// 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" #include "DirectXMath.h" using namespace DirectX; #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(); HRESULT LoadTextures(); void Render(CFirstPersonCamera *); void RenderTerrainToHeightField(ID3D11DeviceContext* const pContext, const XMMATRIX& worldToViewMatrix, const XMMATRIX& viewToProjectionMatrix, const XMVECTOR eyePositionWS, const XMVECTOR 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; ID3D11ShaderResourceView *rock_bump_textureSRV; ID3D11ShaderResourceView *sky_textureSRV; ID3D11ShaderResourceView *foam_intensity_textureSRV; 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]; XMFLOAT3 normal[terrain_gridpoints+1][terrain_gridpoints+1]; XMFLOAT3 tangent[terrain_gridpoints + 1][terrain_gridpoints + 1]; XMFLOAT3 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