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DtWaterOnScreenDefines.h
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1 /******************************************************************************
2 ** Copyright (c) 2020 MAK Technologies, Inc.
3 ** All rights reserved.
4 ******************************************************************************/
5 
6 #pragma once
7 
8 // The rate at which splash effects move down the screen.
9 #define SPLASH_MOTION_RATE 0.05f
10 // Number of splash particles to add per frame.
11 #define SPLASHES_PER_FRAME 1
12 // The largest mass of a raindrop allowed; use to prevent overly
13 // large drops when they merge
14 #define MAXIMUM_MERGED_MASS 0.2f
15 // Influences the overall rate of new raindrops, which is further
16 // modulated by the wind speed, wind direction, and precipitation
17 // intensity.
18 #define MAX_PARTICLES_PER_SECOND 10.0f
19 // The maximum simulated wind speed
20 #define MAX_WIND_SPEED 100.0f
21 // Projected size of the screen. Influences the overall size of drops
22 #define SCREEN_SIZE_MM 50.0f
23 // Weight in mg at which a non-moving drop will start moving.
24 #define STATIC_CRITICAL_WEIGHT 0.15f
25 // Weight in mg required for a moving drop to keep moving.
26 #define DYNAMIC_CRITICAL_WEIGHT 0.08f
27 // Minimum mass in mg used when computing residual drops
28 #define MINIMUM_MASS 0.001f
29 // Maximum mass in mg used when creating new drops
30 #define MAXIMUM_MASS 0.1f
31 // Influences the amount of water left behind as a drop moves
32 #define W2 0.1f
33 // Acceleration of a drop moving over a wet surface
34 #define ACCELERATION_DRY 0.04f
35 // Acceleration of a drop moving over a dry surface
36 #define ACCELERATION_WET 0.05f
37 // Deceleration of a moving drop that has fallen below critical mass
38 #define DECELERATION_DRY 0.04f
39 // Rate of evaporation in mg/sec, used to ensure particles go away eventually
40 #define EVAPORATION_RATE 0.001f
41 // Texel dimension of our precomputed raindrop normal map
42 #define PRECOMPUTED_DIM 256
43 // Minimum mass of a splash particle when entering ocean waves
44 #define MINIMUM_SPLASH_MASS 100.0f
45 // Maximum mass of a splash particle when entering ocean waves
46 #define MAXIMUM_SPLASH_MASS 5000.0f
47 // Local random maximum for custom random number generator
48 #define LOCAL_RAND_MAX 0x7FFF
49 // The minimum height above water at which splash effects kick in.
50 #define MINIMUM_SPLASH_ZONE 0.3f
51 // The wave height multiple at which spray effects kick in.
52 #define SPRAY_HEIGHT 2.0f
53 
54 // The dimension of the grid used to divide the screen into discrete
55 // locations for water drops.
56 #define GRID_DIMENSION 200
57 // The texture size of the normal map used for post processing. This has
58 // a big impact on performance, so don't make it bigger than necessary.
59 // Having it kind of low is also useful for blurring the drops a bit and
60 // giving a cheap depth of field effect on them.
61 #define TEXSIZE 768

Document ID: Generated on Sun Dec 4 20:22:03 EST 2022 from SVN revision 249613
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