OpenMW
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00001 #ifndef GAME_RENDER_CONST_H 00002 #define GAME_RENDER_CONST_H 00003 00004 #include <OgreRenderQueue.h> 00005 00006 namespace MWRender 00007 { 00008 00009 // Render queue groups 00010 enum RenderQueueGroups 00011 { 00012 // Sky early (atmosphere, clouds, moons) 00013 RQG_SkiesEarly = Ogre::RENDER_QUEUE_SKIES_EARLY, 00014 00015 RQG_Main = Ogre::RENDER_QUEUE_MAIN, 00016 00017 RQG_Alpha = Ogre::RENDER_QUEUE_MAIN+1, 00018 00019 RQG_OcclusionQuery = Ogre::RENDER_QUEUE_6, 00020 00021 RQG_UnderWater = Ogre::RENDER_QUEUE_4, 00022 00023 RQG_Water = RQG_Alpha, 00024 00025 // Sky late (sun & sun flare) 00026 RQG_SkiesLate = Ogre::RENDER_QUEUE_SKIES_LATE 00027 }; 00028 00029 // Visibility flags 00030 enum VisibilityFlags 00031 { 00032 // Terrain 00033 RV_Terrain = 1, 00034 00035 // Statics (e.g. trees, houses) 00036 RV_Statics = 2, 00037 00038 // Small statics 00039 RV_StaticsSmall = 4, 00040 00041 // Water 00042 RV_Water = 8, 00043 00044 // Actors (npcs, creatures) 00045 RV_Actors = 16, 00046 00047 // Misc objects (containers, dynamic objects) 00048 RV_Misc = 32, 00049 00050 RV_Sky = 64, 00051 00052 // not visible in reflection 00053 RV_NoReflection = 128, 00054 00055 RV_OcclusionQuery = 256, 00056 00057 RV_Debug = 512, 00058 00059 // overlays, we only want these on the main render target 00060 RV_Overlay = 1024, 00061 00062 // First person meshes do not cast shadows 00063 RV_FirstPerson = 2048, 00064 00065 RV_Map = RV_Terrain + RV_Statics + RV_StaticsSmall + RV_Misc + RV_Water 00066 }; 00067 00068 } 00069 00070 #endif