52 lines
1.6 KiB
C
52 lines
1.6 KiB
C
#pragma once
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#define KEK_SUCCESS 0
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#define KEK_ERROR 1
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#define KEK_MESH_VERTEX_SHADER_IN_POSITION 0
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#define KEK_MESH_VERTEX_SHADER_IN_NORMAL 1
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#define KEK_MESH_VERTEX_SHADER_IN_TEXCOORD 2
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#define KEK_MESH_VERTEX_BUFFER_BINDING 0
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#define KEK_UI_RECT_VERTEX_SHADER_IN_POSITION 0
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#define KEK_UI_VERTEX_BUFFER_BINDING 0
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#define KEK_UNIFORM_LIGHTS_BINDING 0
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#define KEK_LIGHT_LIMIT 64 // Also in shader/include/constants.glsl
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#define KEK_LIGHT_MAX_DISTANCE 50
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#define KEK_LIGHT_MAX_DISTANCE_SQUARED (KEK_LIGHT_MAX_DISTANCE * KEK_LIGHT_MAX_DISTANCE)
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#define KEK_NOCLIP_SPEED 10.0f
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#define KEK_CAMERA_NEAR 0.1f
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#define KEK_CAMERA_FAR 100.0f
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#define KEK_LIGHT_DEFAULT_AMBIENT_STRENGTH 0.05f
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#define KEK_LIGHT_DEFAULT_SPECULAR_STRENGTH 0.1f
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#define KEK_INVALID_KEY_BINDING_NAME "INVALID"
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#define KEK_INVALID_ID -1u
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#define KEK_FONT_RESOLUTION 64
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#define KEK_FONT_BITMAP_WIDTH_BLOCKS 16
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#define KEK_FONT_BITMAP_HEIGHT_BLOCKS 16
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#define KEK_FONT_BITMAP_WIDTH (KEK_FONT_BITMAP_WIDTH_BLOCKS * KEK_FONT_RESOLUTION)
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#define KEK_FONT_BITMAP_HEIGHT (KEK_FONT_BITMAP_HEIGHT_BLOCKS * KEK_FONT_RESOLUTION)
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#define KEK_FONT_BITMAP_CHAR_BITS 8 // = ceil(log2(KEK_FONT_BITMAP_WIDTH_BLOCKS * KEK_FONT_BITMAP_HEIGHT_BLOCKS))
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#define KEK_FONT_BITMAP_CHAR_MASK 0xFF // = KEK_FONT_BITMAP_CHAR_BITS 1s in binary
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#define KEK_TEXT_BLOCK_SIZE 8
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#define KEK_DEFAULT_FONT "font/MaredivRegular-yeg3.ttf"
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#define KEK_DEFAULT_FONT_SIZE_PIXELS 24
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#define KEK_INPUT_DELETE -1u
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#define KEK_PLAYER_HEIGHT 2
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#define KEK_PLAYER_RADIUS 0.5f
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#define KEK_PLAYER_EYE_OFFSET (KEK_PLAYER_HEIGHT / 2 - KEK_PLAYER_RADIUS)
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#define KEK_PLAYER_MASS 50
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#define KEK_OBJECT_COLLISION_GROUP 1
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#define KEK_PLAYER_COLLISION_GROUP 2
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