#ifndef GAME_RENDER_CONST_H #define GAME_RENDER_CONST_H #include 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