Description: The ProceduralFire sample demonstrates the use of pixel shaders to
procedurally generate natural phenomena such as fire.
Rendering fire as an animation has the disadvantages of looking unrealistic
due to the cycling animation and of requiring a lot of texture memory to
store the frames of animation. In addition to this, if there are many
flames in the scene, and all use the same animation, the scene will look
even more artificial.
The procedurally generated fire overcomes all these disadvantages by
generating long non-repeating animations that can be fully controlled by
the application and requires only two textures. The sample uses 1.4 pixel
shader to implement the effect.
File list (Check if you may need any files):
directx.ico
framework\d3dapp.cpp
.........\d3dapp.h
.........\d3dfile.cpp
.........\d3dfile.h
.........\d3dfont.cpp
.........\d3dfont.h
.........\d3dres.h
.........\d3dutil.cpp
.........\d3dutil.h
.........\dxutil.cpp
.........\dxutil.h
media\fire.tga
.....\ground.tga
.....\noise.tga
.....\seafloor.x
shaders\fire.psh
.......\fire.vsh
ProceduralFire.exe
winmain.aps
ProceduralFire.cpp
ProceduralFire.dsp
ProceduralFire.dsw
resource.h
winmain.rc
README.txt