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// 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 <d3d11.h>
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
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