PCG-FPS
v2 m0.22.4
Simple First Person Shooter with Procedurally Generated Level
|
Go to the documentation of this file. 1 #ifndef SKR_FPS2_RENDERER_OPENGL_DEFINITIONS_H
2 #define SKR_FPS2_RENDERER_OPENGL_DEFINITIONS_H
42 #endif // !SKR_FPS2_RENDERER_OPENGL_DEFINITIONS_H
constexpr float RP3D_DEFAULT_RAYCAST_LENGHT
length of a raycst for RP3D
Definition: Definitions.h:18
const uint32_t SHADOW_HEIGHT
heigt of shadow map
Definition: Definitions.h:38
constexpr float RP3D_DEFAULT_COLLISION_WALL_THICKNESS
default thickness of collision boxes on walls
Definition: Definitions.h:17
constexpr glm::vec3 RENDER_TARGET_HIT_COLOR
Color added to a target once it is hit.
Definition: Definitions.h:21
const uint32_t SHADOW_WIDTH
width of shadow map
Definition: Definitions.h:37
Definition: AssetPath.h:10
CollisionCategory
CollisionCategory collision bodys have categories, which can be used to filter collision events,...
Definition: Definitions.h:27
constexpr glm::vec3 RENDER_TARGET_COLOR
Color used to render a target (of non other is specified or textures used)
Definition: Definitions.h:20
constexpr glm::vec3 RENDER_HIT_COLOR
Color of hit visualization.
Definition: Definitions.h:22