// 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 //#define DEBUG_VS //#define DEBUG_PS // Ocean grid setting #define BICOLOR_TEX_SIZE 256 struct OceanSurfaceParameters { // Shading properties D3DXVECTOR4 sky_color; D3DXVECTOR4 waterbody_color; float sky_blending; }; class OceanSurface { public: OceanSurface(); ~OceanSurface(); OceanSurfaceParameters m_params; HRESULT init(const OceanSurfaceParameters& params); // create color/fresnel lookup table. void createFresnelMap(); // ---------------------------------- GPU shading data ------------------------------------ // D3D objects IDirect3DDevice9* m_pd3dDevice; LPDIRECT3DVERTEXDECLARATION9 m_pQuadDecl; // Color look up 1D texture LPDIRECT3DTEXTURE9 m_pBicolorMap; // (RGBA8) LPDIRECT3DCUBETEXTURE9 m_pCubeMap; LPDIRECT3DTEXTURE9 m_pFoamIntensityMap; LPDIRECT3DTEXTURE9 m_pFoamDiffuseMap; ID3DXEffect* m_pOceanFX; // --------------------------------- Rendering routines ----------------------------------- // Rendering void renderShaded(const D3DXMATRIX& matView, const D3DXMATRIX& matProj, GFSDK_WaveWorks_SimulationHandle hSim, GFSDK_WaveWorks_SavestateHandle hSavestate, BOOL freeze_cam); void renderWireframe(const D3DXMATRIX& matView, const D3DXMATRIX& matProj, GFSDK_WaveWorks_SimulationHandle hSim, GFSDK_WaveWorks_SavestateHandle hSavestate, BOOL freeze_cam); 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_Shaded; UINT* m_pQuadTreeShaderInputMappings_Wireframe; UINT* m_pSimulationShaderInputMappings_Shaded; UINT* m_pSimulationShaderInputMappings_Wireframe; D3DXMATRIX m_matView; D3DXMATRIX m_matProj; }; #endif // _OCEAN_WAVE_H