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

76 lines
1.5 KiB
C++

#ifndef GAME_RENDER_CONST_H
#define GAME_RENDER_CONST_H
#include <OgreRenderQueue.h>
namespace MWRender
{
// Render queue groups
enum RenderQueueGroups
{
// Sky early (atmosphere, clouds, moons)
RQG_SkiesEarly = Ogre::RENDER_QUEUE_SKIES_EARLY,
RQG_Main = Ogre::RENDER_QUEUE_MAIN,
RQG_Alpha = Ogre::RENDER_QUEUE_MAIN+1,
RQG_OcclusionQuery = Ogre::RENDER_QUEUE_6,
RQG_UnderWater = Ogre::RENDER_QUEUE_4,
RQG_Water = RQG_Alpha,
// Sky late (sun & sun flare)
RQG_SkiesLate = Ogre::RENDER_QUEUE_SKIES_LATE
};
// Visibility flags
enum VisibilityFlags
{
// Terrain
RV_Terrain = (1<<0),
// Statics (e.g. trees, houses)
RV_Statics = (1<<1),
// Small statics
RV_StaticsSmall = (1<<2),
// Water
RV_Water = (1<<3),
// Actors (npcs, creatures)
RV_Actors = (1<<4),
// Misc objects (containers, dynamic objects)
RV_Misc = (1<<5),
// VFX, don't appear on map and don't cast shadows
RV_Effects = (1<<6),
RV_Sky = (1<<7),
// not visible in reflection
RV_NoReflection = (1<<8),
RV_OcclusionQuery = (1<<9),
RV_Debug = (1<<10),
// overlays, we only want these on the main render target
RV_Overlay = (1<<11),
// First person meshes do not cast shadows
RV_FirstPerson = (1<<12),
RV_Map = RV_Terrain + RV_Statics + RV_StaticsSmall + RV_Misc + RV_Water,
RV_Refraction = RV_Actors + RV_Misc + RV_Statics + RV_StaticsSmall + RV_Terrain + RV_Effects + RV_Sky + RV_FirstPerson
};
}
#endif