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O Create An Environment With UWP

To create an underwater environment with UWP and DirectX: 1. Configure a new UWP project to support DirectX 11 graphics. 2. Load textures like an underwater scene and define functions to create elements like a wavy sea floor and reflective bubbles. 3. Use techniques like tessellation, pixel shaders, and particle systems to render and animate the sea floor, bubbles, and schools of fish.

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0% found this document useful (0 votes)
40 views3 pages

O Create An Environment With UWP

To create an underwater environment with UWP and DirectX: 1. Configure a new UWP project to support DirectX 11 graphics. 2. Load textures like an underwater scene and define functions to create elements like a wavy sea floor and reflective bubbles. 3. Use techniques like tessellation, pixel shaders, and particle systems to render and animate the sea floor, bubbles, and schools of fish.

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adriana 2432
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o create an environment with UWP (Universal Windows Platform) and DirectX that

meets the specified conditions, follow these steps:

1. Create a new UWP project in Visual Studio: Open Visual Studio and choose "File" >
"New" > "Project". Under the "Installed" tab, select "Visual C++" > "Windows Universal"
> "Blank App (Universal Windows)".
2. Add DirectX support: Right-click on the project in the Solution Explorer and select "Add"
> "New Item". Choose "DirectX 11 App" from the list of project templates.
3. Configure the project: In the Solution Explorer, open the "Package.appxmanifest" file.
Under the "Capabilities" tab, enable the "Graphics" capability. Under the "Declarations"
tab, add a new "DirectX" declaration and set the "Feature Level" to "11.0".
4. Create a texture for the sea's underwater atmosphere: Add a new image file to the
project and set its build action to "Content". Load the texture in the GameRenderer class
using the DirectX Tool Kit:

ComPtr<ID3D11ShaderResourceView> underwaterTexture;

CreateWICTextureFromFile(device.Get(), context.Get(), L"underwater_texture.jpg", nullptr,


&underwaterTexture);

5. Create a procedural sea floor: Define a distance function that describes the shape of the
sea floor, and use a hull shader and domain shader to tessellate it. Here's an example
distance function that creates a wavy sea floor:

float DistanceFunction(float3 position)

float height = sin(position.x * 10.0f) * sin(position.z * 10.0f) * 2.0f;

return position.y - height;

6. Visualize the sea floor using a pixel shader: Use the distance function to calculate the
height of the sea floor at each pixel, and apply a texture to create a realistic appearance:

float height = DistanceFunction(worldPosition);

float4 color = tex.Sample(sampler, float2(worldPosition.xz / 50.0f, height / 10.0f + 0.5f));


float4 TessellationFunction(PatchTess patch, float2 tessCoord : SV_TessFactor)

return float4(tessCoord.x, tessCoord.y, 0.0f, 0.0f);

Create reflective bubbles: Define a function that models the shape of a bubble and use a ray
tracing or marching method to visualize it. Here's an example function that creates a spherical
bubble

float BubbleFunction(float3 position, float radius)

return length(position) - radius;

9. Create a shoal of fish using a particle system: Define a mesh for the fish and use
geometric shaders to create a swarm effect:

float4 GeometryShaderFunction(point GeometryShaderInput input[1], inout


TriangleStream<GeometryShaderOutput> output)

float3 position = input[0].position;

float3 velocity = input[0].velocity;

float time = input[0].time;

// Update the fish's position and velocity

position += velocity * deltaTime;

velocity += acceleration * deltaTime;

velocity = normalize(velocity) * maxSpeed;

// Create multiple copies of the fish mesh with different positions and orientations
for (int i = 0; i < numFish; i++)

float3 offset = float3(i

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