// Taken from https://github.com/jeschke/water-wave-packets // Originally GlobalDefs.h // Global definitions needed for packet simulation and rendering // scene parameters #define SCENE_EXTENT 100.0f // extent of the entire scene (packets traveling outside are removed) #define MIN_WATER_DEPTH 0.1f // minimum water depth (meters) #define MAX_WATER_DEPTH 5.0f // maximum water depth (meters) #define WATER_TERRAIN_FILE "TestIsland.bmp"// Contains water depth and land height in different channels // rendering parameters #define PACKET_GPU_BUFFER_SIZE 1000000 // maximum number of wave packets to be displayed in one draw call /* // Fast rendering setup #define WAVETEX_WIDTH_FACTOR 0.5 // the wavemesh texture compared to screen resolution #define WAVETEX_HEIGHT_FACTOR 1 // the wavemesh texture compared to screen resolution #define WAVEMESH_WIDTH_FACTOR 0.1 // the fine wave mesh compared to screen resolution #define WAVEMESH_HEIGHT_FACTOR 0.25 // the fine wave mesh compared to screen resolution #define AA_OVERSAMPLE_FACTOR 2 // anti aliasing applied in BOTH X and Y directions {1,2,4,8} */ /* // Balanced rendering setup #define WAVETEX_WIDTH_FACTOR 1 // the wavemesh texture compared to screen resolution #define WAVETEX_HEIGHT_FACTOR 2 // the wavemesh texture compared to screen resolution #define WAVEMESH_WIDTH_FACTOR 1 // the fine wave mesh compared to screen resolution #define WAVEMESH_HEIGHT_FACTOR 2 // the fine wave mesh compared to screen resolution #define AA_OVERSAMPLE_FACTOR 2 // anti aliasing applied in BOTH X and Y directions {1,2,4,8} */ // High quality rendering setup #define WAVETEX_WIDTH_FACTOR 2 // the wavemesh texture compared to screen resolution #define WAVETEX_HEIGHT_FACTOR 4 // the wavemesh texture compared to screen resolution #define WAVEMESH_WIDTH_FACTOR 2 // the fine wave mesh compared to screen resolution #define WAVEMESH_HEIGHT_FACTOR 4 // the fine wave mesh compared to screen resolution #define AA_OVERSAMPLE_FACTOR 4 // anti aliasing applied in BOTH X and Y directions {1,2,4,8}