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#pragma once | ||
#include <cstdint> | ||
#include <glm/vec3.hpp> | ||
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//#define CLASSIC | ||
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constexpr int WINDOW_WIDTH = 856; | ||
constexpr int WINDOW_HEIGHT = 480; | ||
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#ifdef CLASSIC | ||
constexpr float RENDER_DIST = 20.0f; | ||
#else | ||
constexpr float RENDER_DIST = 80.0f; | ||
#endif | ||
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constexpr float PLAYER_REACH = 5.0f; | ||
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constexpr int TEXTURE_RES = 16; | ||
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constexpr int WORLD_SIZE = 64; | ||
constexpr int WORLD_HEIGHT = 64; | ||
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constexpr uint8_t BLOCK_AIR = 0; | ||
constexpr uint8_t BLOCK_GRASS = 1; | ||
constexpr uint8_t BLOCK_DEFAULT_DIRT = 2; | ||
constexpr uint8_t BLOCK_STONE = 4; | ||
constexpr uint8_t BLOCK_BRICKS = 5; | ||
constexpr uint8_t BLOCK_WOOD = 7; | ||
constexpr uint8_t BLOCK_LEAVES = 8; | ||
constexpr uint8_t BLOCK_NEW = 9; | ||
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// COLORS | ||
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// S = Sun, A = Amb, Y = skY | ||
constexpr glm::vec3 SC_DAY = glm::vec3(1); | ||
constexpr glm::vec3 AC_DAY = glm::vec3(0.5f, 0.5f, 0.5f); | ||
constexpr glm::vec3 YC_DAY = glm::vec3(0.317f, 0.729f, 0.969f); | ||
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constexpr glm::vec3 SC_TWILIGHT = glm::vec3(1, 0.5f, 0.01f); | ||
constexpr glm::vec3 AC_TWILIGHT = glm::vec3(0.6f, 0.5f, 0.5f); | ||
constexpr glm::vec3 YC_TWILIGHT = glm::vec3(0.27f, 0.24f, 0.33f); | ||
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constexpr glm::vec3 SC_NIGHT = glm::vec3(0.3f, 0.3f, 0.5f); | ||
constexpr glm::vec3 AC_NIGHT = glm::vec3(0.3f, 0.3f, 0.5f); | ||
constexpr glm::vec3 YC_NIGHT = glm::vec3(0.004f, 0.004f, 0.008f); |
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