// This code contains NVIDIA Confidential Information and is disclosed // under the Mutual Non-Disclosure Agreement. // // Notice // ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES // NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE. // // NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. No third party distribution is allowed unless // expressly authorized by NVIDIA. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright © 2008- 2013 NVIDIA Corporation. All rights reserved. // // NVIDIA Corporation and its licensors retain all intellectual property and proprietary // rights in and to this software and related documentation and any modifications thereto. // Any use, reproduction, disclosure or distribution of this software and related // documentation without an express license agreement from NVIDIA Corporation is // strictly prohibited. // #ifndef _OCEAN_ENV_H #define _OCEAN_ENV_H #include #include "ocean_shader_common.h" struct OceanSkyMapInfo; struct OceanEnvironment { D3DVECTOR main_light_direction; D3DVECTOR main_light_color; D3DVECTOR ambient_light_color; D3DVECTOR sky_color; D3DVECTOR sky_map_color_mult; const OceanSkyMapInfo* pSky0; const OceanSkyMapInfo* pSky1; float sky_interp; float fog_exponent; D3DXVECTOR4 spotlight_position[MaxNumSpotlights]; D3DXVECTOR4 spotlight_axis_and_cos_angle[MaxNumSpotlights]; D3DXVECTOR4 spotlight_color[MaxNumSpotlights]; D3DXMATRIX spotlights_to_world_matrix; D3DXMATRIX spotlight_shadow_matrix[MaxNumSpotlights]; ID3D11ShaderResourceView* spotlight_shadow_resource[MaxNumSpotlights]; ID3D11ShaderResourceView* pPlanarReflectionSRV; ID3D11ShaderResourceView* pPlanarReflectionDepthSRV; ID3D11ShaderResourceView* pPlanarReflectionPosSRV; int activeLightsNum; int objectID[MaxNumSpotlights]; int lightFilter; ID3D11ShaderResourceView* pSceneShadowmapSRV; D3DVECTOR lightning_light_position; D3DVECTOR lightning_light_intensity; float lightning_time_to_next_strike; float lightning_time_to_next_cstrike; int lightning_num_of_cstrikes; int lightning_current_cstrike; float cloud_factor; D3DXVECTOR4 gust_UV; }; #endif // _OCEAN_ENV_H