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