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include
vrvPostProcessor
DtWaterOnScreenDefines.h
Go to the documentation of this file.
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/******************************************************************************
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** Copyright (c) 2020 MAK Technologies, Inc.
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** All rights reserved.
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******************************************************************************/
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#pragma once
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// The rate at which splash effects move down the screen.
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#define SPLASH_MOTION_RATE 0.05f
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// Number of splash particles to add per frame.
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#define SPLASHES_PER_FRAME 1
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// The largest mass of a raindrop allowed; use to prevent overly
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// large drops when they merge
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#define MAXIMUM_MERGED_MASS 0.2f
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// Influences the overall rate of new raindrops, which is further
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// modulated by the wind speed, wind direction, and precipitation
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// intensity.
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#define MAX_PARTICLES_PER_SECOND 10.0f
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// The maximum simulated wind speed
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#define MAX_WIND_SPEED 100.0f
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// Projected size of the screen. Influences the overall size of drops
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#define SCREEN_SIZE_MM 50.0f
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// Weight in mg at which a non-moving drop will start moving.
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#define STATIC_CRITICAL_WEIGHT 0.15f
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// Weight in mg required for a moving drop to keep moving.
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#define DYNAMIC_CRITICAL_WEIGHT 0.08f
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// Minimum mass in mg used when computing residual drops
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#define MINIMUM_MASS 0.001f
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// Maximum mass in mg used when creating new drops
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#define MAXIMUM_MASS 0.1f
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// Influences the amount of water left behind as a drop moves
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#define W2 0.1f
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// Acceleration of a drop moving over a wet surface
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#define ACCELERATION_DRY 0.04f
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// Acceleration of a drop moving over a dry surface
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#define ACCELERATION_WET 0.05f
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// Deceleration of a moving drop that has fallen below critical mass
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#define DECELERATION_DRY 0.04f
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// Rate of evaporation in mg/sec, used to ensure particles go away eventually
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#define EVAPORATION_RATE 0.001f
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// Texel dimension of our precomputed raindrop normal map
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#define PRECOMPUTED_DIM 256
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// Minimum mass of a splash particle when entering ocean waves
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#define MINIMUM_SPLASH_MASS 100.0f
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// Maximum mass of a splash particle when entering ocean waves
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#define MAXIMUM_SPLASH_MASS 5000.0f
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// Local random maximum for custom random number generator
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#define LOCAL_RAND_MAX 0x7FFF
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// The minimum height above water at which splash effects kick in.
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#define MINIMUM_SPLASH_ZONE 0.3f
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// The wave height multiple at which spray effects kick in.
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#define SPRAY_HEIGHT 2.0f
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// The dimension of the grid used to divide the screen into discrete
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// locations for water drops.
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#define GRID_DIMENSION 200
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// The texture size of the normal map used for post processing. This has
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// a big impact on performance, so don't make it bigger than necessary.
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// Having it kind of low is also useful for blurring the drops a bit and
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// giving a cheap depth of field effect on them.
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#define TEXSIZE 768
Document ID: Generated on Tue Sep 21 17:42:52 EDT 2021 from SVN revision 234861
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