// //Good-Feel Library parameter file. // shadowmap { s32 type = 0 [0, 1] # 処理タイプ選択(0:固定パラメータ 1:自動調整(横スクロール)) TYPE_0_FIXED # タイプ0:固定パラメータ { map1 { f32 width = 15.0f [0.1f, 1.0f, 100.0f] f32 height = 15.0f [0.1f, 1.0f, 100.0f] f32 near = 0.1f [0.1f, 0.1f, 100.0f] f32 far = 50.0f [0.1f, 3.0f, 200.0f] f32 cam_len = 35.0f [0.1f, 1.0f, 100.0f] bool debug_disp = false bool debug_disp_solid = false } map2 { f32 width = 30.0f [0.1f, 1.0f, 100.0f] f32 height = 30.0f [0.1f, 1.0f, 100.0f] f32 near = 1.0f [0.1f, 0.1f, 100.0f] f32 far = 80.0f [0.1f, 3.0f, 200.0f] f32 cam_len = 52.0f [0.1f, 1.0f, 100.0f] bool debug_disp = false bool debug_disp_solid = false } aabb { f32 x = 14.0f [0.1f, 1.0f, 100.0f] f32 y = 10.0f [0.1f, 1.0f, 100.0f] f32 z = 5.0f [0.1f, 1.0f, 100.0f] bool debug_disp = false bool debug_disp_solid = false } } TYPE_1_AUTO_SIDESCROLL # タイプ1:自動調整(横スクロール) { f32 game_layer_halfsize_z = 8.000000 [1.000000, 8.000000, 40.000000] # ゲーム地形Z幅1/2(既定値8) f32 far_layer_halfsize_z = 32.000000 [1.000000, 32.000000, 160.000000] # 遠景地形Z幅1/2(既定値32) debug #デバッグ表示用 { map1 # { bool debug_disp = false # bool debug_disp_solid = false # } map2 # { bool debug_disp = false # bool debug_disp_solid = false # } aabb # { bool debug_disp = false # bool debug_disp_solid = false # } } } col #加算カラー(0.0〜1.0) { f32 R = 0.71f [0.01f, 0.00f, 1.00f] f32 G = 0.75f [0.01f, 0.00f, 1.00f] f32 B = 0.61f [0.01f, 0.00f, 1.00f] } }