// //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 = 35.000000 [0.100000, 1.000000, 300.000000] # f32 height = 35.000000 [0.100000, 1.000000, 300.000000] # f32 near = 0.100000 [0.100000, 0.100000, 300.000000] # f32 far = 64.000000 [0.100000, 3.000000, 2000.000000] # f32 cam_len = 45.000015 [0.100000, 1.000000, 1000.000000] # bool debug_disp = false # bool debug_disp_solid = false # } map2 # { f32 width = 130.000000 [0.100000, 1.000000, 600.000000] # f32 height = 130.000000 [0.100000, 1.000000, 600.000000] # f32 near = 20.000000 [0.100000, 0.100000, 300.000000] # f32 far = 100.000000 [0.100000, 3.000000, 2000.000000] # f32 cam_len = 28.000000 [0.100000, 1.000000, 1000.000000] # bool debug_disp = false # bool debug_disp_solid = false # } aabb # { f32 x = 20.000000 [0.100000, 1.000000, 500.000000] # f32 y = 20.000000 [0.100000, 1.000000, 300.000000] # f32 z = 14.000000 [0.100000, 1.000000, 300.000000] # 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 = 0.700000 [0.010000, 0.000000, 1.000000] # f32 G = 0.700000 [0.010000, 0.000000, 1.000000] # f32 B = 0.800000 [0.010000, 0.000000, 1.000000] # } }