OpenMW
apps/openmw/mwrender/renderconst.hpp
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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