Files
RobustToolbox/Robust.Shared/Enums/OverlaySpaces.cs
metalgearsloth ea1cc5e446 Planet lighting pre-reqs (#5490)
* Add another lookup overload

* Fix RenderInRenderTarget

See the linked issue for what happens.

* Also this one

* stuff

* Fix stencilling

* fixes

* mix blend

* fix

* blur fixes

* Tile flag

* Minor tweak

* Fixes

* Render state fixes

* Fixes

* Fix stupidity

* More state render bug fixes

* MapUid on overlay draw

* Remove blur comment

* Fixes

* Fixes

* Remove

* Engine vibe
2025-02-16 19:29:32 +11:00

65 lines
1.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
namespace Robust.Shared.Enums
{
/// <summary>
/// Determines in which canvas layers an overlay gets drawn.
/// </summary>
[Flags]
public enum OverlaySpace : ushort
{
/// <summary>
/// Used for matching bit flags.
/// </summary>
None = 0,
/// <summary>
/// This overlay will be drawn in screen coordinates in the UI space above the world.
/// </summary>
ScreenSpace = 1 << 1,
/// <summary>
/// This overlay will be drawn above entities, lighting, and FOV.
/// </summary>
WorldSpace = 1 << 2,
/// <summary>
/// This overlay will be drawn beneath FOV and lighting, but above entities.
/// </summary>
WorldSpaceBelowFOV = 1 << 3,
/// <summary>
/// This overlay will be along with entities, with the order depending on overlay's ZOrder and sprite's
/// DrawDepth.
/// </summary>
WorldSpaceEntities = 1 << 4,
/// <summary>
/// Drawn after every grid.
/// </summary>
WorldSpaceGrids = 1 << 5,
/// <summary>
/// This overlay will be drawn beneath entities, lighting, and FOV; above grids.
/// </summary>
WorldSpaceBelowEntities = 1 << 6,
/// <summary>
/// This overlay will be drawn in screen coordinates behind the world.
/// </summary>
ScreenSpaceBelowWorld = 1 << 7,
/// <summary>
/// Overlay will be rendered below grids, entities, and everything else. In world space.
/// </summary>
WorldSpaceBelowWorld = 1 << 8,
/// <summary>
/// Called after GLClear but before FOV applied to the lighting buffer.
/// </summary>
BeforeLighting = 1 << 9,
}
}