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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 _SHORELINE_INTERACTION_H
#define _SHORELINE_INTERACTION_H
#include "terrain.h"
#include <D3DX11Effect.h>
#include <GFSDK_WaveWorks.h>
struct DistanceField
{
explicit DistanceField( CTerrain* const pTerrainRenderer );
~DistanceField();
HRESULT Init( ID3D11Device* const pDevice );
// --------------------------------- Accessors -----------------------------------
ID3D11ShaderResourceView* GetDataTextureSRV() const { return m_pTopDownDataSRV; }
void GetWorldToTopDownTextureMatrix(XMMATRIX &worldToTopDownMatrix);
// --------------------------------- Rendering routines -----------------------------------
void GenerateDataTexture(ID3D11DeviceContext* pDC );
private:
DistanceField()
: m_pTerrainRenderer( NULL )
{}
DistanceField& operator=(const DistanceField &tmp);
// ---------------------------------- Not owned refrences ------------------------------------
CTerrain* const m_pTerrainRenderer; // Not owned.
// ---------------------------------- GPU shading data ------------------------------------
ID3D11ShaderResourceView* m_pTopDownDataSRV;
ID3D11RenderTargetView* m_pTopDownDataRTV;
ID3D11Texture2D* m_pTopDownDataTexture;
ID3D11Texture2D* m_pStagingTexture;
// ---------------------------------- Top down camera data ------------------------------------
XMFLOAT4 m_topDownViewPositionWS;
XMFLOAT4 m_viewDirectionWS;
XMFLOAT4X4 m_worldToViewMatrix;
XMFLOAT4X4 m_viewToProjectionMatrix;
bool m_shouldGenerateDataTexture;
void renderTopDownData(ID3D11DeviceContext* pDC, const XMVECTOR eyePositionWS);
void generateDistanceField(ID3D11DeviceContext* pDC);
bool checkPixel( float* pTextureData, const int cx, const int cy, const int dx, const int dy) const;
float FindNearestPixel( float* pTextureData, const int cx, const int cy, float&, float&);
};
#endif // _SHORELINE_INTERACTION_H
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