Nebula
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#include <batchgroup.h>
BatchGroup denotes a zero indexed name registry which corresponds to the type of materials being batched during a FrameBatch.
The name from the 'batchType' field gets converted into an index in this class, which is then used when retrieving all materials which utilizes this batch type.
Materials have the same field in their template definition, meaning that for each frame batch using a specific batch type, all materials with the same batch type defined will be rendered in this pass, which acts as the bridge between the frame shader system and the material rendering system.
Public Types | |
typedef Util::StringAtom | Name |
human readable name of a ModelNodeType | |
typedef IndexT | Code |
binary code for a ModelNodeType | |
Static Public Member Functions | |
static Code | FromName (const Name &name) |
convert from string | |
static Name | ToName (Code c) |
convert to string | |
Static Public Attributes | |
static const IndexT | NumBatchGroups = 256 |
maximum number of different ModelNodeTypes | |
static const IndexT | InvalidBatchGroup = InvalidIndex |
invalid model node type code | |
Private Member Functions | |
BatchGroup () | |
constructor | |
Private Attributes | |
Util::Dictionary< Name, IndexT > | nameToCode |
Util::Array< Name > | codeToName |
Friends | |
class | Graphics::GraphicsServer |
typedef IndexT CoreGraphics::BatchGroup::Code |
binary code for a ModelNodeType
human readable name of a ModelNodeType
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private |
constructor
Private constructor, only the ModelServer may create the central ModelNodeType registry.
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static |
convert from string
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convert to string
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friend |
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private |
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static |
invalid model node type code
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private |
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static |
maximum number of different ModelNodeTypes