/////////////////////////////////////////////////////////////////////// // Constants // // (c) 2003 IDV, Inc. // // *** INTERACTIVE DATA VISUALIZATION (IDV) PROPRIETARY INFORMATION *** // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Interactive Data Visualization and may // not be copied or disclosed except in accordance with the terms of // that agreement. // // Copyright (c) 2001-2003 IDV, Inc. // All Rights Reserved. // // IDV, Inc. // 1233 Washington St. Suite 610 // Columbia, SC 29201 // Voice: (803) 799-1699 // Fax: (803) 931-0320 // Web: http://www.idvinc.com // #pragma once #include "Filename.h" // paths const CFilename c_strDataPath = "../data/TheValley/"; // filenames static const char* c_pBrushMapFilename = "../data/TheValley/brush_2.dds"; static const char* c_pTerrainMapFilename = "../data/TheValley/base.dds"; static const char* c_pTerrainDetail1 = "../data/TheValley/detail.dds"; static const char* c_pTerrainDetail2 = "../data/TheValley/detail2.dds"; // vertex shader constant locations const int c_nShaderLightPosition = 16; const int c_nShaderGrassBillboard = 4; const int c_nShaderGrassLodParameters = 8; const int c_nShaderCameraPosition = 9; const int c_nShaderGrassWindDirection = 10; const int c_nShaderGrassPeriods = 11; const int c_nShaderLeafAmbient = 47; const int c_nShaderLeafDiffuse = 48; const int c_nShaderLeafSpecular = 49; const int c_nShaderLeafLightingAdjustment = 50; // lighting const float c_afLightDirBumpMapping[3] = { 0.8f, 0.0f, 0.4f }; const float c_afLightDir[3] = { 0.7434f, 0.0f, 0.57f }; const float c_afLightPos[3] = { c_afLightDir[0] * 1000.0f, c_afLightDir[1] * 1000.0f, c_afLightDir[2] * 1000.0f }; // grass const float c_fDefaultGrassFarLod = 300.0f; const float c_fGrassFadeLength = 50.0f; const float c_fMinBladeNoise = -0.2f; const float c_fMaxBladeNoise = 0.2f; const float c_fMinBladeThrow = 1.0f; const float c_fMaxBladeThrow = 2.5f; const float c_fMinBladeSize = 7.5f; const float c_fMaxBladeSize = 10.0f; const int c_nNumBladeMaps = 2; const float c_fGrassBillboardWideScalar = 1.75f; const float c_fWalkerHeight = 12.0f; const int c_nDefaultGrassBladeCount = 33000; const int c_nGrassRegionCount = 20; // terrain const float c_fTerrainBaseRepeat = 1.0f; const float c_fTerrainDetail1Repeat = 80.0f; const float c_fTerrainDetail2Repeat = 8.0f; const float c_fShimmerExponent = 3.0f; ///< controls linearity of shimmer speed // lod const float c_fShadowCutoff = 5000.0f; ///< how far out shadows are no longer drawn (feet) const float c_fBillboardAlphaValue = 0.3294f; ///< value for glAlphaFunc() for single billboards const float c_fNearLod = 200.0f; const float c_fFarLod = 750.0f; // misc const float c_fDeg2Rad = 57.29578f; ///< divide degrees by this to get radians