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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-21 13:53:51 +00:00
e13eb625d3
Changes compared to old (Ogre) water: - Uses depth-texture readback to handle the underwater fog in the water shader, instead of handling it in the object shader - Different clipping mechanism (glClipPlane instead of a skewed viewing frustum) - Fixed bug where the reflection camera would look strange when the viewer was very close to the water surface - Toned down light scattering, made the waterColor a bit darker at night - Fixed flipped water normals and strange resulting logic in the shader Still to do: see comments...
37 lines
860 B
C++
37 lines
860 B
C++
#ifndef OPENMW_MWRENDER_VISMASK_H
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#define OPENMW_MWRENDER_VISMASK_H
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namespace MWRender
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{
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/// Node masks used for controlling visibility of game objects.
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enum VisMask
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{
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Mask_UpdateVisitor = 0x1, // reserved for separating UpdateVisitors from CullVisitors
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// child of Scene
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Mask_Effect = (1<<1),
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Mask_Debug = (1<<2),
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Mask_Actor = (1<<3),
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Mask_Player = (1<<4),
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Mask_Sky = (1<<5),
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Mask_Water = (1<<6),
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Mask_Terrain = (1<<7),
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Mask_FirstPerson = (1<<8),
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// top level masks
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Mask_Scene = (1<<9),
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Mask_GUI = (1<<10),
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// Set on a Geode
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Mask_ParticleSystem = (1<<11),
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// Set on cameras within the main scene graph
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Mask_RenderToTexture = (1<<12)
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// reserved: (1<<16) for SceneUtil::Mask_Lit
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};
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}
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#endif
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