-
-
Notifications
You must be signed in to change notification settings - Fork 12
/
Copy pathRenderConst.h
116 lines (95 loc) · 4.41 KB
/
RenderConst.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
#pragma once
#include "par.h"
#include <OgrePrerequisites.h>
#define rgDef ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME
/* Default, movables queue ID:
Decal 0
Light 0-5
Item 10
Rectangle2D 10
ParticleSystem 110
..
Default, queues mode:
0-99 FAST
100-199 V1_FAST
200-224 FAST
225-255 V1_FAST
*/
// Render Queue Groups used in setRenderQueueGroup etc
//------------------------------------------------------------------------
const Ogre::uint8
RQ_7 = 70,
RQ_GlassV2 = 80, // < 100 or >= 200
RQ_GlassV1 = 105, // >= 100 or >= 225 V1_
RQ_OVERLAY = 220, // 200
// ⛅ sky
RQG_Sky = 5, // ⛅ sky far, last?
// ⛰️🛣️ terrain, roads
RQG_Terrain = 11, // ⛰️ main terrain
RQG_Horizon1 = 12, // 🏔️ horiz after terrain, to skip most depth
RQG_Horizon2 = 13,
RQG_Road = RQ_7, // 🛣️ roads, rivers, walls
RQG_RoadBlend = RQ_7 +1, // road blend alpha segs
// end of opaques
// 🌊 fluids, refract
RQG_Fluid = RQ_7 +3, // 🌊 water,mud etc, old no refract //RQ_7 +4
RQG_Refract = RQ_7 +4, // 🪩 refracted
// 💎 glass, transparent
RQG_Grass = RQ_7 +5, // 🌿 veget grass
RQG_CarTrails = RQ_GlassV1 +6, // v1 trails after glass //RQ_GlassV1
RQG_PipeGlass = RQ_GlassV2 +2, // ⭕ glass pipe road
RQG_AlphaVegObj = RQ_GlassV2 +3, // 💎 veget,objects transparent
RQG_CarGlass = RQ_GlassV2 +4, // 🚗
RQG_Ghost = RQ_GlassV2 +7, // markers, debug
// 💭 particles, alpha
RQG_CarParticles = RQ_GlassV1 +3, // ⚫💭 v1 from wheels, after trails
RQG_Weather = RQ_GlassV1 +5, // 🌧️ v1 rain, clouds, smoke etc
// ⏲️ Hud
RQG_RoadMarkers = RQ_OVERLAY, // ed
RQG_Hud1 = RQ_OVERLAY +1, // ⏲️ Hud start ----
RQG_Hud2 = RQ_OVERLAY +2,
RQG_Hud3 = RQ_OVERLAY +3,
RQG_Hud4 = RQ_OVERLAY +4; // ed only, after gui
// Pass mIdentifier for ReflectListener reflect cam, editor fog on/off in RTTs
//-----------------------------------------------------------------------------------
const Ogre::uint32
PassId_First = 10001,
PassId_Reflect = 10002, // 🌊 fluids only, RQG_Fluid..RQG_Refract & RV_Fluid
PassId_EdFogOn = 22001, // ed rtt fog on, restore
PassId_EdFogOff = 22003; // ed rtt fog off, disable
// Visibility Flags used in setVisibility few same in SR3.compositor
//-----------------------------------------------------------------------------------
const Ogre::uint32
RV_Hud = 0x00002000, // ⏱️⏲️ hud in game has own pass
RV_Hud3D[MAX_Players]
={0x00001000, // 🎗️🥛 trail, pace, nextchk (for splitscreen players)
0x00010000,
0x00020000,
0x00040000,
0x00080000,
0x00100000},
RV_Hud3Ded = RV_Hud3D[0], // ed markers
RV_Road = 0x00000001, // 🛣️ road only, for road textures
RV_Terrain = 0x00000004, // ⛰️ terrain and fluids 🌊 for ed terrain.jpg texture
RV_Vegetation = 0x00000008, // 🌳🪨 vegetation
RV_VegetGrass = 0x00000010, // 🌿 grass
RV_Objects = 0x00000020, // 📦🏢 all objects (static meshes, buildings and dynamic props)
RV_SkyMain = 0x00000100, // ⛅ sky for main view
RV_SkyPlanarRefl= 0x00000200, // ⛅🪞 sky for fluids refl 🌊
RV_SkyCubeRefl = 0x00000400, // ⛅🔮 sky for dynamic refl car,metals,etc
RV_Fluid = 0x00000002, //0x01000000,
RV_Car = 0x00000080, // 🚗⚫ car,interior, tires in game (hide in reflection render)
RV_CarGlass = 0x00000040, // 🚗🪟 car glass in game (hide for in car camera)
RV_Particles = RV_Car,
// vis masks
// RV_MaskGameAll = RV_SkyMain + RV_Road + RV_Terrain + RV_Vegetation + RV_VegetGrass + RV_Objects + RV_Fluid
// + RV_Car + RV_CarGlass, // + RV_Hud3D[player],
RV_MaskReflect = RV_SkyCubeRefl + RV_Road + RV_Terrain + RV_Vegetation + RV_Objects, // no hud, grass, car,glass,tires
// most as visibility_mask in SR3.compositor
// RV_WaterReflect = RV_Terrain + RV_Vegetation + RV_Road /*+ RV_Objects /*+ RV_Car*/,
// RV_WaterRefract = RV_Terrain + RV_Vegetation + RV_Road + RV_Objects + RV_Car,
RV_MaskAll = 0x000001FF,
// RV_MaskPrvCam = 0x00000200,
// ed only road RTT prv
RV_EdRoadDens = 0x00004000, // 🛣️🌿 for grass,trees placing etc
RV_EdRoadPreview = 0x00008000; // 🛣️🌍 for minimap