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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_PSM_H
#define _OCEAN_PSM_H
#include <D3DX11Effect.h>
class OceanPSMParams
{
public:
OceanPSMParams(ID3DX11Effect* pFX);
private:
friend class OceanPSM;
ID3DX11EffectShaderResourceVariable* m_pPSMMapVariable;
ID3DX11EffectScalarVariable* m_pPSMSlicesVariable;
ID3DX11EffectVectorVariable* m_pPSMTintVariable;
};
class OceanPSM
{
public:
OceanPSM();
~OceanPSM();
HRESULT init( const D3DXVECTOR3& psm_bounds_min,
const D3DXVECTOR3& psm_bounds_max,
int nominal_res
);
void beginRenderToPSM(const D3DXMATRIX& matPSM, ID3D11DeviceContext* pDC);
void endRenderToPSM(ID3D11DeviceContext* pDC);
void setWriteParams(const OceanPSMParams& params);
void setReadParams(const OceanPSMParams& params, const D3DXVECTOR3& tint_color);
void clearReadParams(const OceanPSMParams& params);
void renderToUI(ID3D11DeviceContext* pDC);
ID3D11ShaderResourceView* getPSMSRV() const { return m_pPSMSRV; }
const D3DXMATRIX* getPSMView() const { return &m_matPSMView; }
const D3DXMATRIX* getPSMProj() const { return &m_matPSMProj; }
const D3DXMATRIX* getWorldToPSMUV() const { return &m_matWorldToPSMUV; }
int getNumSlices() const { return m_PSM_num_slices; }
private:
void renderParticles(ID3D11DeviceContext* pDC, ID3DX11EffectTechnique* pTech);
ID3DX11Effect* m_pFX;
ID3DX11EffectTechnique* m_pPropagatePSMTechnique;
ID3DX11EffectTechnique* m_pRenderPSMToUITechnique;
ID3DX11EffectShaderResourceVariable* m_pPSMMapVariable;
ID3DX11EffectUnorderedAccessViewVariable* m_pPSMPropagationMapUAVVariable;
// D3D resources
ID3D11Device* m_pd3dDevice;
ID3D11ShaderResourceView* m_pPSMSRV;
ID3D11UnorderedAccessView* m_pPSMUAV;
ID3D11RenderTargetView* m_pPSMRTV;
int m_PSM_w;
int m_PSM_h;
int m_PSM_d;
int m_PSM_num_slices;
D3DXVECTOR3 m_PsmBoundsMin;
D3DXVECTOR3 m_PsmBoundsMax;
D3DXMATRIX m_matPSMView;
D3DXMATRIX m_matPSMProj;
D3DXMATRIX m_matWorldToPSMUV;
// State save/restore
D3D11_VIEWPORT m_saved_viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
UINT m_num_saved_viewports;
};
#endif // _OCEAN_PSM_H
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