Newer
Older
#include <glm/glm.hpp>
namespace overkill::C
{
using Tag = std::string;
using ID = int;
constexpr int VersionMajor = 4;
constexpr int VersionMinor = 1;
constexpr int WinWidth = 800;
constexpr int WinHeight = 600;
constexpr char WinName[] = "Assignment 2 - Cube";
JonShard
committed
constexpr float FOV = 88.0f;
constexpr float MaxFOV = 88.2f;
constexpr float MinFOV = 87.97f;
constexpr float ZoomSensitivity = 0.0033f;
constexpr float LookSensitivity = 5;
constexpr float PanSensitivity = 9;
constexpr float AspectRatio = (float)WinWidth / (float)WinHeight;
constexpr float NearClip = 0.1f;
constexpr float FarClip = 100.0f;
JonShard
committed
constexpr float CameraOffset = -70; //How far back the camera is from the center of the scene.
const glm::vec4 ClearColor { 1.0f, .8f, .6f, 1.0f};
constexpr char PathBaseShader[] = "assets/shaders/base.shader";
constexpr char PathBaseTexture[] = "assets/textures/Checkers.jpg";
constexpr float PI = 3.14159265359f;
constexpr char TexturesFolder[] = "assets/textures/";
constexpr char TexturesExtension[] = ".jpg";
constexpr char ShadersFolder[] = "assets/shaders/";
constexpr char ShadersExtension[] = ".shader";
constexpr char MaterialsFolder[] = "assets/materials/";
constexpr char MaterialsExtension[] = ".yml";
constexpr char ModelsFolder[] = "assets/models/";
constexpr char ModelsExtension[] = ".yml";
constexpr char ScenesFolder[] = "assets/scenes/";
constexpr char ScenesExtension[] = ".yml";