terrain_simulator.h
// |
// File: terrain_simulator.h |
// |
// Abstract: This example shows how OpenCL can be used to create a procedural field of |
// grass on a generated terrain model which is then rendered with OpenGL. |
// Because OpenGL buffers are shared with OpenCL, the data can remain on the |
// graphics card, thus eliminating the API overhead of creating and submitting |
// the vertices from the host. |
// |
// All geometry is generated on the compute device, and outputted into |
// a shared OpenGL buffer. The terrain gets generated only within the |
// visible arc covering the camera's view frustum to avoid the need for |
// culling. A page of grass is computed on the surface of the terrain as |
// bezier patches, and flow noise is applied to the angle of the blades |
// to simulate wind. Multiple instances of grass are rendered at jittered |
// offsets to add more grass coverage without having to compute new pages. |
// Finally, a physically based sky shader (via OpenGL) is applied to |
// the background to provide an environment for the grass. |
// |
// Version: <1.0> |
// |
// Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Inc. ("Apple") |
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// |
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// |
//////////////////////////////////////////////////////////////////////////////////////////////////// |
#ifndef __TERRAIN_SIMULATOR__ |
#define __TERRAIN_SIMULATOR__ |
#include "compute_engine.h" |
///////////////////////////////////////////////////////////////////////////// |
class TerrainSimulator |
{ |
public: |
TerrainSimulator(); |
~TerrainSimulator(); |
bool reset(ComputeEngine &rkCompute); |
bool setup(ComputeEngine &rkCompute, uint uiSizeX, uint uiSizeY); |
bool update(ComputeEngine &rkCompute, uint uiIteration); |
bool compute(ComputeEngine &rkCompute, uint uiIteration); |
public: |
void setProjectedCorners(const float4 afCorners[4]); |
void setRangeMatrix(const float16 &rkM){ m_kRangeMatrix = rkM; } |
void setInverseModelViewProjectionMatrix(const float16 &rkM) { m_kInverseModelViewProjectionMatrix = rkM; } |
void setFalloffDistance(float fV) { m_fFalloff = fV; } |
void setCameraFov(float fV) { m_fCameraFov = fV; } |
void setCameraPosition(float4 fV) { m_kCameraPosition = fV; } |
void setCameraRotation(float4 fV) { m_kCameraRotation = fV; } |
void setCameraFrame(float4 fUp, float4 fView, float4 fLeft) |
{ m_kCameraUp = fUp; |
m_kCameraView = fView; |
m_kCameraLeft = fLeft; } |
void setNoiseBias(float2 fV) { m_kNoiseBias = fV; } |
void setNoiseScale(float2 fV) { m_kNoiseScale = fV; } |
void setNoiseAmplitude(float fV) { m_fNoiseAmplitude = fV; } |
void setProjectedRange(float4 fV) { m_kProjectedRange = fV; } |
void setVertexBufferAttachment(uint uiId, bool bCopy) { m_uiVertexBufferId = uiId; m_bCopyVertexData = bCopy; } |
void setNormalBufferAttachment(uint uiId, bool bCopy) { m_uiNormalBufferId = uiId; m_bCopyNormalData = bCopy; } |
void setTexCoordBufferAttachment(uint uiId, bool bCopy) { m_uiTexCoordBufferId = uiId; m_bCopyTexCoordData = bCopy; } |
public: |
float getFalloffDistance() { return m_fFalloff; } |
float getCameraFov() { return m_fCameraFov; } |
const float4& getCameraPosition(float4 fV) { return m_kCameraPosition; } |
const float2& getNoiseBias() { return m_kNoiseBias; } |
const float2& getNoiseScale() { return m_kNoiseScale; } |
float getNoiseAmplitude() { return m_fNoiseAmplitude; } |
float* getVertexData() { return m_afVertexData; } |
uint getVertexCount() { return m_uiVertexCount; } |
uint getVertexBytes() { return m_uiVertexBytes; } |
uint getVertexComponentCount() { return m_uiVertexComponents; } |
uint getVertexBufferAttachment() { return m_uiVertexBufferId; } |
float* getNormalData() { return m_afNormalData; } |
uint getNormalCount() { return m_uiNormalCount; } |
uint getNormalBytes() { return m_uiNormalBytes; } |
uint getNormalComponentCount() { return m_uiNormalComponents; } |
uint getNormalBufferAttachment() { return m_uiNormalBufferId; } |
float* getTexCoordData() { return m_afTexCoordData; } |
uint getTexCoordCount() { return m_uiTexCoordCount; } |
uint getTexCoordBytes() { return m_uiTexCoordBytes; } |
uint getTexCoordComponentCount() { return m_uiTexCoordComponents; } |
uint getTexCoordBufferAttachment() { return m_uiTexCoordBufferId; } |
uint getRequiredVertexBufferSize(uint uiSizeX, uint uiSizeZ); |
uint getRequiredNormalBufferSize(uint uiSizeX, uint uiSizeZ); |
uint getRequiredTexCoordBufferSize(uint uiSizeX, uint uiSizeZ); |
protected: |
virtual void destroy(); |
virtual bool allocate(uint uiSizeX, uint uiSizeY); |
void attachMemory(ComputeEngine &rkCompute); |
void detachMemory(ComputeEngine &rkCompute); |
void clearMemory(ComputeEngine &rkCompute); |
void updateOutputs(ComputeEngine &rkCompute); |
protected: |
bool m_bInitialized; |
uint m_uiKernelArgCount; |
uint m_auiLocalDim[2]; |
uint m_auiGlobalDim[2]; |
void** m_apvKernelArgValues; |
size_t* m_atKernelArgSizes; |
uint m_uiSizeX; |
uint m_uiSizeY; |
float m_fJitterAmount; |
float m_fCameraFov; |
float4 m_kCameraPosition; |
float4 m_kCameraRotation; |
float4 m_kCameraUp; |
float4 m_kCameraView; |
float4 m_kCameraLeft; |
float4 m_kProjectedRange; |
float4 m_akProjectedCorners[4]; |
float2 m_kNoiseBias; |
float2 m_kNoiseScale; |
float m_fNoiseAmplitude; |
float *m_afVertexData; |
uint m_uiVertexBytes; |
uint m_uiVertexCount; |
uint m_uiVertexComponents; |
uint m_uiVertexBufferId; |
bool m_bCopyVertexData; |
float *m_afNormalData; |
uint m_uiNormalBytes; |
uint m_uiNormalCount; |
uint m_uiNormalComponents; |
uint m_uiNormalBufferId; |
bool m_bCopyNormalData; |
float *m_afTexCoordData; |
uint m_uiTexCoordBytes; |
uint m_uiTexCoordCount; |
uint m_uiTexCoordComponents; |
uint m_uiTexCoordBufferId; |
bool m_bCopyTexCoordData; |
float2 m_kClipRange; |
float m_fFalloff; |
float16 m_kRangeMatrix; |
float16 m_kInverseModelViewProjectionMatrix; |
}; |
///////////////////////////////////////////////////////////////////////////// |
#endif |
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