PCG-FPS  v2 m0.22.4
Simple First Person Shooter with Procedurally Generated Level
Definitions.h
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1 #ifndef SKR_FPS2_RENDERER_OPENGL_DEFINITIONS_H
2 #define SKR_FPS2_RENDERER_OPENGL_DEFINITIONS_H
3 
5 
6 #include "..\..\pch.h"
7 
8 namespace skr
9 {
10 namespace fps2
11 {
12 
13 #define NUM_ROOMS 10
14 
15 #define LOGSIZE 1024
16 
17 constexpr float RP3D_DEFAULT_COLLISION_WALL_THICKNESS = 0.05f;
18 constexpr float RP3D_DEFAULT_RAYCAST_LENGHT = 25.0f;
19 
20 constexpr glm::vec3 RENDER_TARGET_COLOR = glm::vec3(0.0f, 1.0f, 0.0f);
21 constexpr glm::vec3 RENDER_TARGET_HIT_COLOR = glm::vec3(0.0f, 1.0f, 0.0f);
22 constexpr glm::vec3 RENDER_HIT_COLOR = glm::vec3(1.0f, 0.0f, 0.0f);
23 
26 enum struct CollisionCategory
27 {
28  WALL = 1,
29  TARGET = 2,
30  PLAYER = 4,
31  START = 8,
32  STARTLINE = 16,
33  FINISH = 32
34 };
35 
36 // Size of Shadow Map
37 const uint32_t SHADOW_WIDTH = 1024;
38 const uint32_t SHADOW_HEIGHT = 1024;
39 
40 }
41 }
42 #endif // !SKR_FPS2_RENDERER_OPENGL_DEFINITIONS_H
43 
skr::fps2::CollisionCategory::WALL
@ WALL
walls
skr::fps2::RP3D_DEFAULT_RAYCAST_LENGHT
constexpr float RP3D_DEFAULT_RAYCAST_LENGHT
length of a raycst for RP3D
Definition: Definitions.h:18
skr::fps2::SHADOW_HEIGHT
const uint32_t SHADOW_HEIGHT
heigt of shadow map
Definition: Definitions.h:38
skr::fps2::RP3D_DEFAULT_COLLISION_WALL_THICKNESS
constexpr float RP3D_DEFAULT_COLLISION_WALL_THICKNESS
default thickness of collision boxes on walls
Definition: Definitions.h:17
skr::fps2::CollisionCategory::FINISH
@ FINISH
finish box
skr::fps2::CollisionCategory::PLAYER
@ PLAYER
player body
skr::fps2::RENDER_TARGET_HIT_COLOR
constexpr glm::vec3 RENDER_TARGET_HIT_COLOR
Color added to a target once it is hit.
Definition: Definitions.h:21
skr::fps2::CollisionCategory::STARTLINE
@ STARTLINE
start line
skr::fps2::CollisionCategory::START
@ START
start box
skr::fps2::SHADOW_WIDTH
const uint32_t SHADOW_WIDTH
width of shadow map
Definition: Definitions.h:37
skr::fps2::CollisionCategory::TARGET
@ TARGET
targets
skr
Definition: AssetPath.h:10
skr::fps2::CollisionCategory
CollisionCategory
CollisionCategory collision bodys have categories, which can be used to filter collision events,...
Definition: Definitions.h:27
skr::fps2::RENDER_TARGET_COLOR
constexpr glm::vec3 RENDER_TARGET_COLOR
Color used to render a target (of non other is specified or textures used)
Definition: Definitions.h:20
skr::fps2::RENDER_HIT_COLOR
constexpr glm::vec3 RENDER_HIT_COLOR
Color of hit visualization.
Definition: Definitions.h:22