// 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_HULL_PROFILE_H #define _OCEAN_HULL_PROFILE_H #include class OceanHullProfile { public: OceanHullProfile() : m_pSRV(0) { } OceanHullProfile(ID3D11ShaderResourceView* pSRV) : m_pSRV(pSRV) { m_pSRV->AddRef(); } OceanHullProfile(const OceanHullProfile& rhs) { *this = rhs; } OceanHullProfile& operator=(const OceanHullProfile& rhs) { if(this != &rhs) { SAFE_RELEASE(m_pSRV); m_pSRV = rhs.m_pSRV; m_WorldToProfileCoordsOffset = rhs.m_WorldToProfileCoordsOffset; m_WorldToProfileCoordsScale = rhs.m_WorldToProfileCoordsScale; m_ProfileToWorldHeightOffset = rhs.m_ProfileToWorldHeightOffset; m_ProfileToWorldHeightScale = rhs.m_ProfileToWorldHeightScale; m_TexelSizeInWorldSpace = rhs.m_TexelSizeInWorldSpace; if(m_pSRV) { m_pSRV->AddRef(); } } return *this; } ~OceanHullProfile() { SAFE_RELEASE(m_pSRV); } ID3D11ShaderResourceView* GetSRV() const { return m_pSRV; } // For generating lookup coords from world coords: uv = offset + scale * world_pos D3DXVECTOR2 m_WorldToProfileCoordsOffset; D3DXVECTOR2 m_WorldToProfileCoordsScale; // For generating a world height from lookup: world_height = offset + scale * lookup FLOAT m_ProfileToWorldHeightOffset; FLOAT m_ProfileToWorldHeightScale; // For choosing the right mip FLOAT m_TexelSizeInWorldSpace; private: // The SRV for doing the lookup ID3D11ShaderResourceView* m_pSRV; }; #endif // _OCEAN_HULL_PROFILE_H