetupNormalView(CFirstPersonCamera *); - void SetupReflectionView(CFirstPersonCamera *); - void SetupRefractionView(CFirstPersonCamera *); - void SetupLightView(CFirstPersonCamera * ); - float BackbufferWidth; - float BackbufferHeight; - - UINT MultiSampleCount; - UINT MultiSampleQuality; - - ID3D11Texture2D *rock_bump_texture; - ID3D11ShaderResourceView *rock_bump_textureSRV; - - ID3D11Texture2D *sky_texture; - ID3D11ShaderResourceView *sky_textureSRV; - - ID3D11Texture2D *foam_intensity_texture; - ID3D11ShaderResourceView *foam_intensity_textureSRV; - - ID3D11Texture2D *foam_diffuse_texture; - ID3D11ShaderResourceView *foam_diffuse_textureSRV; - - ID3D11Texture2D *reflection_color_resource; - ID3D11ShaderResourceView *reflection_color_resourceSRV; - ID3D11RenderTargetView *reflection_color_resourceRTV; - ID3D11Texture2D *refraction_color_resource; - ID3D11ShaderResourceView *refraction_color_resourceSRV; - ID3D11RenderTargetView *refraction_color_resourceRTV; - - ID3D11Texture2D *shadowmap_resource; - ID3D11ShaderResourceView *shadowmap_resourceSRV; - ID3D11DepthStencilView *shadowmap_resourceDSV; - - ID3D11Texture2D *reflection_depth_resource; - ID3D11DepthStencilView *reflection_depth_resourceDSV; - - ID3D11Texture2D *refraction_depth_resource; - ID3D11RenderTargetView *refraction_depth_resourceRTV; - ID3D11ShaderResourceView *refraction_depth_resourceSRV; - - ID3D11Texture2D *main_color_resource; - ID3D11ShaderResourceView *main_color_resourceSRV; - ID3D11RenderTargetView *main_color_resourceRTV; - ID3D11Texture2D *main_depth_resource; - ID3D11DepthStencilView *main_depth_resourceDSV; - ID3D11ShaderResourceView *main_depth_resourceSRV; - ID3D11Texture2D *main_color_resource_resolved; - ID3D11ShaderResourceView *main_color_resource_resolvedSRV; - - ID3D11Device* pDevice; - ID3DX11Effect* pEffect; - - - - - float height[terrain_gridpoints+1][terrain_gridpoints+1]; - D3DXVECTOR3 normal[terrain_gridpoints+1][terrain_gridpoints+1]; - D3DXVECTOR3 tangent[terrain_gridpoints+1][terrain_gridpoints+1]; - D3DXVECTOR3 binormal[terrain_gridpoints+1][terrain_gridpoints+1]; - - ID3D11Texture2D *heightmap_texture; - ID3D11ShaderResourceView *heightmap_textureSRV; - - ID3D11Texture2D *layerdef_texture; - ID3D11ShaderResourceView *layerdef_textureSRV; - - ID3D11Texture2D *depthmap_texture; - ID3D11ShaderResourceView *depthmap_textureSRV; - - ID3D11Buffer *heightfield_vertexbuffer; - ID3D11Buffer *sky_vertexbuffer; - - ID3D11InputLayout *heightfield_inputlayout; - ID3D11InputLayout *trianglestrip_inputlayout; - -}; - -float bilinear_interpolation(float fx, float fy, float a, float b, float c, float d); - -#endif // _TERRAIN_H
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