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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_WAVE_H
#define _OCEAN_WAVE_H
#include <D3DX11Effect.h>
#include <GFSDK_WaveWorks.h>
#include <DirectXMath.h>
using namespace DirectX;
//#define DEBUG_VS
//#define DEBUG_PS
// Ocean grid setting
#define BICOLOR_TEX_SIZE 256
struct OceanSurfaceParameters
{
// Shading properties
XMFLOAT4 sky_color;
XMFLOAT4 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
ID3D11Device* m_pd3dDevice;
ID3D11InputLayout* m_pQuadLayout;
// Color look up 1D texture
ID3D11ShaderResourceView* m_pBicolorMap; // (RGBA8)
ID3D11ShaderResourceView* m_pCubeMap;
ID3D11ShaderResourceView* m_pFoamIntensityMap;
ID3D11ShaderResourceView* m_pFoamDiffuseMap;
ID3DX11Effect* m_pOceanFX;
ID3DX11EffectTechnique* m_pRenderSurfaceTechnique;
ID3DX11EffectPass* m_pRenderSurfaceShadedPass;
ID3DX11EffectPass* m_pRenderSurfaceWireframePass;
ID3DX11EffectMatrixVariable* m_pRenderSurfaceMatViewProjVariable;
ID3DX11EffectVectorVariable* m_pRenderSurfaceSkyColorVariable;
ID3DX11EffectVectorVariable* m_pRenderSurfaceWaterColorVariable;
ID3DX11EffectVectorVariable* m_pRenderSurfacePatchColorVariable;
ID3DX11EffectShaderResourceVariable* m_pRenderSurfaceColorMapVariable;
ID3DX11EffectShaderResourceVariable* m_pRenderSurfaceCubeMapVariable;
ID3DX11EffectShaderResourceVariable* m_pRenderSurfaceFoamIntensityMapVariable;
ID3DX11EffectShaderResourceVariable* m_pRenderSurfaceFoamDiffuseMapVariable;
// --------------------------------- Rendering routines -----------------------------------
// Rendering
void renderShaded(ID3D11DeviceContext* pDC, const XMMATRIX& matView, const XMMATRIX& matProj, GFSDK_WaveWorks_SimulationHandle hSim, GFSDK_WaveWorks_SavestateHandle hSavestate, BOOL freeze_cam);
void renderWireframe(ID3D11DeviceContext* pDC, const XMMATRIX& matView, const XMMATRIX& 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;
XMMATRIX m_matView;
XMMATRIX m_matProj;
};
#endif // _OCEAN_WAVE_H
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