forked from teamnwah/openmw-tes3coop
		
	
		
			
				
	
	
		
			70 lines
		
	
	
	
		
			1.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			70 lines
		
	
	
	
		
			1.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef GAME_RENDER_CONST_H
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#define GAME_RENDER_CONST_H
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#include <OgreRenderQueue.h>
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namespace MWRender
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{
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// Render queue groups
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enum RenderQueueGroups
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{
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    // Sky early (atmosphere, clouds, moons)
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    RQG_SkiesEarly = Ogre::RENDER_QUEUE_SKIES_EARLY,
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    RQG_Main = Ogre::RENDER_QUEUE_MAIN,
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    RQG_Alpha = Ogre::RENDER_QUEUE_MAIN+1,
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    RQG_OcclusionQuery = Ogre::RENDER_QUEUE_6,
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    RQG_UnderWater = Ogre::RENDER_QUEUE_4,
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    RQG_Water = RQG_Alpha,
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    // Sky late (sun & sun flare)
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    RQG_SkiesLate = Ogre::RENDER_QUEUE_SKIES_LATE
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};
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// Visibility flags
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enum VisibilityFlags
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{
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    // Terrain
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    RV_Terrain = 1,
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    // Statics (e.g. trees, houses)
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    RV_Statics = 2,
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    // Small statics
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    RV_StaticsSmall = 4,
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    // Water
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    RV_Water = 8,
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    // Actors (npcs, creatures)
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    RV_Actors = 16,
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    // Misc objects (containers, dynamic objects)
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    RV_Misc = 32,
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    RV_Sky = 64,
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    // not visible in reflection
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    RV_NoReflection = 128,
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    RV_OcclusionQuery = 256,
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    RV_Debug = 512,
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    // overlays, we only want these on the main render target
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    RV_Overlay = 1024,
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    // First person meshes do not cast shadows
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    RV_FirstPerson = 2048,
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    RV_Map = RV_Terrain + RV_Statics + RV_StaticsSmall + RV_Misc + RV_Water
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};
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}
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#endif
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