// 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 _SHORELINE_INTERACTION_H #define _SHORELINE_INTERACTION_H #include "terrain.h" #include #include struct DistanceField { explicit DistanceField( CTerrain* const pTerrainRenderer ); ~DistanceField(); HRESULT Init( ID3D11Device* const pDevice ); // --------------------------------- Accessors ----------------------------------- ID3D11ShaderResourceView* GetDataTextureSRV() const { return m_pTopDownDataSRV; } void GetWorldToTopDownTextureMatrix(XMMATRIX &worldToTopDownMatrix); // --------------------------------- Rendering routines ----------------------------------- void GenerateDataTexture(ID3D11DeviceContext* pDC ); private: DistanceField() : m_pTerrainRenderer( NULL ) {} DistanceField& operator=(const DistanceField &tmp); // ---------------------------------- Not owned refrences ------------------------------------ CTerrain* const m_pTerrainRenderer; // Not owned. // ---------------------------------- GPU shading data ------------------------------------ ID3D11ShaderResourceView* m_pTopDownDataSRV; ID3D11RenderTargetView* m_pTopDownDataRTV; ID3D11Texture2D* m_pTopDownDataTexture; ID3D11Texture2D* m_pStagingTexture; // ---------------------------------- Top down camera data ------------------------------------ XMFLOAT4 m_topDownViewPositionWS; XMFLOAT4 m_viewDirectionWS; XMFLOAT4X4 m_worldToViewMatrix; XMFLOAT4X4 m_viewToProjectionMatrix; bool m_shouldGenerateDataTexture; void renderTopDownData(ID3D11DeviceContext* pDC, const XMVECTOR eyePositionWS); void generateDistanceField(ID3D11DeviceContext* pDC); bool checkPixel( float* pTextureData, const int cx, const int cy, const int dx, const int dy) const; float FindNearestPixel( float* pTextureData, const int cx, const int cy, float&, float&); }; #endif // _SHORELINE_INTERACTION_H