1 | #ifndef WAVE_FX
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2 | #define float2 D3DXVECTOR2
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3 | #define float3 D3DXVECTOR3
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4 | #endif
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5 |
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6 | struct Wave
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7 | {
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8 | float wavelength;
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9 | float amplitude;
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10 | float2 direction;
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11 | float deformation;
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12 | };
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13 |
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14 | #define NWAVES 4
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15 | Wave wave[NWAVES] = { {1.0f, 1.1f, float2(0.98,0.17), 1.3f },
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16 | {1.5f, 2.1f, float2(0.98,-0.17), 1.3f },
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17 | {2.5f, 1.1f, float2(0.934,0.342), 1.2f },
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18 | {3.5f, 2.1f, float2(0.934,-0.342), 1.0f }
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19 | };
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20 |
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21 | //return the position difference
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22 | float3 evaluateWave(Wave w, float phase)
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23 | {
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24 |
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25 | float2 offset;
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26 | #ifdef WAVE_FX
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27 | sincos(phase, offset.x, offset.y);
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28 | #else
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29 | offset.x = sin(phase);
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30 | offset.y = cos(phase);
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31 | #endif
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32 | float2 tempPos = float2(0,0);
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33 | #ifdef WAVE_FX
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34 | tempPos.xy += offset * w.amplitude * float2(-1, 1);
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35 | #else
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36 | tempPos.x -= offset.x * w.amplitude;
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37 | tempPos.y += offset.y * w.amplitude;
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38 | #endif
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39 | tempPos.x -= tempPos.y * w.deformation;
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40 |
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41 | return float3(w.direction.x * tempPos.x, tempPos.y, w.direction.y * tempPos.x);
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42 | }
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43 |
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44 | float3 evaluateWaveDerivative(Wave w, float phase)
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45 | {
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46 | float2 offset;
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47 | #ifdef WAVE_FX
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48 | sincos(phase, offset.x, offset.y);
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49 | #else
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50 | offset.x = sin(phase);
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51 | offset.y = cos(phase);
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52 | #endif
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53 |
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54 | float dxdp = - offset.y * w.amplitude * w.direction.x;
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55 | float dydp = - offset.x * w.amplitude;
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56 | float dzdp = - offset.y * w.amplitude * w.direction.y;
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57 |
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58 | return float3(dxdp - dydp * w.deformation, dydp, dzdp);
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59 | }
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60 |
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61 | #ifndef WAVE_FX
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62 | #undef float2
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63 | #undef float3
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64 | #endif
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