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openmw-tes3mp/apps/openmw/mwrender/vismask.hpp

60 lines
2.5 KiB
C++

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