Another improvement can be added to Waves posts(here and here).
With lighting and normal mapping already implemented. The color of the waves can also be modified to make them look more like real water. The waves’ surface transparency property is then taken into account.
By having another surface beneath the waves and making the surface of the waves semi-transparent using transparency blending, a more realistic wave surface can be achieved.
Backface culling is disabled.
Uses fixed-axis rotation.
Program file can be downloaded here.
Requirements: DirectX 11 supported graphics card, Windows 7/8/8.1/10/11, Visual C++ Redistributable Packages for Visual Studio 2013(x86).
Control:
Left-click anywhere in the scene then hold left-click and drag the mouse to move the camera around in the scene.
Double-click to toggle between solid and wireframe mode.
Scroll up and down to zoom in and zoom out.
Platform: Windows
Programming Language: C/C++, HLSL
Resources: Normal map and height map textures(Normal vector values and height values are combined into the same texture) are from companion DVD of the book 3D Game Programming with DirectX 11 by Frank D. Luna, Mercury Learning.
Texture loading is implemented using DirectX TK library.