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openmw-tes3mp/apps/openmw/mwrender/vismask.hpp
scrawl e13eb625d3 New water WIP
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...
2015-10-29 00:25:23 +01:00

37 lines
860 B
C++

#ifndef OPENMW_MWRENDER_VISMASK_H
#define OPENMW_MWRENDER_VISMASK_H
namespace MWRender
{
/// Node masks used for controlling visibility of game objects.
enum VisMask
{
Mask_UpdateVisitor = 0x1, // reserved for separating UpdateVisitors from CullVisitors
// child of Scene
Mask_Effect = (1<<1),
Mask_Debug = (1<<2),
Mask_Actor = (1<<3),
Mask_Player = (1<<4),
Mask_Sky = (1<<5),
Mask_Water = (1<<6),
Mask_Terrain = (1<<7),
Mask_FirstPerson = (1<<8),
// top level masks
Mask_Scene = (1<<9),
Mask_GUI = (1<<10),
// Set on a Geode
Mask_ParticleSystem = (1<<11),
// Set on cameras within the main scene graph
Mask_RenderToTexture = (1<<12)
// reserved: (1<<16) for SceneUtil::Mask_Lit
};
}
#endif