4f82ed8fbd
* Mark concrete graphics device classes as final - they should not be inherited from further. * Apply consistent snake_cast naming (which has been used in more recent additions) across wiGraphics structs * Make 'CommandList' type safe so that calling graphics device functions is less error-prone. * Decouple wiProfiler from wiRenderer by passing the device instance to functions instead of using wiRenderer::GetDevice(). * Bump minor version for graphics refactors. * Decouple wiHelper screenshot/saveTexture* functions from wiRenderer by providing the graphics device as a parameter. * Convert wiGraphics.h enums to use enum class (except a couple of raytracing flag enums which seem best left) * hdr fix * Documentation updates for enum class. * Revert "Decouple wiHelper screenshot/saveTexture* functions from wiRenderer by providing the graphics device as a parameter." This reverts commitfd70249554. * Revert "Decouple wiProfiler from wiRenderer by passing the device instance to functions instead of using wiRenderer::GetDevice()." This reverts commit69b5326cfc. * Fix debug build * Fix gcc build (hopefully). Move bitmask operator defs to end of file outside of wiGraphics namespace. * Remove 'to_underlying' and replace with casts * graphics device access decoupled from wiRenderer, now should be accessed from wiGraphics::GetDevice() * minor refactors, comments * dx12 assert fix * fixes * commandlist refactor * commandlist initial value * commandlist refactor * graphicsdevice comments, GetActivePipelineCount() function * has changed to has_flag * just rename a thing Co-authored-by: Turánszki János <turanszkij@users.noreply.github.com>
468 lines
15 KiB
C++
468 lines
15 KiB
C++
#include "wiOcean.h"
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#include "wiRenderer.h"
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#include "wiResourceManager.h"
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#include "shaders/ShaderInterop_Ocean.h"
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#include "wiScene.h"
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#include "wiBackLog.h"
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#include "wiEvent.h"
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#include "wiTimer.h"
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#include <algorithm>
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#include <vector>
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using namespace wiGraphics;
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using namespace wiScene;
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namespace wiOcean_Internal
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{
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Shader updateSpectrumCS;
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Shader updateDisplacementMapCS;
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Shader updateGradientFoldingCS;
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Shader oceanSurfVS;
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Shader wireframePS;
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Shader oceanSurfPS;
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RasterizerState rasterizerState;
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RasterizerState wireRS;
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DepthStencilState depthStencilState;
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BlendState blendState;
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PipelineState PSO, PSO_wire;
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wiFFTGenerator::CSFFT512x512_Plan m_fft_plan;
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void LoadShaders()
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{
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wiRenderer::LoadShader(ShaderStage::CS, updateSpectrumCS, "oceanSimulatorCS.cso");
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wiRenderer::LoadShader(ShaderStage::CS, updateDisplacementMapCS, "oceanUpdateDisplacementMapCS.cso");
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wiRenderer::LoadShader(ShaderStage::CS, updateGradientFoldingCS, "oceanUpdateGradientFoldingCS.cso");
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wiRenderer::LoadShader(ShaderStage::VS, oceanSurfVS, "oceanSurfaceVS.cso");
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wiRenderer::LoadShader(ShaderStage::PS, oceanSurfPS, "oceanSurfacePS.cso");
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wiRenderer::LoadShader(ShaderStage::PS, wireframePS, "oceanSurfaceSimplePS.cso");
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GraphicsDevice* device = wiGraphics::GetDevice();
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{
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PipelineStateDesc desc;
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desc.vs = &oceanSurfVS;
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desc.ps = &oceanSurfPS;
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desc.bs = &blendState;
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desc.rs = &rasterizerState;
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desc.dss = &depthStencilState;
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device->CreatePipelineState(&desc, &PSO);
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desc.ps = &wireframePS;
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desc.rs = &wireRS;
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device->CreatePipelineState(&desc, &PSO_wire);
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}
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}
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}
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using namespace wiOcean_Internal;
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#define HALF_SQRT_2 0.7071068f
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#define GRAV_ACCEL 981.0f // The acceleration of gravity, cm/s^2
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// Generating gaussian random number with mean 0 and standard deviation 1.
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float Gauss()
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{
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float u1 = rand() / (float)RAND_MAX;
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float u2 = rand() / (float)RAND_MAX;
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if (u1 < 1e-6f)
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u1 = 1e-6f;
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return sqrtf(-2 * logf(u1)) * cosf(2 * XM_PI * u2);
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}
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// Phillips Spectrum
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// K: normalized wave vector, W: wind direction, v: wind velocity, a: amplitude constant
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float Phillips(XMFLOAT2 K, XMFLOAT2 W, float v, float a, float dir_depend)
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{
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// largest possible wave from constant wind of velocity v
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float l = v * v / GRAV_ACCEL;
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// damp out waves with very small length w << l
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float w = l / 1000;
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float Ksqr = K.x * K.x + K.y * K.y;
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float Kcos = K.x * W.x + K.y * W.y;
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float phillips = a * expf(-1 / (l * l * Ksqr)) / (Ksqr * Ksqr * Ksqr) * (Kcos * Kcos);
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// filter out waves moving opposite to wind
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if (Kcos < 0)
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phillips *= dir_depend;
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// damp out waves with very small length w << l
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return phillips * expf(-Ksqr * w * w);
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}
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void wiOcean::Create(const OceanParameters& params)
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{
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GraphicsDevice* device = wiGraphics::GetDevice();
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// Height map H(0)
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int height_map_size = (params.dmap_dim + 4) * (params.dmap_dim + 1);
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std::vector<XMFLOAT2> h0_data(height_map_size);
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std::vector<float> omega_data(height_map_size);
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initHeightMap(params, h0_data.data(), omega_data.data());
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int hmap_dim = params.dmap_dim;
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int input_full_size = (hmap_dim + 4) * (hmap_dim + 1);
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// This value should be (hmap_dim / 2 + 1) * hmap_dim, but we use full sized buffer here for simplicity.
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int input_half_size = hmap_dim * hmap_dim;
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int output_size = hmap_dim * hmap_dim;
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// For filling the buffer with zeroes.
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std::vector<char> zero_data(3 * output_size * sizeof(float) * 2);
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std::fill(zero_data.begin(), zero_data.end(), 0);
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GPUBufferDesc buf_desc;
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buf_desc.usage = Usage::DEFAULT;
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buf_desc.bind_flags = BindFlag::UNORDERED_ACCESS | BindFlag::SHADER_RESOURCE;
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buf_desc.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
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// RW buffer allocations
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// H0
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buf_desc.stride = sizeof(float2);
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buf_desc.size = buf_desc.stride * input_full_size;
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device->CreateBuffer(&buf_desc, h0_data.data(), &buffer_Float2_H0);
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// Notice: The following 3 buffers should be half sized buffer because of conjugate symmetric input. But
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// we use full sized buffers due to the CS4.0 restriction.
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// Put H(t), Dx(t) and Dy(t) into one buffer because CS4.0 allows only 1 UAV at a time
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buf_desc.stride = sizeof(float2);
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buf_desc.size = buf_desc.stride * 3 * input_half_size;
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device->CreateBuffer(&buf_desc, zero_data.data(), &buffer_Float2_Ht);
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// omega
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buf_desc.stride = sizeof(float);
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buf_desc.size = buf_desc.stride * input_full_size;
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device->CreateBuffer(&buf_desc, omega_data.data(), &buffer_Float_Omega);
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// Notice: The following 3 should be real number data. But here we use the complex numbers and C2C FFT
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// due to the CS4.0 restriction.
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// Put Dz, Dx and Dy into one buffer because CS4.0 allows only 1 UAV at a time
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buf_desc.stride = sizeof(float2);
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buf_desc.size = buf_desc.stride * 3 * output_size;
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device->CreateBuffer(&buf_desc, zero_data.data(), &buffer_Float_Dxyz);
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TextureDesc tex_desc;
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tex_desc.width = hmap_dim;
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tex_desc.height = hmap_dim;
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tex_desc.array_size = 1;
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tex_desc.sample_count = 1;
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tex_desc.usage = Usage::DEFAULT;
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tex_desc.bind_flags = BindFlag::SHADER_RESOURCE | BindFlag::UNORDERED_ACCESS;
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tex_desc.format = Format::R16G16B16A16_FLOAT;
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tex_desc.mip_levels = 0;
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tex_desc.layout = ResourceState::SHADER_RESOURCE_COMPUTE;
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device->CreateTexture(&tex_desc, nullptr, &gradientMap);
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device->SetName(&gradientMap, "gradientMap");
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for (uint32_t i = 0; i < gradientMap.GetDesc().mip_levels; ++i)
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{
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int subresource_index;
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subresource_index = device->CreateSubresource(&gradientMap, SubresourceType::SRV, 0, 1, i, 1);
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assert(subresource_index == i);
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subresource_index = device->CreateSubresource(&gradientMap, SubresourceType::UAV, 0, 1, i, 1);
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assert(subresource_index == i);
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}
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tex_desc.format = Format::R32G32B32A32_FLOAT;
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tex_desc.mip_levels = 1;
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device->CreateTexture(&tex_desc, nullptr, &displacementMap);
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device->SetName(&displacementMap, "displacementMap");
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// Constant buffers
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uint32_t actual_dim = params.dmap_dim;
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uint32_t input_width = actual_dim + 4;
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// We use full sized data here. The value "output_width" should be actual_dim/2+1 though.
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uint32_t output_width = actual_dim;
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uint32_t output_height = actual_dim;
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uint32_t dtx_offset = actual_dim * actual_dim;
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uint32_t dty_offset = actual_dim * actual_dim * 2;
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Ocean_Simulation_ImmutableCB immutable_consts = { actual_dim, input_width, output_width, output_height, dtx_offset, dty_offset };
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GPUBufferDesc cb_desc;
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cb_desc.bind_flags = BindFlag::CONSTANT_BUFFER;
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cb_desc.size = sizeof(Ocean_Simulation_ImmutableCB);
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device->CreateBuffer(&cb_desc, &immutable_consts, &immutableCB);
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cb_desc.usage = Usage::DEFAULT;
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cb_desc.bind_flags = BindFlag::CONSTANT_BUFFER;
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cb_desc.size = sizeof(Ocean_Simulation_PerFrameCB);
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device->CreateBuffer(&cb_desc, nullptr, &perFrameCB);
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}
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// Initialize the vector field.
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// wlen_x: width of wave tile, in meters
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// wlen_y: length of wave tile, in meters
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void wiOcean::initHeightMap(const OceanParameters& params, XMFLOAT2* out_h0, float* out_omega)
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{
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int i, j;
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XMFLOAT2 K;
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XMFLOAT2 wind_dir;
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XMStoreFloat2(&wind_dir, XMVector2Normalize(XMLoadFloat2(¶ms.wind_dir)));
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float a = params.wave_amplitude * 1e-7f; // It is too small. We must scale it for editing.
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float v = params.wind_speed;
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float dir_depend = params.wind_dependency;
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int height_map_dim = params.dmap_dim;
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float patch_length = params.patch_length;
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for (i = 0; i <= height_map_dim; i++)
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{
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// K is wave-vector, range [-|DX/W, |DX/W], [-|DY/H, |DY/H]
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K.y = (-height_map_dim / 2.0f + i) * (2 * XM_PI / patch_length);
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for (j = 0; j <= height_map_dim; j++)
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{
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K.x = (-height_map_dim / 2.0f + j) * (2 * XM_PI / patch_length);
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float phil = (K.x == 0 && K.y == 0) ? 0 : sqrtf(Phillips(K, wind_dir, v, a, dir_depend));
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out_h0[i * (height_map_dim + 4) + j].x = float(phil * Gauss() * HALF_SQRT_2);
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out_h0[i * (height_map_dim + 4) + j].y = float(phil * Gauss() * HALF_SQRT_2);
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// The angular frequency is following the dispersion relation:
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// out_omega^2 = g*k
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// The equation of Gerstner wave:
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// x = x0 - K/k * A * sin(dot(K, x0) - sqrt(g * k) * t), x is a 2D vector.
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// z = A * cos(dot(K, x0) - sqrt(g * k) * t)
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// Gerstner wave shows that a point on a simple sinusoid wave is doing a uniform circular
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// motion with the center (x0, y0, z0), radius A, and the circular plane is parallel to
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// vector K.
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out_omega[i * (height_map_dim + 4) + j] = sqrtf(GRAV_ACCEL * sqrtf(K.x * K.x + K.y * K.y));
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}
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}
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}
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void wiOcean::UpdateDisplacementMap(const OceanParameters& params, CommandList cmd) const
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{
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GraphicsDevice* device = wiGraphics::GetDevice();
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device->EventBegin("Ocean Simulation", cmd);
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// ---------------------------- H(0) -> H(t), D(x, t), D(y, t) --------------------------------
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device->BindComputeShader(&updateSpectrumCS, cmd);
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// Buffers
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const GPUResource* cs0_srvs[2] = {
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&buffer_Float2_H0,
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&buffer_Float_Omega
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};
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device->BindResources(cs0_srvs, TEXSLOT_ONDEMAND0, arraysize(cs0_srvs), cmd);
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const GPUResource* cs0_uavs[1] = { &buffer_Float2_Ht };
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device->BindUAVs(cs0_uavs, 0, arraysize(cs0_uavs), cmd);
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Ocean_Simulation_PerFrameCB perFrameData;
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perFrameData.g_TimeScale = params.time_scale;
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perFrameData.g_ChoppyScale = params.choppy_scale;
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perFrameData.g_GridLen = params.dmap_dim / params.patch_length;
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{
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GPUBarrier barriers[] = {
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GPUBarrier::Buffer(&perFrameCB, ResourceState::CONSTANT_BUFFER, ResourceState::COPY_DST),
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};
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device->Barrier(barriers, arraysize(barriers), cmd);
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}
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device->UpdateBuffer(&perFrameCB, &perFrameData, cmd);
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{
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GPUBarrier barriers[] = {
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GPUBarrier::Buffer(&perFrameCB, ResourceState::COPY_DST, ResourceState::CONSTANT_BUFFER),
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};
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device->Barrier(barriers, arraysize(barriers), cmd);
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}
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device->BindConstantBuffer(&immutableCB, CB_GETBINDSLOT(Ocean_Simulation_ImmutableCB), cmd);
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device->BindConstantBuffer(&perFrameCB, CB_GETBINDSLOT(Ocean_Simulation_PerFrameCB), cmd);
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// Run the CS
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uint32_t group_count_x = (params.dmap_dim + OCEAN_COMPUTE_TILESIZE - 1) / OCEAN_COMPUTE_TILESIZE;
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uint32_t group_count_y = (params.dmap_dim + OCEAN_COMPUTE_TILESIZE - 1) / OCEAN_COMPUTE_TILESIZE;
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device->Dispatch(group_count_x, group_count_y, 1, cmd);
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{
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GPUBarrier barriers[] = {
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GPUBarrier::Memory(),
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};
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device->Barrier(barriers, arraysize(barriers), cmd);
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}
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// ------------------------------------ Perform FFT -------------------------------------------
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fft_512x512_c2c(m_fft_plan, buffer_Float_Dxyz, buffer_Float_Dxyz, buffer_Float2_Ht, cmd);
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device->BindConstantBuffer(&immutableCB, CB_GETBINDSLOT(Ocean_Simulation_ImmutableCB), cmd);
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device->BindConstantBuffer(&perFrameCB, CB_GETBINDSLOT(Ocean_Simulation_PerFrameCB), cmd);
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// Update displacement map:
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device->BindComputeShader(&updateDisplacementMapCS, cmd);
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const GPUResource* cs_uavs[] = { &displacementMap };
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device->BindUAVs(cs_uavs, 0, 1, cmd);
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const GPUResource* cs_srvs[1] = { &buffer_Float_Dxyz };
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device->BindResources(cs_srvs, TEXSLOT_ONDEMAND0, 1, cmd);
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{
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GPUBarrier barriers[] = {
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GPUBarrier::Image(&displacementMap, displacementMap.desc.layout, ResourceState::UNORDERED_ACCESS),
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};
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device->Barrier(barriers, arraysize(barriers), cmd);
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}
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device->Dispatch(params.dmap_dim / OCEAN_COMPUTE_TILESIZE, params.dmap_dim / OCEAN_COMPUTE_TILESIZE, 1, cmd);
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{
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GPUBarrier barriers[] = {
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GPUBarrier::Image(&displacementMap, ResourceState::UNORDERED_ACCESS, displacementMap.desc.layout),
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GPUBarrier::Memory(),
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};
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device->Barrier(barriers, arraysize(barriers), cmd);
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}
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// Update gradient map:
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device->BindComputeShader(&updateGradientFoldingCS, cmd);
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cs_uavs[0] = { &gradientMap };
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device->BindUAVs(cs_uavs, 0, 1, cmd);
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cs_srvs[0] = &displacementMap;
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device->BindResources(cs_srvs, TEXSLOT_ONDEMAND0, 1, cmd);
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{
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GPUBarrier barriers[] = {
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GPUBarrier::Image(&gradientMap, gradientMap.desc.layout, ResourceState::UNORDERED_ACCESS),
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};
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device->Barrier(barriers, arraysize(barriers), cmd);
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}
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device->Dispatch(params.dmap_dim / OCEAN_COMPUTE_TILESIZE, params.dmap_dim / OCEAN_COMPUTE_TILESIZE, 1, cmd);
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{
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GPUBarrier barriers[] = {
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GPUBarrier::Image(&gradientMap, ResourceState::UNORDERED_ACCESS, gradientMap.desc.layout),
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GPUBarrier::Memory(),
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};
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device->Barrier(barriers, arraysize(barriers), cmd);
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}
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// Unbind
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wiRenderer::GenerateMipChain(gradientMap, wiRenderer::MIPGENFILTER_LINEAR, cmd);
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device->EventEnd(cmd);
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}
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void wiOcean::Render(const CameraComponent& camera, const OceanParameters& params, CommandList cmd) const
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{
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GraphicsDevice* device = wiGraphics::GetDevice();
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device->EventBegin("Ocean Rendering", cmd);
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bool wire = wiRenderer::IsWireRender();
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if (wire)
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{
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device->BindPipelineState(&PSO_wire, cmd);
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}
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else
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{
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device->BindPipelineState(&PSO, cmd);
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}
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const uint2 dim = uint2(160 * params.surfaceDetail, 90 * params.surfaceDetail);
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Ocean_RenderCB cb;
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cb.xOceanWaterColor = params.waterColor;
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cb.xOceanTexelLength = params.patch_length / params.dmap_dim;
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cb.xOceanScreenSpaceParams = XMFLOAT4((float)dim.x, (float)dim.y, 1.0f / (float)dim.x, 1.0f / (float)dim.y);
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cb.xOceanPatchSizeRecip = 1.0f / params.patch_length;
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cb.xOceanMapHalfTexel = 0.5f / params.dmap_dim;
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cb.xOceanWaterHeight = params.waterHeight;
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cb.xOceanSurfaceDisplacementTolerance = std::max(1.0f, params.surfaceDisplacementTolerance);
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device->BindDynamicConstantBuffer(cb, CB_GETBINDSLOT(Ocean_RenderCB), cmd);
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device->BindResource(&displacementMap, TEXSLOT_ONDEMAND0, cmd);
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device->BindResource(&gradientMap, TEXSLOT_ONDEMAND1, cmd);
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device->Draw(dim.x*dim.y*6, 0, cmd);
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device->EventEnd(cmd);
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}
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void wiOcean::Initialize()
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{
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wiTimer timer;
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GraphicsDevice* device = wiGraphics::GetDevice();
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RasterizerState ras_desc;
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ras_desc.fill_mode = FillMode::SOLID;
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ras_desc.cull_mode = CullMode::NONE;
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ras_desc.front_counter_clockwise = false;
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ras_desc.depth_bias = 0;
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ras_desc.slope_scaled_depth_bias = 0.0f;
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ras_desc.depth_bias_clamp = 0.0f;
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ras_desc.depth_clip_enable = true;
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ras_desc.multisample_enable = true;
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ras_desc.antialiased_line_enable = false;
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rasterizerState = ras_desc;
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ras_desc.fill_mode = FillMode::WIREFRAME;
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|
wireRS = ras_desc;
|
|
|
|
DepthStencilState depth_desc;
|
|
depth_desc.depth_enable = true;
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|
depth_desc.depth_write_mask = DepthWriteMask::ALL;
|
|
depth_desc.depth_func = ComparisonFunc::GREATER;
|
|
depth_desc.stencil_enable = false;
|
|
depthStencilState = depth_desc;
|
|
|
|
BlendState blend_desc;
|
|
blend_desc.alpha_to_coverage_enable = false;
|
|
blend_desc.independent_blend_enable = false;
|
|
blend_desc.render_target[0].blend_enable = true;
|
|
blend_desc.render_target[0].src_blend = Blend::SRC_ALPHA;
|
|
blend_desc.render_target[0].dest_blend = Blend::INV_SRC_ALPHA;
|
|
blend_desc.render_target[0].blend_op = BlendOp::ADD;
|
|
blend_desc.render_target[0].src_blend_alpha = Blend::ONE;
|
|
blend_desc.render_target[0].dest_blend_alpha = Blend::ZERO;
|
|
blend_desc.render_target[0].blend_op_alpha = BlendOp::ADD;
|
|
blend_desc.render_target[0].render_target_write_mask = ColorWrite::ENABLE_ALL;
|
|
blendState = blend_desc;
|
|
|
|
|
|
static wiEvent::Handle handle = wiEvent::Subscribe(SYSTEM_EVENT_RELOAD_SHADERS, [](uint64_t userdata) { LoadShaders(); wiFFTGenerator::LoadShaders(); });
|
|
|
|
LoadShaders();
|
|
wiFFTGenerator::LoadShaders();
|
|
fft512x512_create_plan(m_fft_plan, 3);
|
|
|
|
wiBackLog::post("wiOcean Initialized (" + std::to_string((int)std::round(timer.elapsed())) + " ms)");
|
|
}
|
|
|
|
const Texture* wiOcean::getDisplacementMap() const
|
|
{
|
|
return &displacementMap;
|
|
}
|
|
|
|
const Texture* wiOcean::getGradientMap() const
|
|
{
|
|
return &gradientMap;
|
|
}
|