forked from metin-server/m2dev-client-src
init
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120
src/SpeedTreeLib/SpeedTreeConfig.h
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120
src/SpeedTreeLib/SpeedTreeConfig.h
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///////////////////////////////////////////////////////////////////////
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// SpeedTreeRT runtime configuration #defines
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//
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// (c) 2003 IDV, Inc.
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//
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// *** INTERACTIVE DATA VISUALIZATION (IDV) PROPRIETARY INFORMATION ***
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//
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// This software is supplied under the terms of a license agreement or
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// nondisclosure agreement with Interactive Data Visualization and may
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// not be copied or disclosed except in accordance with the terms of
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// that agreement.
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//
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// Copyright (c) 2001-2003 IDV, Inc.
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// All Rights Reserved.
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//
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// IDV, Inc.
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// 1233 Washington St. Suite 610
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// Columbia, SC 29201
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// Voice: (803) 799-1699
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// Fax: (803) 931-0320
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// Web: http://www.idvinc.com
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#pragma once
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const int c_nNumWindMatrices = 4;
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const int c_nNumInstancesPerModel = 10;
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const float c_fForestSize = 200.0f;
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const float c_fSpacingTolerance = 30.0f;
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const int c_nMaxPlacementIterations = 500;
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const int c_nDefaultAlphaTestValue = 84;
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const float c_fNearLodFactor = 2.0f;
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const float c_fFarLodFactor = 9.0f;
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const float c_fBenchmarkPeriod = 1.0f;
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// vertex shader constant locations
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const int c_nVertexShader_LeafLightingAdjustment = 70;
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const int c_nVertexShader_Light = 71;
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const int c_nVertexShader_Material = 74;
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const int c_nVertexShader_TreePos = 52;
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const int c_nVertexShader_CompoundMatrix = 0;
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const int c_nVertexShader_WindMatrices = 54;
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const int c_nVertexShader_LeafTables = 4;
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const int c_nVertexShader_Fog = 85;
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// lighting
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const float c_afLightPosition[4] = { -0.707f, 0.0f, 0.707f, 0.0f };
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const float c_afLightAmbient[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
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const float c_afLightDiffuse[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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const float c_afLightSpecular[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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const float c_afLightGlobalAmbient[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
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// setup lighting (enable ONE of the two below)
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#define WRAPPER_USE_STATIC_LIGHTING
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//#define WRAPPER_USE_DYNAMIC_LIGHTING
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#if defined WRAPPER_USE_STATIC_LIGHTING && defined WRAPPER_USE_DYNAMIC_LIGHTING
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#error Please define exactly one lighting mode
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#endif
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// setup wind (enable ONE of the three below)
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//#define WRAPPER_USE_GPU_WIND
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//#define WRAPPER_USE_CPU_WIND
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#define WRAPPER_USE_NO_WIND
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#if defined WRAPPER_USE_GPU_WIND && defined WRAPPER_USE_CPU_WIND
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#error Please define exactly one lighting mode
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#elif defined WRAPPER_USE_GPU_WIND && defined WRAPPER_USE_NO_WIND
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#error Please define exactly one lighting mode
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#elif defined WRAPPER_USE_CPU_WIND && defined WRAPPER_USE_NO_WIND
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#error Please define exactly one lighting mode
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#endif
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// leaf placement algorithm (enable ONE of the two below)
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//#define WRAPPER_USE_GPU_LEAF_PLACEMENT
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#define WRAPPER_USE_CPU_LEAF_PLACEMENT
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#if defined WRAPPER_USE_GPU_LEAF_PLACEMENT && defined WRAPPER_USE_CPU_LEAF_PLACEMENT
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#error Please define exactly one leaf placement algorithm
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#endif
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// texture coordinates (enable this define for DirectX-based engines)
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#define WRAPPER_FLIP_T_TEXCOORD
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// up vector
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//#define WRAPPER_UP_POS_Y
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#define WRAPPER_UP_POS_Z
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#if defined WRAPPER_UP_POS_Y && defined WRAPPER_UP_POS_Z
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#error Please define exactly one up vector
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#endif
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// loading from STF or clones/instances? (enable ONE of the two below)
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//#define WRAPPER_FOREST_FROM_STF
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#define WRAPPER_FOREST_FROM_INSTANCES
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#if defined WRAPPER_FOREST_FROM_STF && defined WRAPPER_FOREST_FROM_INSTANCES
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#error Please define exactly one loading mechanism
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#endif
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// billboard modes
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#define WRAPPER_BILLBOARD_MODE
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//#define WRAPPER_RENDER_HORIZONTAL_BILLBOARD
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// render self-shadows
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#define WRAPPER_RENDER_SELF_SHADOWS
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// use fog
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#define WRAPPER_USE_FOG
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// derived constants
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#ifdef WRAPPER_USE_GPU_WIND
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#define BRANCHES_USE_SHADERS
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#define FRONDS_USE_SHADERS
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#define LEAVES_USE_SHADERS
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#endif
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#ifdef WRAPPER_USE_GPU_LEAF_PLACEMENT
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#define LEAVES_USE_SHADERS
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#endif
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