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

71 lines
1.2 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,
// Statics (e.g. trees, houses)
RV_Statics = 2,
// Small statics
RV_StaticsSmall = 4,
// Water
RV_Water = 8,
// Actors (npcs, creatures)
RV_Actors = 16,
// Misc objects (containers, dynamic objects)
RV_Misc = 32,
RV_Sky = 64,
// not visible in reflection
RV_NoReflection = 128,
RV_OcclusionQuery = 256,
RV_Debug = 512,
// overlays, we only want these on the main render target
RV_Overlay = 1024,
// First person meshes do not cast shadows
RV_FirstPerson = 2048,
RV_Map = RV_Terrain + RV_Statics + RV_StaticsSmall + RV_Misc + RV_Water
};
}
#endif