2019-09-26 15:18:44 -04:00
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#ifndef _SFG_SETTINGS_H
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#define _SFG_SETTINGS_H
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#define SFG_FPS 60
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#define SFG_RESOLUTION_X 1024
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#define SFG_RESOLUTION_Y 768
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2019-09-29 08:54:40 -04:00
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/**
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Hint as to whether run in fullscreen, if the platform allows it.
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*/
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#define SFG_FULLSCREEN 0
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2019-09-28 15:42:02 -04:00
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/**
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Whether shadows (fog) should be dithered, i.e. more smooth (needs a bit more
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performance).
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*/
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2019-09-26 19:25:22 -04:00
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#define SFG_DITHERED_SHADOW 1
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2019-09-28 15:42:02 -04:00
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/**
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Maximum number of squares that will be traversed by any cast ray. Smaller
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number is faster but can cause visual artifacts.
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*/
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2019-09-27 13:04:49 -04:00
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#define SFG_RAYCASTING_MAX_STEPS 30
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2019-09-28 15:42:02 -04:00
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/**
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Maximum number of hits any cast ray will register. Smaller number is faster
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but can cause visual artifacts.
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*/
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2019-09-27 13:04:49 -04:00
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#define SFG_RAYCASTING_MAX_HITS 10
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2019-09-28 15:42:02 -04:00
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/**
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How many times rendering should be subsampled horizontally. Bigger number
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can significantly improve performance (by casting fewer rays), but can look
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a little worse.
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*/
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#define SFG_RAYCASTING_SUBSAMPLE 1
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2019-09-26 15:18:44 -04:00
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#endif // guard
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