// 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_WAVE_H #define _OCEAN_WAVE_H #include #include #include "distance_field.h" class OceanSurface { public: OceanSurface(); ~OceanSurface(); HRESULT init(); // ---------------------------------- GPU shading data ------------------------------------ // D3D objects ID3D11Device* m_pd3dDevice; ID3DX11Effect* m_pOceanFX; ID3DX11EffectTechnique* m_pRenderSurfaceTechnique; ID3DX11EffectPass* m_pRenderSurfaceShadedWithShorelinePass; // ID3DX11EffectPass* m_pRenderSurfaceWireframeWithShorelinePass; ID3D11InputLayout* m_pQuadLayout; ID3D11InputLayout* m_pRayContactLayout; ID3DX11EffectTechnique* m_pRenderRayContactTechnique; ID3D11Buffer* m_pContactVB; ID3D11Buffer* m_pContactIB; DistanceField* pDistanceFieldModule; // Not owned! void AttachDistanceFieldModule( DistanceField* pDistanceField ) { pDistanceFieldModule = pDistanceField; } // --------------------------------- Rendering routines ----------------------------------- // Rendering void renderShaded( ID3D11DeviceContext* pDC, const XMMATRIX matView, const XMMATRIX matProj, GFSDK_WaveWorks_SimulationHandle hSim, GFSDK_WaveWorks_SavestateHandle hSavestate, const XMFLOAT2 windDir, const float steepness, const float amplitude, const float wavelength, const float speed, const float parallelness, const float totalTime); void getQuadTreeStats(GFSDK_WaveWorks_Quadtree_Stats& stats); // --------------------------------- Surface geometry ----------------------------------- GFSDK_WaveWorks_QuadtreeHandle m_hOceanQuadTree; HRESULT initQuadTree(const GFSDK_WaveWorks_Quadtree_Params& params); UINT* m_pQuadTreeShaderInputMappings_Shore; UINT* m_pSimulationShaderInputMappings_Shore; }; #endif // _OCEAN_WAVE_H