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60 lines
2.5 KiB
C++
60 lines
2.5 KiB
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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/// @par Any node in the OSG scene graph can have a node mask. When traversing the scene graph,
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/// the node visitor's traversal mask is bitwise AND'ed with the node mask. If the result of this test is
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/// 0, then the node <i>and all its child nodes</i> are not processed.
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/// @par Important traversal masks are the camera's cull mask (determines what is visible),
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/// the update visitor mask (what is updated) and the intersection visitor mask (what is
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/// selectable through mouse clicks or other intersection tests).
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/// @par In practice, it can be useful to make a "hierarchy" out of the node masks - e.g. in OpenMW,
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/// all 3D rendering nodes are child of a Scene Root node with Mask_Scene. When we do not want 3D rendering,
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/// we can just omit Mask_Scene from the traversal mask, and do not need to omit all the individual
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/// element masks (water, sky, terrain, etc.) since the traversal will already have stopped at the Scene root node.
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/// @par The comments within the VisMask enum should give some hints as to what masks are commonly "child" of
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/// another mask, or what type of node this mask is usually set on.
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/// @note The mask values are not serialized within models, nor used in any other way that would break backwards
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/// compatibility if the enumeration values were to be changed. Feel free to change them when it makes sense.
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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), // choose Water or SimpleWater depending on detail required
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Mask_SimpleWater = (1<<7),
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Mask_Terrain = (1<<8),
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Mask_FirstPerson = (1<<9),
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// child of Sky
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Mask_Sun = (1<<10),
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Mask_WeatherParticles = (1<<11),
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// top level masks
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Mask_Scene = (1<<12),
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Mask_GUI = (1<<13),
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// Set on a ParticleSystem Drawable
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Mask_ParticleSystem = (1<<14),
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// Set on cameras within the main scene graph
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Mask_RenderToTexture = (1<<15),
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Mask_PreCompile = (1<<16),
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// Set on a camera's cull mask to enable the LightManager
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Mask_Lighting = (1<<17)
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};
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}
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#endif
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